babylon.module.d.ts 5.4 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. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @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
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. 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);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * 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".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * 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"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * 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"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * 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)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * 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
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. 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;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. 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;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * 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"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * 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".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * 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"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * 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".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** 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 */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** 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 */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** 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 */
  4100. static readonly GEQUAL: number;
  4101. /** 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 */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * 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.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * 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.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. 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;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** 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 */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * 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.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. 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;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. 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;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. 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;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  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. * @return the cube texture
  7630. */
  7631. 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);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * 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;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * 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).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * 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).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * 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.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * 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.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * 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.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * 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.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * 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.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * 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.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * 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).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * 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).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * 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.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * 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.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * 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.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * 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.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * 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.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * 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.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * 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).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * 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).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * 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.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * 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.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * 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.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * 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.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * 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.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * 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.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * 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).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * 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).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * 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.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * 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.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * 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.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * 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.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * 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.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure 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 exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * 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)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @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.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * 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.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * 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
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @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
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @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
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /**
  11559. * An event triggered when the manager is disposed.
  11560. */
  11561. onDisposeObservable: Observable<SpriteManager>;
  11562. private _onDisposeObserver;
  11563. /**
  11564. * Callback called when the manager is disposed
  11565. */
  11566. onDispose: () => void;
  11567. private _capacity;
  11568. private _spriteTexture;
  11569. private _epsilon;
  11570. private _scene;
  11571. private _vertexData;
  11572. private _buffer;
  11573. private _vertexBuffers;
  11574. private _indexBuffer;
  11575. private _effectBase;
  11576. private _effectFog;
  11577. /**
  11578. * Gets or sets the spritesheet texture
  11579. */
  11580. texture: Texture;
  11581. /**
  11582. * Creates a new sprite manager
  11583. * @param name defines the manager's name
  11584. * @param imgUrl defines the sprite sheet url
  11585. * @param capacity defines the maximum allowed number of sprites
  11586. * @param cellSize defines the size of a sprite cell
  11587. * @param scene defines the hosting scene
  11588. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11589. * @param samplingMode defines the smapling mode to use with spritesheet
  11590. */
  11591. constructor(
  11592. /** defines the manager's name */
  11593. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  11594. private _appendSpriteVertex;
  11595. /**
  11596. * Intersects the sprites with a ray
  11597. * @param ray defines the ray to intersect with
  11598. * @param camera defines the current active camera
  11599. * @param predicate defines a predicate used to select candidate sprites
  11600. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11601. * @returns null if no hit or a PickingInfo
  11602. */
  11603. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11604. /**
  11605. * Render all child sprites
  11606. */
  11607. render(): void;
  11608. /**
  11609. * Release associated resources
  11610. */
  11611. dispose(): void;
  11612. }
  11613. }
  11614. declare module "babylonjs/Sprites/sprite" {
  11615. import { Vector3 } from "babylonjs/Maths/math.vector";
  11616. import { Nullable } from "babylonjs/types";
  11617. import { ActionManager } from "babylonjs/Actions/actionManager";
  11618. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11619. import { Color4 } from "babylonjs/Maths/math.color";
  11620. /**
  11621. * Class used to represent a sprite
  11622. * @see http://doc.babylonjs.com/babylon101/sprites
  11623. */
  11624. export class Sprite {
  11625. /** defines the name */
  11626. name: string;
  11627. /** Gets or sets the current world position */
  11628. position: Vector3;
  11629. /** Gets or sets the main color */
  11630. color: Color4;
  11631. /** Gets or sets the width */
  11632. width: number;
  11633. /** Gets or sets the height */
  11634. height: number;
  11635. /** Gets or sets rotation angle */
  11636. angle: number;
  11637. /** Gets or sets the cell index in the sprite sheet */
  11638. cellIndex: number;
  11639. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11640. invertU: number;
  11641. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11642. invertV: number;
  11643. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11644. disposeWhenFinishedAnimating: boolean;
  11645. /** Gets the list of attached animations */
  11646. animations: Animation[];
  11647. /** Gets or sets a boolean indicating if the sprite can be picked */
  11648. isPickable: boolean;
  11649. /**
  11650. * Gets or sets the associated action manager
  11651. */
  11652. actionManager: Nullable<ActionManager>;
  11653. private _animationStarted;
  11654. private _loopAnimation;
  11655. private _fromIndex;
  11656. private _toIndex;
  11657. private _delay;
  11658. private _direction;
  11659. private _manager;
  11660. private _time;
  11661. private _onAnimationEnd;
  11662. /**
  11663. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11664. */
  11665. isVisible: boolean;
  11666. /**
  11667. * Gets or sets the sprite size
  11668. */
  11669. size: number;
  11670. /**
  11671. * Creates a new Sprite
  11672. * @param name defines the name
  11673. * @param manager defines the manager
  11674. */
  11675. constructor(
  11676. /** defines the name */
  11677. name: string, manager: ISpriteManager);
  11678. /**
  11679. * Starts an animation
  11680. * @param from defines the initial key
  11681. * @param to defines the end key
  11682. * @param loop defines if the animation must loop
  11683. * @param delay defines the start delay (in ms)
  11684. * @param onAnimationEnd defines a callback to call when animation ends
  11685. */
  11686. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11687. /** Stops current animation (if any) */
  11688. stopAnimation(): void;
  11689. /** @hidden */
  11690. _animate(deltaTime: number): void;
  11691. /** Release associated resources */
  11692. dispose(): void;
  11693. }
  11694. }
  11695. declare module "babylonjs/Collisions/pickingInfo" {
  11696. import { Nullable } from "babylonjs/types";
  11697. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11699. import { Sprite } from "babylonjs/Sprites/sprite";
  11700. import { Ray } from "babylonjs/Culling/ray";
  11701. /**
  11702. * Information about the result of picking within a scene
  11703. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11704. */
  11705. export class PickingInfo {
  11706. /** @hidden */
  11707. _pickingUnavailable: boolean;
  11708. /**
  11709. * If the pick collided with an object
  11710. */
  11711. hit: boolean;
  11712. /**
  11713. * Distance away where the pick collided
  11714. */
  11715. distance: number;
  11716. /**
  11717. * The location of pick collision
  11718. */
  11719. pickedPoint: Nullable<Vector3>;
  11720. /**
  11721. * The mesh corresponding the the pick collision
  11722. */
  11723. pickedMesh: Nullable<AbstractMesh>;
  11724. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11725. bu: number;
  11726. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11727. bv: number;
  11728. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11729. faceId: number;
  11730. /** Id of the the submesh that was picked */
  11731. subMeshId: number;
  11732. /** If a sprite was picked, this will be the sprite the pick collided with */
  11733. pickedSprite: Nullable<Sprite>;
  11734. /**
  11735. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11736. */
  11737. originMesh: Nullable<AbstractMesh>;
  11738. /**
  11739. * The ray that was used to perform the picking.
  11740. */
  11741. ray: Nullable<Ray>;
  11742. /**
  11743. * Gets the normal correspodning to the face the pick collided with
  11744. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11745. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11746. * @returns The normal correspodning to the face the pick collided with
  11747. */
  11748. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11749. /**
  11750. * Gets the texture coordinates of where the pick occured
  11751. * @returns the vector containing the coordnates of the texture
  11752. */
  11753. getTextureCoordinates(): Nullable<Vector2>;
  11754. }
  11755. }
  11756. declare module "babylonjs/Events/pointerEvents" {
  11757. import { Nullable } from "babylonjs/types";
  11758. import { Vector2 } from "babylonjs/Maths/math.vector";
  11759. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11760. import { Ray } from "babylonjs/Culling/ray";
  11761. /**
  11762. * Gather the list of pointer event types as constants.
  11763. */
  11764. export class PointerEventTypes {
  11765. /**
  11766. * 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.
  11767. */
  11768. static readonly POINTERDOWN: number;
  11769. /**
  11770. * The pointerup event is fired when a pointer is no longer active.
  11771. */
  11772. static readonly POINTERUP: number;
  11773. /**
  11774. * The pointermove event is fired when a pointer changes coordinates.
  11775. */
  11776. static readonly POINTERMOVE: number;
  11777. /**
  11778. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11779. */
  11780. static readonly POINTERWHEEL: number;
  11781. /**
  11782. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11783. */
  11784. static readonly POINTERPICK: number;
  11785. /**
  11786. * The pointertap event is fired when a the object has been touched and released without drag.
  11787. */
  11788. static readonly POINTERTAP: number;
  11789. /**
  11790. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11791. */
  11792. static readonly POINTERDOUBLETAP: number;
  11793. }
  11794. /**
  11795. * Base class of pointer info types.
  11796. */
  11797. export class PointerInfoBase {
  11798. /**
  11799. * Defines the type of event (PointerEventTypes)
  11800. */
  11801. type: number;
  11802. /**
  11803. * Defines the related dom event
  11804. */
  11805. event: PointerEvent | MouseWheelEvent;
  11806. /**
  11807. * Instantiates the base class of pointers info.
  11808. * @param type Defines the type of event (PointerEventTypes)
  11809. * @param event Defines the related dom event
  11810. */
  11811. constructor(
  11812. /**
  11813. * Defines the type of event (PointerEventTypes)
  11814. */
  11815. type: number,
  11816. /**
  11817. * Defines the related dom event
  11818. */
  11819. event: PointerEvent | MouseWheelEvent);
  11820. }
  11821. /**
  11822. * This class is used to store pointer related info for the onPrePointerObservable event.
  11823. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11824. */
  11825. export class PointerInfoPre extends PointerInfoBase {
  11826. /**
  11827. * Ray from a pointer if availible (eg. 6dof controller)
  11828. */
  11829. ray: Nullable<Ray>;
  11830. /**
  11831. * Defines the local position of the pointer on the canvas.
  11832. */
  11833. localPosition: Vector2;
  11834. /**
  11835. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11836. */
  11837. skipOnPointerObservable: boolean;
  11838. /**
  11839. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11840. * @param type Defines the type of event (PointerEventTypes)
  11841. * @param event Defines the related dom event
  11842. * @param localX Defines the local x coordinates of the pointer when the event occured
  11843. * @param localY Defines the local y coordinates of the pointer when the event occured
  11844. */
  11845. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11846. }
  11847. /**
  11848. * This type contains all the data related to a pointer event in Babylon.js.
  11849. * 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.
  11850. */
  11851. export class PointerInfo extends PointerInfoBase {
  11852. /**
  11853. * Defines the picking info associated to the info (if any)\
  11854. */
  11855. pickInfo: Nullable<PickingInfo>;
  11856. /**
  11857. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11858. * @param type Defines the type of event (PointerEventTypes)
  11859. * @param event Defines the related dom event
  11860. * @param pickInfo Defines the picking info associated to the info (if any)\
  11861. */
  11862. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11863. /**
  11864. * Defines the picking info associated to the info (if any)\
  11865. */
  11866. pickInfo: Nullable<PickingInfo>);
  11867. }
  11868. /**
  11869. * Data relating to a touch event on the screen.
  11870. */
  11871. export interface PointerTouch {
  11872. /**
  11873. * X coordinate of touch.
  11874. */
  11875. x: number;
  11876. /**
  11877. * Y coordinate of touch.
  11878. */
  11879. y: number;
  11880. /**
  11881. * Id of touch. Unique for each finger.
  11882. */
  11883. pointerId: number;
  11884. /**
  11885. * Event type passed from DOM.
  11886. */
  11887. type: any;
  11888. }
  11889. }
  11890. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11891. import { Observable } from "babylonjs/Misc/observable";
  11892. import { Nullable } from "babylonjs/types";
  11893. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11894. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11895. /**
  11896. * Manage the mouse inputs to control the movement of a free camera.
  11897. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11898. */
  11899. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11900. /**
  11901. * Define if touch is enabled in the mouse input
  11902. */
  11903. touchEnabled: boolean;
  11904. /**
  11905. * Defines the camera the input is attached to.
  11906. */
  11907. camera: FreeCamera;
  11908. /**
  11909. * Defines the buttons associated with the input to handle camera move.
  11910. */
  11911. buttons: number[];
  11912. /**
  11913. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11914. */
  11915. angularSensibility: number;
  11916. private _pointerInput;
  11917. private _onMouseMove;
  11918. private _observer;
  11919. private previousPosition;
  11920. /**
  11921. * Observable for when a pointer move event occurs containing the move offset
  11922. */
  11923. onPointerMovedObservable: Observable<{
  11924. offsetX: number;
  11925. offsetY: number;
  11926. }>;
  11927. /**
  11928. * @hidden
  11929. * If the camera should be rotated automatically based on pointer movement
  11930. */
  11931. _allowCameraRotation: boolean;
  11932. /**
  11933. * Manage the mouse inputs to control the movement of a free camera.
  11934. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11935. * @param touchEnabled Defines if touch is enabled or not
  11936. */
  11937. constructor(
  11938. /**
  11939. * Define if touch is enabled in the mouse input
  11940. */
  11941. touchEnabled?: boolean);
  11942. /**
  11943. * Attach the input controls to a specific dom element to get the input from.
  11944. * @param element Defines the element the controls should be listened from
  11945. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11946. */
  11947. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11948. /**
  11949. * Called on JS contextmenu event.
  11950. * Override this method to provide functionality.
  11951. */
  11952. protected onContextMenu(evt: PointerEvent): void;
  11953. /**
  11954. * Detach the current controls from the specified dom element.
  11955. * @param element Defines the element to stop listening the inputs from
  11956. */
  11957. detachControl(element: Nullable<HTMLElement>): void;
  11958. /**
  11959. * Gets the class name of the current intput.
  11960. * @returns the class name
  11961. */
  11962. getClassName(): string;
  11963. /**
  11964. * Get the friendly name associated with the input class.
  11965. * @returns the input friendly name
  11966. */
  11967. getSimpleName(): string;
  11968. }
  11969. }
  11970. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11971. import { Nullable } from "babylonjs/types";
  11972. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11973. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11974. /**
  11975. * Manage the touch inputs to control the movement of a free camera.
  11976. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11977. */
  11978. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11979. /**
  11980. * Defines the camera the input is attached to.
  11981. */
  11982. camera: FreeCamera;
  11983. /**
  11984. * Defines the touch sensibility for rotation.
  11985. * The higher the faster.
  11986. */
  11987. touchAngularSensibility: number;
  11988. /**
  11989. * Defines the touch sensibility for move.
  11990. * The higher the faster.
  11991. */
  11992. touchMoveSensibility: number;
  11993. private _offsetX;
  11994. private _offsetY;
  11995. private _pointerPressed;
  11996. private _pointerInput;
  11997. private _observer;
  11998. private _onLostFocus;
  11999. /**
  12000. * Attach the input controls to a specific dom element to get the input from.
  12001. * @param element Defines the element the controls should be listened from
  12002. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12003. */
  12004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12005. /**
  12006. * Detach the current controls from the specified dom element.
  12007. * @param element Defines the element to stop listening the inputs from
  12008. */
  12009. detachControl(element: Nullable<HTMLElement>): void;
  12010. /**
  12011. * Update the current camera state depending on the inputs that have been used this frame.
  12012. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12013. */
  12014. checkInputs(): void;
  12015. /**
  12016. * Gets the class name of the current intput.
  12017. * @returns the class name
  12018. */
  12019. getClassName(): string;
  12020. /**
  12021. * Get the friendly name associated with the input class.
  12022. * @returns the input friendly name
  12023. */
  12024. getSimpleName(): string;
  12025. }
  12026. }
  12027. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12028. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12029. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12030. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12031. import { Nullable } from "babylonjs/types";
  12032. /**
  12033. * Default Inputs manager for the FreeCamera.
  12034. * It groups all the default supported inputs for ease of use.
  12035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12036. */
  12037. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12038. /**
  12039. * @hidden
  12040. */
  12041. _mouseInput: Nullable<FreeCameraMouseInput>;
  12042. /**
  12043. * Instantiates a new FreeCameraInputsManager.
  12044. * @param camera Defines the camera the inputs belong to
  12045. */
  12046. constructor(camera: FreeCamera);
  12047. /**
  12048. * Add keyboard input support to the input manager.
  12049. * @returns the current input manager
  12050. */
  12051. addKeyboard(): FreeCameraInputsManager;
  12052. /**
  12053. * Add mouse input support to the input manager.
  12054. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12055. * @returns the current input manager
  12056. */
  12057. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12058. /**
  12059. * Removes the mouse input support from the manager
  12060. * @returns the current input manager
  12061. */
  12062. removeMouse(): FreeCameraInputsManager;
  12063. /**
  12064. * Add touch input support to the input manager.
  12065. * @returns the current input manager
  12066. */
  12067. addTouch(): FreeCameraInputsManager;
  12068. /**
  12069. * Remove all attached input methods from a camera
  12070. */
  12071. clear(): void;
  12072. }
  12073. }
  12074. declare module "babylonjs/Cameras/freeCamera" {
  12075. import { Vector3 } from "babylonjs/Maths/math.vector";
  12076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12077. import { Scene } from "babylonjs/scene";
  12078. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12079. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12080. /**
  12081. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12082. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12084. */
  12085. export class FreeCamera extends TargetCamera {
  12086. /**
  12087. * Define the collision ellipsoid of the camera.
  12088. * This is helpful to simulate a camera body like the player body around the camera
  12089. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12090. */
  12091. ellipsoid: Vector3;
  12092. /**
  12093. * Define an offset for the position of the ellipsoid around the camera.
  12094. * This can be helpful to determine the center of the body near the gravity center of the body
  12095. * instead of its head.
  12096. */
  12097. ellipsoidOffset: Vector3;
  12098. /**
  12099. * Enable or disable collisions of the camera with the rest of the scene objects.
  12100. */
  12101. checkCollisions: boolean;
  12102. /**
  12103. * Enable or disable gravity on the camera.
  12104. */
  12105. applyGravity: boolean;
  12106. /**
  12107. * Define the input manager associated to the camera.
  12108. */
  12109. inputs: FreeCameraInputsManager;
  12110. /**
  12111. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12112. * Higher values reduce sensitivity.
  12113. */
  12114. /**
  12115. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12116. * Higher values reduce sensitivity.
  12117. */
  12118. angularSensibility: number;
  12119. /**
  12120. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12121. */
  12122. keysUp: number[];
  12123. /**
  12124. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12125. */
  12126. keysDown: number[];
  12127. /**
  12128. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12129. */
  12130. keysLeft: number[];
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12133. */
  12134. keysRight: number[];
  12135. /**
  12136. * Event raised when the camera collide with a mesh in the scene.
  12137. */
  12138. onCollide: (collidedMesh: AbstractMesh) => void;
  12139. private _collider;
  12140. private _needMoveForGravity;
  12141. private _oldPosition;
  12142. private _diffPosition;
  12143. private _newPosition;
  12144. /** @hidden */
  12145. _localDirection: Vector3;
  12146. /** @hidden */
  12147. _transformedDirection: Vector3;
  12148. /**
  12149. * Instantiates a Free Camera.
  12150. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12151. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12152. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12153. * @param name Define the name of the camera in the scene
  12154. * @param position Define the start position of the camera in the scene
  12155. * @param scene Define the scene the camera belongs to
  12156. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12157. */
  12158. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12159. /**
  12160. * Attached controls to the current camera.
  12161. * @param element Defines the element the controls should be listened from
  12162. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12163. */
  12164. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12165. /**
  12166. * Detach the current controls from the camera.
  12167. * The camera will stop reacting to inputs.
  12168. * @param element Defines the element to stop listening the inputs from
  12169. */
  12170. detachControl(element: HTMLElement): void;
  12171. private _collisionMask;
  12172. /**
  12173. * Define a collision mask to limit the list of object the camera can collide with
  12174. */
  12175. collisionMask: number;
  12176. /** @hidden */
  12177. _collideWithWorld(displacement: Vector3): void;
  12178. private _onCollisionPositionChange;
  12179. /** @hidden */
  12180. _checkInputs(): void;
  12181. /** @hidden */
  12182. _decideIfNeedsToMove(): boolean;
  12183. /** @hidden */
  12184. _updatePosition(): void;
  12185. /**
  12186. * Destroy the camera and release the current resources hold by it.
  12187. */
  12188. dispose(): void;
  12189. /**
  12190. * Gets the current object class name.
  12191. * @return the class name
  12192. */
  12193. getClassName(): string;
  12194. }
  12195. }
  12196. declare module "babylonjs/Gamepads/gamepad" {
  12197. import { Observable } from "babylonjs/Misc/observable";
  12198. /**
  12199. * Represents a gamepad control stick position
  12200. */
  12201. export class StickValues {
  12202. /**
  12203. * The x component of the control stick
  12204. */
  12205. x: number;
  12206. /**
  12207. * The y component of the control stick
  12208. */
  12209. y: number;
  12210. /**
  12211. * Initializes the gamepad x and y control stick values
  12212. * @param x The x component of the gamepad control stick value
  12213. * @param y The y component of the gamepad control stick value
  12214. */
  12215. constructor(
  12216. /**
  12217. * The x component of the control stick
  12218. */
  12219. x: number,
  12220. /**
  12221. * The y component of the control stick
  12222. */
  12223. y: number);
  12224. }
  12225. /**
  12226. * An interface which manages callbacks for gamepad button changes
  12227. */
  12228. export interface GamepadButtonChanges {
  12229. /**
  12230. * Called when a gamepad has been changed
  12231. */
  12232. changed: boolean;
  12233. /**
  12234. * Called when a gamepad press event has been triggered
  12235. */
  12236. pressChanged: boolean;
  12237. /**
  12238. * Called when a touch event has been triggered
  12239. */
  12240. touchChanged: boolean;
  12241. /**
  12242. * Called when a value has changed
  12243. */
  12244. valueChanged: boolean;
  12245. }
  12246. /**
  12247. * Represents a gamepad
  12248. */
  12249. export class Gamepad {
  12250. /**
  12251. * The id of the gamepad
  12252. */
  12253. id: string;
  12254. /**
  12255. * The index of the gamepad
  12256. */
  12257. index: number;
  12258. /**
  12259. * The browser gamepad
  12260. */
  12261. browserGamepad: any;
  12262. /**
  12263. * Specifies what type of gamepad this represents
  12264. */
  12265. type: number;
  12266. private _leftStick;
  12267. private _rightStick;
  12268. /** @hidden */
  12269. _isConnected: boolean;
  12270. private _leftStickAxisX;
  12271. private _leftStickAxisY;
  12272. private _rightStickAxisX;
  12273. private _rightStickAxisY;
  12274. /**
  12275. * Triggered when the left control stick has been changed
  12276. */
  12277. private _onleftstickchanged;
  12278. /**
  12279. * Triggered when the right control stick has been changed
  12280. */
  12281. private _onrightstickchanged;
  12282. /**
  12283. * Represents a gamepad controller
  12284. */
  12285. static GAMEPAD: number;
  12286. /**
  12287. * Represents a generic controller
  12288. */
  12289. static GENERIC: number;
  12290. /**
  12291. * Represents an XBox controller
  12292. */
  12293. static XBOX: number;
  12294. /**
  12295. * Represents a pose-enabled controller
  12296. */
  12297. static POSE_ENABLED: number;
  12298. /**
  12299. * Specifies whether the left control stick should be Y-inverted
  12300. */
  12301. protected _invertLeftStickY: boolean;
  12302. /**
  12303. * Specifies if the gamepad has been connected
  12304. */
  12305. readonly isConnected: boolean;
  12306. /**
  12307. * Initializes the gamepad
  12308. * @param id The id of the gamepad
  12309. * @param index The index of the gamepad
  12310. * @param browserGamepad The browser gamepad
  12311. * @param leftStickX The x component of the left joystick
  12312. * @param leftStickY The y component of the left joystick
  12313. * @param rightStickX The x component of the right joystick
  12314. * @param rightStickY The y component of the right joystick
  12315. */
  12316. constructor(
  12317. /**
  12318. * The id of the gamepad
  12319. */
  12320. id: string,
  12321. /**
  12322. * The index of the gamepad
  12323. */
  12324. index: number,
  12325. /**
  12326. * The browser gamepad
  12327. */
  12328. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12329. /**
  12330. * Callback triggered when the left joystick has changed
  12331. * @param callback
  12332. */
  12333. onleftstickchanged(callback: (values: StickValues) => void): void;
  12334. /**
  12335. * Callback triggered when the right joystick has changed
  12336. * @param callback
  12337. */
  12338. onrightstickchanged(callback: (values: StickValues) => void): void;
  12339. /**
  12340. * Gets the left joystick
  12341. */
  12342. /**
  12343. * Sets the left joystick values
  12344. */
  12345. leftStick: StickValues;
  12346. /**
  12347. * Gets the right joystick
  12348. */
  12349. /**
  12350. * Sets the right joystick value
  12351. */
  12352. rightStick: StickValues;
  12353. /**
  12354. * Updates the gamepad joystick positions
  12355. */
  12356. update(): void;
  12357. /**
  12358. * Disposes the gamepad
  12359. */
  12360. dispose(): void;
  12361. }
  12362. /**
  12363. * Represents a generic gamepad
  12364. */
  12365. export class GenericPad extends Gamepad {
  12366. private _buttons;
  12367. private _onbuttondown;
  12368. private _onbuttonup;
  12369. /**
  12370. * Observable triggered when a button has been pressed
  12371. */
  12372. onButtonDownObservable: Observable<number>;
  12373. /**
  12374. * Observable triggered when a button has been released
  12375. */
  12376. onButtonUpObservable: Observable<number>;
  12377. /**
  12378. * Callback triggered when a button has been pressed
  12379. * @param callback Called when a button has been pressed
  12380. */
  12381. onbuttondown(callback: (buttonPressed: number) => void): void;
  12382. /**
  12383. * Callback triggered when a button has been released
  12384. * @param callback Called when a button has been released
  12385. */
  12386. onbuttonup(callback: (buttonReleased: number) => void): void;
  12387. /**
  12388. * Initializes the generic gamepad
  12389. * @param id The id of the generic gamepad
  12390. * @param index The index of the generic gamepad
  12391. * @param browserGamepad The browser gamepad
  12392. */
  12393. constructor(id: string, index: number, browserGamepad: any);
  12394. private _setButtonValue;
  12395. /**
  12396. * Updates the generic gamepad
  12397. */
  12398. update(): void;
  12399. /**
  12400. * Disposes the generic gamepad
  12401. */
  12402. dispose(): void;
  12403. }
  12404. }
  12405. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12406. import { Nullable } from "babylonjs/types";
  12407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12408. import { Scene } from "babylonjs/scene";
  12409. module "babylonjs/Engines/engine" {
  12410. interface Engine {
  12411. /**
  12412. * Creates a raw texture
  12413. * @param data defines the data to store in the texture
  12414. * @param width defines the width of the texture
  12415. * @param height defines the height of the texture
  12416. * @param format defines the format of the data
  12417. * @param generateMipMaps defines if the engine should generate the mip levels
  12418. * @param invertY defines if data must be stored with Y axis inverted
  12419. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12420. * @param compression defines the compression used (null by default)
  12421. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12422. * @returns the raw texture inside an InternalTexture
  12423. */
  12424. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12425. /**
  12426. * Update a raw texture
  12427. * @param texture defines the texture to update
  12428. * @param data defines the data to store in the texture
  12429. * @param format defines the format of the data
  12430. * @param invertY defines if data must be stored with Y axis inverted
  12431. */
  12432. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12433. /**
  12434. * Update a raw texture
  12435. * @param texture defines the texture to update
  12436. * @param data defines the data to store in the texture
  12437. * @param format defines the format of the data
  12438. * @param invertY defines if data must be stored with Y axis inverted
  12439. * @param compression defines the compression used (null by default)
  12440. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12441. */
  12442. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12443. /**
  12444. * Creates a new raw cube texture
  12445. * @param data defines the array of data to use to create each face
  12446. * @param size defines the size of the textures
  12447. * @param format defines the format of the data
  12448. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12449. * @param generateMipMaps defines if the engine should generate the mip levels
  12450. * @param invertY defines if data must be stored with Y axis inverted
  12451. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12452. * @param compression defines the compression used (null by default)
  12453. * @returns the cube texture as an InternalTexture
  12454. */
  12455. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12456. /**
  12457. * Update a raw cube texture
  12458. * @param texture defines the texture to udpdate
  12459. * @param data defines the data to store
  12460. * @param format defines the data format
  12461. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12462. * @param invertY defines if data must be stored with Y axis inverted
  12463. */
  12464. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12465. /**
  12466. * Update a raw cube texture
  12467. * @param texture defines the texture to udpdate
  12468. * @param data defines the data to store
  12469. * @param format defines the data format
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @param invertY defines if data must be stored with Y axis inverted
  12472. * @param compression defines the compression used (null by default)
  12473. */
  12474. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12475. /**
  12476. * Update a raw cube texture
  12477. * @param texture defines the texture to udpdate
  12478. * @param data defines the data to store
  12479. * @param format defines the data format
  12480. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12481. * @param invertY defines if data must be stored with Y axis inverted
  12482. * @param compression defines the compression used (null by default)
  12483. * @param level defines which level of the texture to update
  12484. */
  12485. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12486. /**
  12487. * Creates a new raw cube texture from a specified url
  12488. * @param url defines the url where the data is located
  12489. * @param scene defines the current scene
  12490. * @param size defines the size of the textures
  12491. * @param format defines the format of the data
  12492. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12493. * @param noMipmap defines if the engine should avoid generating the mip levels
  12494. * @param callback defines a callback used to extract texture data from loaded data
  12495. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12496. * @param onLoad defines a callback called when texture is loaded
  12497. * @param onError defines a callback called if there is an error
  12498. * @returns the cube texture as an InternalTexture
  12499. */
  12500. 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;
  12501. /**
  12502. * Creates a new raw cube texture from a specified url
  12503. * @param url defines the url where the data is located
  12504. * @param scene defines the current scene
  12505. * @param size defines the size of the textures
  12506. * @param format defines the format of the data
  12507. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12508. * @param noMipmap defines if the engine should avoid generating the mip levels
  12509. * @param callback defines a callback used to extract texture data from loaded data
  12510. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12511. * @param onLoad defines a callback called when texture is loaded
  12512. * @param onError defines a callback called if there is an error
  12513. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12514. * @param invertY defines if data must be stored with Y axis inverted
  12515. * @returns the cube texture as an InternalTexture
  12516. */
  12517. 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;
  12518. /**
  12519. * Creates a new raw 3D texture
  12520. * @param data defines the data used to create the texture
  12521. * @param width defines the width of the texture
  12522. * @param height defines the height of the texture
  12523. * @param depth defines the depth of the texture
  12524. * @param format defines the format of the texture
  12525. * @param generateMipMaps defines if the engine must generate mip levels
  12526. * @param invertY defines if data must be stored with Y axis inverted
  12527. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12528. * @param compression defines the compressed used (can be null)
  12529. * @param textureType defines the compressed used (can be null)
  12530. * @returns a new raw 3D texture (stored in an InternalTexture)
  12531. */
  12532. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12533. /**
  12534. * Update a raw 3D texture
  12535. * @param texture defines the texture to update
  12536. * @param data defines the data to store
  12537. * @param format defines the data format
  12538. * @param invertY defines if data must be stored with Y axis inverted
  12539. */
  12540. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12541. /**
  12542. * Update a raw 3D texture
  12543. * @param texture defines the texture to update
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param invertY defines if data must be stored with Y axis inverted
  12547. * @param compression defines the used compression (can be null)
  12548. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12549. */
  12550. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12551. }
  12552. }
  12553. }
  12554. declare module "babylonjs/Materials/Textures/rawTexture" {
  12555. import { Scene } from "babylonjs/scene";
  12556. import { Texture } from "babylonjs/Materials/Textures/texture";
  12557. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12558. /**
  12559. * Raw texture can help creating a texture directly from an array of data.
  12560. * This can be super useful if you either get the data from an uncompressed source or
  12561. * if you wish to create your texture pixel by pixel.
  12562. */
  12563. export class RawTexture extends Texture {
  12564. /**
  12565. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12566. */
  12567. format: number;
  12568. private _engine;
  12569. /**
  12570. * Instantiates a new RawTexture.
  12571. * Raw texture can help creating a texture directly from an array of data.
  12572. * This can be super useful if you either get the data from an uncompressed source or
  12573. * if you wish to create your texture pixel by pixel.
  12574. * @param data define the array of data to use to create the texture
  12575. * @param width define the width of the texture
  12576. * @param height define the height of the texture
  12577. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12578. * @param scene define the scene the texture belongs to
  12579. * @param generateMipMaps define whether mip maps should be generated or not
  12580. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12581. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12582. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12583. */
  12584. constructor(data: ArrayBufferView, width: number, height: number,
  12585. /**
  12586. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12587. */
  12588. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12589. /**
  12590. * Updates the texture underlying data.
  12591. * @param data Define the new data of the texture
  12592. */
  12593. update(data: ArrayBufferView): void;
  12594. /**
  12595. * Creates a luminance texture from some data.
  12596. * @param data Define the texture data
  12597. * @param width Define the width of the texture
  12598. * @param height Define the height of the texture
  12599. * @param scene Define the scene the texture belongs to
  12600. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12601. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12602. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12603. * @returns the luminance texture
  12604. */
  12605. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12606. /**
  12607. * Creates a luminance alpha texture from some data.
  12608. * @param data Define the texture data
  12609. * @param width Define the width of the texture
  12610. * @param height Define the height of the texture
  12611. * @param scene Define the scene the texture belongs to
  12612. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12613. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12614. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12615. * @returns the luminance alpha texture
  12616. */
  12617. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12618. /**
  12619. * Creates an alpha texture from some data.
  12620. * @param data Define the texture data
  12621. * @param width Define the width of the texture
  12622. * @param height Define the height of the texture
  12623. * @param scene Define the scene the texture belongs to
  12624. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12625. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12626. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12627. * @returns the alpha texture
  12628. */
  12629. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12630. /**
  12631. * Creates a RGB texture from some data.
  12632. * @param data Define the texture data
  12633. * @param width Define the width of the texture
  12634. * @param height Define the height of the texture
  12635. * @param scene Define the scene the texture belongs to
  12636. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12637. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12638. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12639. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12640. * @returns the RGB alpha texture
  12641. */
  12642. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12643. /**
  12644. * Creates a RGBA texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12653. * @returns the RGBA texture
  12654. */
  12655. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12656. /**
  12657. * Creates a R texture from some data.
  12658. * @param data Define the texture data
  12659. * @param width Define the width of the texture
  12660. * @param height Define the height of the texture
  12661. * @param scene Define the scene the texture belongs to
  12662. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12663. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12664. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12665. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12666. * @returns the R texture
  12667. */
  12668. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12669. }
  12670. }
  12671. declare module "babylonjs/Maths/math.size" {
  12672. /**
  12673. * Interface for the size containing width and height
  12674. */
  12675. export interface ISize {
  12676. /**
  12677. * Width
  12678. */
  12679. width: number;
  12680. /**
  12681. * Heighht
  12682. */
  12683. height: number;
  12684. }
  12685. /**
  12686. * Size containing widht and height
  12687. */
  12688. export class Size implements ISize {
  12689. /**
  12690. * Width
  12691. */
  12692. width: number;
  12693. /**
  12694. * Height
  12695. */
  12696. height: number;
  12697. /**
  12698. * Creates a Size object from the given width and height (floats).
  12699. * @param width width of the new size
  12700. * @param height height of the new size
  12701. */
  12702. constructor(width: number, height: number);
  12703. /**
  12704. * Returns a string with the Size width and height
  12705. * @returns a string with the Size width and height
  12706. */
  12707. toString(): string;
  12708. /**
  12709. * "Size"
  12710. * @returns the string "Size"
  12711. */
  12712. getClassName(): string;
  12713. /**
  12714. * Returns the Size hash code.
  12715. * @returns a hash code for a unique width and height
  12716. */
  12717. getHashCode(): number;
  12718. /**
  12719. * Updates the current size from the given one.
  12720. * @param src the given size
  12721. */
  12722. copyFrom(src: Size): void;
  12723. /**
  12724. * Updates in place the current Size from the given floats.
  12725. * @param width width of the new size
  12726. * @param height height of the new size
  12727. * @returns the updated Size.
  12728. */
  12729. copyFromFloats(width: number, height: number): Size;
  12730. /**
  12731. * Updates in place the current Size from the given floats.
  12732. * @param width width to set
  12733. * @param height height to set
  12734. * @returns the updated Size.
  12735. */
  12736. set(width: number, height: number): Size;
  12737. /**
  12738. * Multiplies the width and height by numbers
  12739. * @param w factor to multiple the width by
  12740. * @param h factor to multiple the height by
  12741. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12742. */
  12743. multiplyByFloats(w: number, h: number): Size;
  12744. /**
  12745. * Clones the size
  12746. * @returns a new Size copied from the given one.
  12747. */
  12748. clone(): Size;
  12749. /**
  12750. * True if the current Size and the given one width and height are strictly equal.
  12751. * @param other the other size to compare against
  12752. * @returns True if the current Size and the given one width and height are strictly equal.
  12753. */
  12754. equals(other: Size): boolean;
  12755. /**
  12756. * The surface of the Size : width * height (float).
  12757. */
  12758. readonly surface: number;
  12759. /**
  12760. * Create a new size of zero
  12761. * @returns a new Size set to (0.0, 0.0)
  12762. */
  12763. static Zero(): Size;
  12764. /**
  12765. * Sums the width and height of two sizes
  12766. * @param otherSize size to add to this size
  12767. * @returns a new Size set as the addition result of the current Size and the given one.
  12768. */
  12769. add(otherSize: Size): Size;
  12770. /**
  12771. * Subtracts the width and height of two
  12772. * @param otherSize size to subtract to this size
  12773. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12774. */
  12775. subtract(otherSize: Size): Size;
  12776. /**
  12777. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12778. * @param start starting size to lerp between
  12779. * @param end end size to lerp between
  12780. * @param amount amount to lerp between the start and end values
  12781. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12782. */
  12783. static Lerp(start: Size, end: Size, amount: number): Size;
  12784. }
  12785. }
  12786. declare module "babylonjs/Animations/runtimeAnimation" {
  12787. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12788. import { Animatable } from "babylonjs/Animations/animatable";
  12789. import { Scene } from "babylonjs/scene";
  12790. /**
  12791. * Defines a runtime animation
  12792. */
  12793. export class RuntimeAnimation {
  12794. private _events;
  12795. /**
  12796. * The current frame of the runtime animation
  12797. */
  12798. private _currentFrame;
  12799. /**
  12800. * The animation used by the runtime animation
  12801. */
  12802. private _animation;
  12803. /**
  12804. * The target of the runtime animation
  12805. */
  12806. private _target;
  12807. /**
  12808. * The initiating animatable
  12809. */
  12810. private _host;
  12811. /**
  12812. * The original value of the runtime animation
  12813. */
  12814. private _originalValue;
  12815. /**
  12816. * The original blend value of the runtime animation
  12817. */
  12818. private _originalBlendValue;
  12819. /**
  12820. * The offsets cache of the runtime animation
  12821. */
  12822. private _offsetsCache;
  12823. /**
  12824. * The high limits cache of the runtime animation
  12825. */
  12826. private _highLimitsCache;
  12827. /**
  12828. * Specifies if the runtime animation has been stopped
  12829. */
  12830. private _stopped;
  12831. /**
  12832. * The blending factor of the runtime animation
  12833. */
  12834. private _blendingFactor;
  12835. /**
  12836. * The BabylonJS scene
  12837. */
  12838. private _scene;
  12839. /**
  12840. * The current value of the runtime animation
  12841. */
  12842. private _currentValue;
  12843. /** @hidden */
  12844. _animationState: _IAnimationState;
  12845. /**
  12846. * The active target of the runtime animation
  12847. */
  12848. private _activeTargets;
  12849. private _currentActiveTarget;
  12850. private _directTarget;
  12851. /**
  12852. * The target path of the runtime animation
  12853. */
  12854. private _targetPath;
  12855. /**
  12856. * The weight of the runtime animation
  12857. */
  12858. private _weight;
  12859. /**
  12860. * The ratio offset of the runtime animation
  12861. */
  12862. private _ratioOffset;
  12863. /**
  12864. * The previous delay of the runtime animation
  12865. */
  12866. private _previousDelay;
  12867. /**
  12868. * The previous ratio of the runtime animation
  12869. */
  12870. private _previousRatio;
  12871. private _enableBlending;
  12872. private _keys;
  12873. private _minFrame;
  12874. private _maxFrame;
  12875. private _minValue;
  12876. private _maxValue;
  12877. private _targetIsArray;
  12878. /**
  12879. * Gets the current frame of the runtime animation
  12880. */
  12881. readonly currentFrame: number;
  12882. /**
  12883. * Gets the weight of the runtime animation
  12884. */
  12885. readonly weight: number;
  12886. /**
  12887. * Gets the current value of the runtime animation
  12888. */
  12889. readonly currentValue: any;
  12890. /**
  12891. * Gets the target path of the runtime animation
  12892. */
  12893. readonly targetPath: string;
  12894. /**
  12895. * Gets the actual target of the runtime animation
  12896. */
  12897. readonly target: any;
  12898. /** @hidden */
  12899. _onLoop: () => void;
  12900. /**
  12901. * Create a new RuntimeAnimation object
  12902. * @param target defines the target of the animation
  12903. * @param animation defines the source animation object
  12904. * @param scene defines the hosting scene
  12905. * @param host defines the initiating Animatable
  12906. */
  12907. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12908. private _preparePath;
  12909. /**
  12910. * Gets the animation from the runtime animation
  12911. */
  12912. readonly animation: Animation;
  12913. /**
  12914. * Resets the runtime animation to the beginning
  12915. * @param restoreOriginal defines whether to restore the target property to the original value
  12916. */
  12917. reset(restoreOriginal?: boolean): void;
  12918. /**
  12919. * Specifies if the runtime animation is stopped
  12920. * @returns Boolean specifying if the runtime animation is stopped
  12921. */
  12922. isStopped(): boolean;
  12923. /**
  12924. * Disposes of the runtime animation
  12925. */
  12926. dispose(): void;
  12927. /**
  12928. * Apply the interpolated value to the target
  12929. * @param currentValue defines the value computed by the animation
  12930. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12931. */
  12932. setValue(currentValue: any, weight: number): void;
  12933. private _getOriginalValues;
  12934. private _setValue;
  12935. /**
  12936. * Gets the loop pmode of the runtime animation
  12937. * @returns Loop Mode
  12938. */
  12939. private _getCorrectLoopMode;
  12940. /**
  12941. * Move the current animation to a given frame
  12942. * @param frame defines the frame to move to
  12943. */
  12944. goToFrame(frame: number): void;
  12945. /**
  12946. * @hidden Internal use only
  12947. */
  12948. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12949. /**
  12950. * Execute the current animation
  12951. * @param delay defines the delay to add to the current frame
  12952. * @param from defines the lower bound of the animation range
  12953. * @param to defines the upper bound of the animation range
  12954. * @param loop defines if the current animation must loop
  12955. * @param speedRatio defines the current speed ratio
  12956. * @param weight defines the weight of the animation (default is -1 so no weight)
  12957. * @param onLoop optional callback called when animation loops
  12958. * @returns a boolean indicating if the animation is running
  12959. */
  12960. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12961. }
  12962. }
  12963. declare module "babylonjs/Animations/animatable" {
  12964. import { Animation } from "babylonjs/Animations/animation";
  12965. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12966. import { Nullable } from "babylonjs/types";
  12967. import { Observable } from "babylonjs/Misc/observable";
  12968. import { Scene } from "babylonjs/scene";
  12969. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12970. import { Node } from "babylonjs/node";
  12971. /**
  12972. * Class used to store an actual running animation
  12973. */
  12974. export class Animatable {
  12975. /** defines the target object */
  12976. target: any;
  12977. /** defines the starting frame number (default is 0) */
  12978. fromFrame: number;
  12979. /** defines the ending frame number (default is 100) */
  12980. toFrame: number;
  12981. /** defines if the animation must loop (default is false) */
  12982. loopAnimation: boolean;
  12983. /** defines a callback to call when animation ends if it is not looping */
  12984. onAnimationEnd?: (() => void) | null | undefined;
  12985. /** defines a callback to call when animation loops */
  12986. onAnimationLoop?: (() => void) | null | undefined;
  12987. private _localDelayOffset;
  12988. private _pausedDelay;
  12989. private _runtimeAnimations;
  12990. private _paused;
  12991. private _scene;
  12992. private _speedRatio;
  12993. private _weight;
  12994. private _syncRoot;
  12995. /**
  12996. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  12997. * This will only apply for non looping animation (default is true)
  12998. */
  12999. disposeOnEnd: boolean;
  13000. /**
  13001. * Gets a boolean indicating if the animation has started
  13002. */
  13003. animationStarted: boolean;
  13004. /**
  13005. * Observer raised when the animation ends
  13006. */
  13007. onAnimationEndObservable: Observable<Animatable>;
  13008. /**
  13009. * Observer raised when the animation loops
  13010. */
  13011. onAnimationLoopObservable: Observable<Animatable>;
  13012. /**
  13013. * Gets the root Animatable used to synchronize and normalize animations
  13014. */
  13015. readonly syncRoot: Nullable<Animatable>;
  13016. /**
  13017. * Gets the current frame of the first RuntimeAnimation
  13018. * Used to synchronize Animatables
  13019. */
  13020. readonly masterFrame: number;
  13021. /**
  13022. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13023. */
  13024. weight: number;
  13025. /**
  13026. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13027. */
  13028. speedRatio: number;
  13029. /**
  13030. * Creates a new Animatable
  13031. * @param scene defines the hosting scene
  13032. * @param target defines the target object
  13033. * @param fromFrame defines the starting frame number (default is 0)
  13034. * @param toFrame defines the ending frame number (default is 100)
  13035. * @param loopAnimation defines if the animation must loop (default is false)
  13036. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13037. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13038. * @param animations defines a group of animation to add to the new Animatable
  13039. * @param onAnimationLoop defines a callback to call when animation loops
  13040. */
  13041. constructor(scene: Scene,
  13042. /** defines the target object */
  13043. target: any,
  13044. /** defines the starting frame number (default is 0) */
  13045. fromFrame?: number,
  13046. /** defines the ending frame number (default is 100) */
  13047. toFrame?: number,
  13048. /** defines if the animation must loop (default is false) */
  13049. loopAnimation?: boolean, speedRatio?: number,
  13050. /** defines a callback to call when animation ends if it is not looping */
  13051. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13052. /** defines a callback to call when animation loops */
  13053. onAnimationLoop?: (() => void) | null | undefined);
  13054. /**
  13055. * Synchronize and normalize current Animatable with a source Animatable
  13056. * This is useful when using animation weights and when animations are not of the same length
  13057. * @param root defines the root Animatable to synchronize with
  13058. * @returns the current Animatable
  13059. */
  13060. syncWith(root: Animatable): Animatable;
  13061. /**
  13062. * Gets the list of runtime animations
  13063. * @returns an array of RuntimeAnimation
  13064. */
  13065. getAnimations(): RuntimeAnimation[];
  13066. /**
  13067. * Adds more animations to the current animatable
  13068. * @param target defines the target of the animations
  13069. * @param animations defines the new animations to add
  13070. */
  13071. appendAnimations(target: any, animations: Animation[]): void;
  13072. /**
  13073. * Gets the source animation for a specific property
  13074. * @param property defines the propertyu to look for
  13075. * @returns null or the source animation for the given property
  13076. */
  13077. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13078. /**
  13079. * Gets the runtime animation for a specific property
  13080. * @param property defines the propertyu to look for
  13081. * @returns null or the runtime animation for the given property
  13082. */
  13083. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13084. /**
  13085. * Resets the animatable to its original state
  13086. */
  13087. reset(): void;
  13088. /**
  13089. * Allows the animatable to blend with current running animations
  13090. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13091. * @param blendingSpeed defines the blending speed to use
  13092. */
  13093. enableBlending(blendingSpeed: number): void;
  13094. /**
  13095. * Disable animation blending
  13096. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13097. */
  13098. disableBlending(): void;
  13099. /**
  13100. * Jump directly to a given frame
  13101. * @param frame defines the frame to jump to
  13102. */
  13103. goToFrame(frame: number): void;
  13104. /**
  13105. * Pause the animation
  13106. */
  13107. pause(): void;
  13108. /**
  13109. * Restart the animation
  13110. */
  13111. restart(): void;
  13112. private _raiseOnAnimationEnd;
  13113. /**
  13114. * Stop and delete the current animation
  13115. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13116. * @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)
  13117. */
  13118. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13119. /**
  13120. * Wait asynchronously for the animation to end
  13121. * @returns a promise which will be fullfilled when the animation ends
  13122. */
  13123. waitAsync(): Promise<Animatable>;
  13124. /** @hidden */
  13125. _animate(delay: number): boolean;
  13126. }
  13127. module "babylonjs/scene" {
  13128. interface Scene {
  13129. /** @hidden */
  13130. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13131. /** @hidden */
  13132. _processLateAnimationBindingsForMatrices(holder: {
  13133. totalWeight: number;
  13134. animations: RuntimeAnimation[];
  13135. originalValue: Matrix;
  13136. }): any;
  13137. /** @hidden */
  13138. _processLateAnimationBindingsForQuaternions(holder: {
  13139. totalWeight: number;
  13140. animations: RuntimeAnimation[];
  13141. originalValue: Quaternion;
  13142. }, refQuaternion: Quaternion): Quaternion;
  13143. /** @hidden */
  13144. _processLateAnimationBindings(): void;
  13145. /**
  13146. * Will start the animation sequence of a given target
  13147. * @param target defines the target
  13148. * @param from defines from which frame should animation start
  13149. * @param to defines until which frame should animation run.
  13150. * @param weight defines the weight to apply to the animation (1.0 by default)
  13151. * @param loop defines if the animation loops
  13152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13153. * @param onAnimationEnd defines the function to be executed when the animation ends
  13154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13155. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13156. * @param onAnimationLoop defines the callback to call when an animation loops
  13157. * @returns the animatable object created for this animation
  13158. */
  13159. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13160. /**
  13161. * Will start the animation sequence of a given target
  13162. * @param target defines the target
  13163. * @param from defines from which frame should animation start
  13164. * @param to defines until which frame should animation run.
  13165. * @param loop defines if the animation loops
  13166. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13167. * @param onAnimationEnd defines the function to be executed when the animation ends
  13168. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13169. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13170. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13171. * @param onAnimationLoop defines the callback to call when an animation loops
  13172. * @returns the animatable object created for this animation
  13173. */
  13174. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13175. /**
  13176. * Will start the animation sequence of a given target and its hierarchy
  13177. * @param target defines the target
  13178. * @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.
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the list of created animatables
  13189. */
  13190. 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[];
  13191. /**
  13192. * Begin a new animation on a given node
  13193. * @param target defines the target where the animation will take place
  13194. * @param animations defines the list of animations to start
  13195. * @param from defines the initial value
  13196. * @param to defines the final value
  13197. * @param loop defines if you want animation to loop (off by default)
  13198. * @param speedRatio defines the speed ratio to apply to all animations
  13199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13200. * @param onAnimationLoop defines the callback to call when an animation loops
  13201. * @returns the list of created animatables
  13202. */
  13203. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13204. /**
  13205. * Begin a new animation on a given node and its hierarchy
  13206. * @param target defines the root node where the animation will take place
  13207. * @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.
  13208. * @param animations defines the list of animations to start
  13209. * @param from defines the initial value
  13210. * @param to defines the final value
  13211. * @param loop defines if you want animation to loop (off by default)
  13212. * @param speedRatio defines the speed ratio to apply to all animations
  13213. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13214. * @param onAnimationLoop defines the callback to call when an animation loops
  13215. * @returns the list of animatables created for all nodes
  13216. */
  13217. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13218. /**
  13219. * Gets the animatable associated with a specific target
  13220. * @param target defines the target of the animatable
  13221. * @returns the required animatable if found
  13222. */
  13223. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13224. /**
  13225. * Gets all animatables associated with a given target
  13226. * @param target defines the target to look animatables for
  13227. * @returns an array of Animatables
  13228. */
  13229. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13230. /**
  13231. * Stops and removes all animations that have been applied to the scene
  13232. */
  13233. stopAllAnimations(): void;
  13234. }
  13235. }
  13236. module "babylonjs/Bones/bone" {
  13237. interface Bone {
  13238. /**
  13239. * Copy an animation range from another bone
  13240. * @param source defines the source bone
  13241. * @param rangeName defines the range name to copy
  13242. * @param frameOffset defines the frame offset
  13243. * @param rescaleAsRequired defines if rescaling must be applied if required
  13244. * @param skelDimensionsRatio defines the scaling ratio
  13245. * @returns true if operation was successful
  13246. */
  13247. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13248. }
  13249. }
  13250. }
  13251. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13252. /**
  13253. * Class used to override all child animations of a given target
  13254. */
  13255. export class AnimationPropertiesOverride {
  13256. /**
  13257. * Gets or sets a value indicating if animation blending must be used
  13258. */
  13259. enableBlending: boolean;
  13260. /**
  13261. * Gets or sets the blending speed to use when enableBlending is true
  13262. */
  13263. blendingSpeed: number;
  13264. /**
  13265. * Gets or sets the default loop mode to use
  13266. */
  13267. loopMode: number;
  13268. }
  13269. }
  13270. declare module "babylonjs/Bones/skeleton" {
  13271. import { Bone } from "babylonjs/Bones/bone";
  13272. import { Observable } from "babylonjs/Misc/observable";
  13273. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13274. import { Scene } from "babylonjs/scene";
  13275. import { Nullable } from "babylonjs/types";
  13276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13277. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13278. import { Animatable } from "babylonjs/Animations/animatable";
  13279. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13280. import { Animation } from "babylonjs/Animations/animation";
  13281. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13282. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13283. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13284. /**
  13285. * Class used to handle skinning animations
  13286. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13287. */
  13288. export class Skeleton implements IAnimatable {
  13289. /** defines the skeleton name */
  13290. name: string;
  13291. /** defines the skeleton Id */
  13292. id: string;
  13293. /**
  13294. * Defines the list of child bones
  13295. */
  13296. bones: Bone[];
  13297. /**
  13298. * Defines an estimate of the dimension of the skeleton at rest
  13299. */
  13300. dimensionsAtRest: Vector3;
  13301. /**
  13302. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13303. */
  13304. needInitialSkinMatrix: boolean;
  13305. /**
  13306. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13307. */
  13308. overrideMesh: Nullable<AbstractMesh>;
  13309. /**
  13310. * Gets the list of animations attached to this skeleton
  13311. */
  13312. animations: Array<Animation>;
  13313. private _scene;
  13314. private _isDirty;
  13315. private _transformMatrices;
  13316. private _transformMatrixTexture;
  13317. private _meshesWithPoseMatrix;
  13318. private _animatables;
  13319. private _identity;
  13320. private _synchronizedWithMesh;
  13321. private _ranges;
  13322. private _lastAbsoluteTransformsUpdateId;
  13323. private _canUseTextureForBones;
  13324. private _uniqueId;
  13325. /** @hidden */
  13326. _numBonesWithLinkedTransformNode: number;
  13327. /** @hidden */
  13328. _hasWaitingData: Nullable<boolean>;
  13329. /**
  13330. * Specifies if the skeleton should be serialized
  13331. */
  13332. doNotSerialize: boolean;
  13333. private _useTextureToStoreBoneMatrices;
  13334. /**
  13335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13336. * Please note that this option is not available if the hardware does not support it
  13337. */
  13338. useTextureToStoreBoneMatrices: boolean;
  13339. private _animationPropertiesOverride;
  13340. /**
  13341. * Gets or sets the animation properties override
  13342. */
  13343. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13344. /**
  13345. * List of inspectable custom properties (used by the Inspector)
  13346. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13347. */
  13348. inspectableCustomProperties: IInspectable[];
  13349. /**
  13350. * An observable triggered before computing the skeleton's matrices
  13351. */
  13352. onBeforeComputeObservable: Observable<Skeleton>;
  13353. /**
  13354. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13355. */
  13356. readonly isUsingTextureForMatrices: boolean;
  13357. /**
  13358. * Gets the unique ID of this skeleton
  13359. */
  13360. readonly uniqueId: number;
  13361. /**
  13362. * Creates a new skeleton
  13363. * @param name defines the skeleton name
  13364. * @param id defines the skeleton Id
  13365. * @param scene defines the hosting scene
  13366. */
  13367. constructor(
  13368. /** defines the skeleton name */
  13369. name: string,
  13370. /** defines the skeleton Id */
  13371. id: string, scene: Scene);
  13372. /**
  13373. * Gets the current object class name.
  13374. * @return the class name
  13375. */
  13376. getClassName(): string;
  13377. /**
  13378. * Returns an array containing the root bones
  13379. * @returns an array containing the root bones
  13380. */
  13381. getChildren(): Array<Bone>;
  13382. /**
  13383. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13384. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13385. * @returns a Float32Array containing matrices data
  13386. */
  13387. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13388. /**
  13389. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13390. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13391. * @returns a raw texture containing the data
  13392. */
  13393. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13394. /**
  13395. * Gets the current hosting scene
  13396. * @returns a scene object
  13397. */
  13398. getScene(): Scene;
  13399. /**
  13400. * Gets a string representing the current skeleton data
  13401. * @param fullDetails defines a boolean indicating if we want a verbose version
  13402. * @returns a string representing the current skeleton data
  13403. */
  13404. toString(fullDetails?: boolean): string;
  13405. /**
  13406. * Get bone's index searching by name
  13407. * @param name defines bone's name to search for
  13408. * @return the indice of the bone. Returns -1 if not found
  13409. */
  13410. getBoneIndexByName(name: string): number;
  13411. /**
  13412. * Creater a new animation range
  13413. * @param name defines the name of the range
  13414. * @param from defines the start key
  13415. * @param to defines the end key
  13416. */
  13417. createAnimationRange(name: string, from: number, to: number): void;
  13418. /**
  13419. * Delete a specific animation range
  13420. * @param name defines the name of the range
  13421. * @param deleteFrames defines if frames must be removed as well
  13422. */
  13423. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13424. /**
  13425. * Gets a specific animation range
  13426. * @param name defines the name of the range to look for
  13427. * @returns the requested animation range or null if not found
  13428. */
  13429. getAnimationRange(name: string): Nullable<AnimationRange>;
  13430. /**
  13431. * Gets the list of all animation ranges defined on this skeleton
  13432. * @returns an array
  13433. */
  13434. getAnimationRanges(): Nullable<AnimationRange>[];
  13435. /**
  13436. * Copy animation range from a source skeleton.
  13437. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13438. * @param source defines the source skeleton
  13439. * @param name defines the name of the range to copy
  13440. * @param rescaleAsRequired defines if rescaling must be applied if required
  13441. * @returns true if operation was successful
  13442. */
  13443. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13444. /**
  13445. * Forces the skeleton to go to rest pose
  13446. */
  13447. returnToRest(): void;
  13448. private _getHighestAnimationFrame;
  13449. /**
  13450. * Begin a specific animation range
  13451. * @param name defines the name of the range to start
  13452. * @param loop defines if looping must be turned on (false by default)
  13453. * @param speedRatio defines the speed ratio to apply (1 by default)
  13454. * @param onAnimationEnd defines a callback which will be called when animation will end
  13455. * @returns a new animatable
  13456. */
  13457. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13458. /** @hidden */
  13459. _markAsDirty(): void;
  13460. /** @hidden */
  13461. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13462. /** @hidden */
  13463. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13464. private _computeTransformMatrices;
  13465. /**
  13466. * Build all resources required to render a skeleton
  13467. */
  13468. prepare(): void;
  13469. /**
  13470. * Gets the list of animatables currently running for this skeleton
  13471. * @returns an array of animatables
  13472. */
  13473. getAnimatables(): IAnimatable[];
  13474. /**
  13475. * Clone the current skeleton
  13476. * @param name defines the name of the new skeleton
  13477. * @param id defines the id of the new skeleton
  13478. * @returns the new skeleton
  13479. */
  13480. clone(name: string, id: string): Skeleton;
  13481. /**
  13482. * Enable animation blending for this skeleton
  13483. * @param blendingSpeed defines the blending speed to apply
  13484. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13485. */
  13486. enableBlending(blendingSpeed?: number): void;
  13487. /**
  13488. * Releases all resources associated with the current skeleton
  13489. */
  13490. dispose(): void;
  13491. /**
  13492. * Serialize the skeleton in a JSON object
  13493. * @returns a JSON object
  13494. */
  13495. serialize(): any;
  13496. /**
  13497. * Creates a new skeleton from serialized data
  13498. * @param parsedSkeleton defines the serialized data
  13499. * @param scene defines the hosting scene
  13500. * @returns a new skeleton
  13501. */
  13502. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13503. /**
  13504. * Compute all node absolute transforms
  13505. * @param forceUpdate defines if computation must be done even if cache is up to date
  13506. */
  13507. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13508. /**
  13509. * Gets the root pose matrix
  13510. * @returns a matrix
  13511. */
  13512. getPoseMatrix(): Nullable<Matrix>;
  13513. /**
  13514. * Sorts bones per internal index
  13515. */
  13516. sortBones(): void;
  13517. private _sortBones;
  13518. }
  13519. }
  13520. declare module "babylonjs/Bones/bone" {
  13521. import { Skeleton } from "babylonjs/Bones/skeleton";
  13522. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13523. import { Nullable } from "babylonjs/types";
  13524. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13525. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13526. import { Node } from "babylonjs/node";
  13527. import { Space } from "babylonjs/Maths/math.axis";
  13528. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13529. /**
  13530. * Class used to store bone information
  13531. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13532. */
  13533. export class Bone extends Node {
  13534. /**
  13535. * defines the bone name
  13536. */
  13537. name: string;
  13538. private static _tmpVecs;
  13539. private static _tmpQuat;
  13540. private static _tmpMats;
  13541. /**
  13542. * Gets the list of child bones
  13543. */
  13544. children: Bone[];
  13545. /** Gets the animations associated with this bone */
  13546. animations: import("babylonjs/Animations/animation").Animation[];
  13547. /**
  13548. * Gets or sets bone length
  13549. */
  13550. length: number;
  13551. /**
  13552. * @hidden Internal only
  13553. * Set this value to map this bone to a different index in the transform matrices
  13554. * Set this value to -1 to exclude the bone from the transform matrices
  13555. */
  13556. _index: Nullable<number>;
  13557. private _skeleton;
  13558. private _localMatrix;
  13559. private _restPose;
  13560. private _baseMatrix;
  13561. private _absoluteTransform;
  13562. private _invertedAbsoluteTransform;
  13563. private _parent;
  13564. private _scalingDeterminant;
  13565. private _worldTransform;
  13566. private _localScaling;
  13567. private _localRotation;
  13568. private _localPosition;
  13569. private _needToDecompose;
  13570. private _needToCompose;
  13571. /** @hidden */
  13572. _linkedTransformNode: Nullable<TransformNode>;
  13573. /** @hidden */
  13574. _waitingTransformNodeId: Nullable<string>;
  13575. /** @hidden */
  13576. /** @hidden */
  13577. _matrix: Matrix;
  13578. /**
  13579. * Create a new bone
  13580. * @param name defines the bone name
  13581. * @param skeleton defines the parent skeleton
  13582. * @param parentBone defines the parent (can be null if the bone is the root)
  13583. * @param localMatrix defines the local matrix
  13584. * @param restPose defines the rest pose matrix
  13585. * @param baseMatrix defines the base matrix
  13586. * @param index defines index of the bone in the hiearchy
  13587. */
  13588. constructor(
  13589. /**
  13590. * defines the bone name
  13591. */
  13592. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13593. /**
  13594. * Gets the current object class name.
  13595. * @return the class name
  13596. */
  13597. getClassName(): string;
  13598. /**
  13599. * Gets the parent skeleton
  13600. * @returns a skeleton
  13601. */
  13602. getSkeleton(): Skeleton;
  13603. /**
  13604. * Gets parent bone
  13605. * @returns a bone or null if the bone is the root of the bone hierarchy
  13606. */
  13607. getParent(): Nullable<Bone>;
  13608. /**
  13609. * Returns an array containing the root bones
  13610. * @returns an array containing the root bones
  13611. */
  13612. getChildren(): Array<Bone>;
  13613. /**
  13614. * Sets the parent bone
  13615. * @param parent defines the parent (can be null if the bone is the root)
  13616. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13617. */
  13618. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13619. /**
  13620. * Gets the local matrix
  13621. * @returns a matrix
  13622. */
  13623. getLocalMatrix(): Matrix;
  13624. /**
  13625. * Gets the base matrix (initial matrix which remains unchanged)
  13626. * @returns a matrix
  13627. */
  13628. getBaseMatrix(): Matrix;
  13629. /**
  13630. * Gets the rest pose matrix
  13631. * @returns a matrix
  13632. */
  13633. getRestPose(): Matrix;
  13634. /**
  13635. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13636. */
  13637. getWorldMatrix(): Matrix;
  13638. /**
  13639. * Sets the local matrix to rest pose matrix
  13640. */
  13641. returnToRest(): void;
  13642. /**
  13643. * Gets the inverse of the absolute transform matrix.
  13644. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13645. * @returns a matrix
  13646. */
  13647. getInvertedAbsoluteTransform(): Matrix;
  13648. /**
  13649. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13650. * @returns a matrix
  13651. */
  13652. getAbsoluteTransform(): Matrix;
  13653. /**
  13654. * Links with the given transform node.
  13655. * The local matrix of this bone is copied from the transform node every frame.
  13656. * @param transformNode defines the transform node to link to
  13657. */
  13658. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13659. /**
  13660. * Gets the node used to drive the bone's transformation
  13661. * @returns a transform node or null
  13662. */
  13663. getTransformNode(): Nullable<TransformNode>;
  13664. /** Gets or sets current position (in local space) */
  13665. position: Vector3;
  13666. /** Gets or sets current rotation (in local space) */
  13667. rotation: Vector3;
  13668. /** Gets or sets current rotation quaternion (in local space) */
  13669. rotationQuaternion: Quaternion;
  13670. /** Gets or sets current scaling (in local space) */
  13671. scaling: Vector3;
  13672. /**
  13673. * Gets the animation properties override
  13674. */
  13675. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13676. private _decompose;
  13677. private _compose;
  13678. /**
  13679. * Update the base and local matrices
  13680. * @param matrix defines the new base or local matrix
  13681. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13682. * @param updateLocalMatrix defines if the local matrix should be updated
  13683. */
  13684. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13685. /** @hidden */
  13686. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13687. /**
  13688. * Flag the bone as dirty (Forcing it to update everything)
  13689. */
  13690. markAsDirty(): void;
  13691. /** @hidden */
  13692. _markAsDirtyAndCompose(): void;
  13693. private _markAsDirtyAndDecompose;
  13694. /**
  13695. * Translate the bone in local or world space
  13696. * @param vec The amount to translate the bone
  13697. * @param space The space that the translation is in
  13698. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13699. */
  13700. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13701. /**
  13702. * Set the postion of the bone in local or world space
  13703. * @param position The position to set the bone
  13704. * @param space The space that the position is in
  13705. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13706. */
  13707. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13708. /**
  13709. * Set the absolute position of the bone (world space)
  13710. * @param position The position to set the bone
  13711. * @param mesh The mesh that this bone is attached to
  13712. */
  13713. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13714. /**
  13715. * Scale the bone on the x, y and z axes (in local space)
  13716. * @param x The amount to scale the bone on the x axis
  13717. * @param y The amount to scale the bone on the y axis
  13718. * @param z The amount to scale the bone on the z axis
  13719. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13720. */
  13721. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13722. /**
  13723. * Set the bone scaling in local space
  13724. * @param scale defines the scaling vector
  13725. */
  13726. setScale(scale: Vector3): void;
  13727. /**
  13728. * Gets the current scaling in local space
  13729. * @returns the current scaling vector
  13730. */
  13731. getScale(): Vector3;
  13732. /**
  13733. * Gets the current scaling in local space and stores it in a target vector
  13734. * @param result defines the target vector
  13735. */
  13736. getScaleToRef(result: Vector3): void;
  13737. /**
  13738. * Set the yaw, pitch, and roll of the bone in local or world space
  13739. * @param yaw The rotation of the bone on the y axis
  13740. * @param pitch The rotation of the bone on the x axis
  13741. * @param roll The rotation of the bone on the z axis
  13742. * @param space The space that the axes of rotation are in
  13743. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13744. */
  13745. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13746. /**
  13747. * Add a rotation to the bone on an axis in local or world space
  13748. * @param axis The axis to rotate the bone on
  13749. * @param amount The amount to rotate the bone
  13750. * @param space The space that the axis is in
  13751. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13752. */
  13753. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13754. /**
  13755. * Set the rotation of the bone to a particular axis angle in local or world space
  13756. * @param axis The axis to rotate the bone on
  13757. * @param angle The angle that the bone should be rotated to
  13758. * @param space The space that the axis is in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Set the euler rotation of the bone in local of world space
  13764. * @param rotation The euler rotation that the bone should be set to
  13765. * @param space The space that the rotation is in
  13766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13767. */
  13768. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13769. /**
  13770. * Set the quaternion rotation of the bone in local of world space
  13771. * @param quat The quaternion rotation that the bone should be set to
  13772. * @param space The space that the rotation is in
  13773. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13774. */
  13775. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13776. /**
  13777. * Set the rotation matrix of the bone in local of world space
  13778. * @param rotMat The rotation matrix that the bone should be set to
  13779. * @param space The space that the rotation is in
  13780. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13781. */
  13782. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13783. private _rotateWithMatrix;
  13784. private _getNegativeRotationToRef;
  13785. /**
  13786. * Get the position of the bone in local or world space
  13787. * @param space The space that the returned position is in
  13788. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13789. * @returns The position of the bone
  13790. */
  13791. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13792. /**
  13793. * Copy the position of the bone to a vector3 in local or world space
  13794. * @param space The space that the returned position is in
  13795. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13796. * @param result The vector3 to copy the position to
  13797. */
  13798. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13799. /**
  13800. * Get the absolute position of the bone (world space)
  13801. * @param mesh The mesh that this bone is attached to
  13802. * @returns The absolute position of the bone
  13803. */
  13804. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13805. /**
  13806. * Copy the absolute position of the bone (world space) to the result param
  13807. * @param mesh The mesh that this bone is attached to
  13808. * @param result The vector3 to copy the absolute position to
  13809. */
  13810. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13811. /**
  13812. * Compute the absolute transforms of this bone and its children
  13813. */
  13814. computeAbsoluteTransforms(): void;
  13815. /**
  13816. * Get the world direction from an axis that is in the local space of the bone
  13817. * @param localAxis The local direction that is used to compute the world direction
  13818. * @param mesh The mesh that this bone is attached to
  13819. * @returns The world direction
  13820. */
  13821. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13822. /**
  13823. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13824. * @param localAxis The local direction that is used to compute the world direction
  13825. * @param mesh The mesh that this bone is attached to
  13826. * @param result The vector3 that the world direction will be copied to
  13827. */
  13828. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13829. /**
  13830. * Get the euler rotation of the bone in local or world space
  13831. * @param space The space that the rotation should be in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. * @returns The euler rotation
  13834. */
  13835. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13836. /**
  13837. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13838. * @param space The space that the rotation should be in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. * @param result The vector3 that the rotation should be copied to
  13841. */
  13842. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13843. /**
  13844. * Get the quaternion rotation of the bone in either local or world space
  13845. * @param space The space that the rotation should be in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. * @returns The quaternion rotation
  13848. */
  13849. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13850. /**
  13851. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13852. * @param space The space that the rotation should be in
  13853. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13854. * @param result The quaternion that the rotation should be copied to
  13855. */
  13856. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13857. /**
  13858. * Get the rotation matrix of the bone in local or world space
  13859. * @param space The space that the rotation should be in
  13860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13861. * @returns The rotation matrix
  13862. */
  13863. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13864. /**
  13865. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13866. * @param space The space that the rotation should be in
  13867. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13868. * @param result The quaternion that the rotation should be copied to
  13869. */
  13870. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13871. /**
  13872. * Get the world position of a point that is in the local space of the bone
  13873. * @param position The local position
  13874. * @param mesh The mesh that this bone is attached to
  13875. * @returns The world position
  13876. */
  13877. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13878. /**
  13879. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13880. * @param position The local position
  13881. * @param mesh The mesh that this bone is attached to
  13882. * @param result The vector3 that the world position should be copied to
  13883. */
  13884. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13885. /**
  13886. * Get the local position of a point that is in world space
  13887. * @param position The world position
  13888. * @param mesh The mesh that this bone is attached to
  13889. * @returns The local position
  13890. */
  13891. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13892. /**
  13893. * Get the local position of a point that is in world space and copy it to the result param
  13894. * @param position The world position
  13895. * @param mesh The mesh that this bone is attached to
  13896. * @param result The vector3 that the local position should be copied to
  13897. */
  13898. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13899. }
  13900. }
  13901. declare module "babylonjs/Meshes/transformNode" {
  13902. import { DeepImmutable } from "babylonjs/types";
  13903. import { Observable } from "babylonjs/Misc/observable";
  13904. import { Nullable } from "babylonjs/types";
  13905. import { Camera } from "babylonjs/Cameras/camera";
  13906. import { Scene } from "babylonjs/scene";
  13907. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13908. import { Node } from "babylonjs/node";
  13909. import { Bone } from "babylonjs/Bones/bone";
  13910. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13911. import { Space } from "babylonjs/Maths/math.axis";
  13912. /**
  13913. * 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.
  13914. * @see https://doc.babylonjs.com/how_to/transformnode
  13915. */
  13916. export class TransformNode extends Node {
  13917. /**
  13918. * Object will not rotate to face the camera
  13919. */
  13920. static BILLBOARDMODE_NONE: number;
  13921. /**
  13922. * Object will rotate to face the camera but only on the x axis
  13923. */
  13924. static BILLBOARDMODE_X: number;
  13925. /**
  13926. * Object will rotate to face the camera but only on the y axis
  13927. */
  13928. static BILLBOARDMODE_Y: number;
  13929. /**
  13930. * Object will rotate to face the camera but only on the z axis
  13931. */
  13932. static BILLBOARDMODE_Z: number;
  13933. /**
  13934. * Object will rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_ALL: number;
  13937. private _forward;
  13938. private _forwardInverted;
  13939. private _up;
  13940. private _right;
  13941. private _rightInverted;
  13942. private _position;
  13943. private _rotation;
  13944. private _rotationQuaternion;
  13945. protected _scaling: Vector3;
  13946. protected _isDirty: boolean;
  13947. private _transformToBoneReferal;
  13948. private _isAbsoluteSynced;
  13949. private _billboardMode;
  13950. /**
  13951. * Gets or sets the billboard mode. Default is 0.
  13952. *
  13953. * | Value | Type | Description |
  13954. * | --- | --- | --- |
  13955. * | 0 | BILLBOARDMODE_NONE | |
  13956. * | 1 | BILLBOARDMODE_X | |
  13957. * | 2 | BILLBOARDMODE_Y | |
  13958. * | 4 | BILLBOARDMODE_Z | |
  13959. * | 7 | BILLBOARDMODE_ALL | |
  13960. *
  13961. */
  13962. billboardMode: number;
  13963. private _preserveParentRotationForBillboard;
  13964. /**
  13965. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13966. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13967. */
  13968. preserveParentRotationForBillboard: boolean;
  13969. /**
  13970. * 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
  13971. */
  13972. scalingDeterminant: number;
  13973. private _infiniteDistance;
  13974. /**
  13975. * Gets or sets the distance of the object to max, often used by skybox
  13976. */
  13977. infiniteDistance: boolean;
  13978. /**
  13979. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  13980. * By default the system will update normals to compensate
  13981. */
  13982. ignoreNonUniformScaling: boolean;
  13983. /**
  13984. * 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
  13985. */
  13986. reIntegrateRotationIntoRotationQuaternion: boolean;
  13987. /** @hidden */
  13988. _poseMatrix: Nullable<Matrix>;
  13989. /** @hidden */
  13990. _localMatrix: Matrix;
  13991. private _usePivotMatrix;
  13992. private _absolutePosition;
  13993. private _absoluteScaling;
  13994. private _absoluteRotationQuaternion;
  13995. private _pivotMatrix;
  13996. private _pivotMatrixInverse;
  13997. protected _postMultiplyPivotMatrix: boolean;
  13998. protected _isWorldMatrixFrozen: boolean;
  13999. /** @hidden */
  14000. _indexInSceneTransformNodesArray: number;
  14001. /**
  14002. * An event triggered after the world matrix is updated
  14003. */
  14004. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14005. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14006. /**
  14007. * Gets a string identifying the name of the class
  14008. * @returns "TransformNode" string
  14009. */
  14010. getClassName(): string;
  14011. /**
  14012. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14013. */
  14014. position: Vector3;
  14015. /**
  14016. * 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)).
  14017. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14018. */
  14019. rotation: Vector3;
  14020. /**
  14021. * 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)).
  14022. */
  14023. scaling: Vector3;
  14024. /**
  14025. * 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).
  14026. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14027. */
  14028. rotationQuaternion: Nullable<Quaternion>;
  14029. /**
  14030. * The forward direction of that transform in world space.
  14031. */
  14032. readonly forward: Vector3;
  14033. /**
  14034. * The up direction of that transform in world space.
  14035. */
  14036. readonly up: Vector3;
  14037. /**
  14038. * The right direction of that transform in world space.
  14039. */
  14040. readonly right: Vector3;
  14041. /**
  14042. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14043. * @param matrix the matrix to copy the pose from
  14044. * @returns this TransformNode.
  14045. */
  14046. updatePoseMatrix(matrix: Matrix): TransformNode;
  14047. /**
  14048. * Returns the mesh Pose matrix.
  14049. * @returns the pose matrix
  14050. */
  14051. getPoseMatrix(): Matrix;
  14052. /** @hidden */
  14053. _isSynchronized(): boolean;
  14054. /** @hidden */
  14055. _initCache(): void;
  14056. /**
  14057. * Flag the transform node as dirty (Forcing it to update everything)
  14058. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14059. * @returns this transform node
  14060. */
  14061. markAsDirty(property: string): TransformNode;
  14062. /**
  14063. * Returns the current mesh absolute position.
  14064. * Returns a Vector3.
  14065. */
  14066. readonly absolutePosition: Vector3;
  14067. /**
  14068. * Returns the current mesh absolute scaling.
  14069. * Returns a Vector3.
  14070. */
  14071. readonly absoluteScaling: Vector3;
  14072. /**
  14073. * Returns the current mesh absolute rotation.
  14074. * Returns a Quaternion.
  14075. */
  14076. readonly absoluteRotationQuaternion: Quaternion;
  14077. /**
  14078. * Sets a new matrix to apply before all other transformation
  14079. * @param matrix defines the transform matrix
  14080. * @returns the current TransformNode
  14081. */
  14082. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14083. /**
  14084. * Sets a new pivot matrix to the current node
  14085. * @param matrix defines the new pivot matrix to use
  14086. * @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
  14087. * @returns the current TransformNode
  14088. */
  14089. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14090. /**
  14091. * Returns the mesh pivot matrix.
  14092. * Default : Identity.
  14093. * @returns the matrix
  14094. */
  14095. getPivotMatrix(): Matrix;
  14096. /**
  14097. * Prevents the World matrix to be computed any longer.
  14098. * @returns the TransformNode.
  14099. */
  14100. freezeWorldMatrix(): TransformNode;
  14101. /**
  14102. * Allows back the World matrix computation.
  14103. * @returns the TransformNode.
  14104. */
  14105. unfreezeWorldMatrix(): this;
  14106. /**
  14107. * True if the World matrix has been frozen.
  14108. */
  14109. readonly isWorldMatrixFrozen: boolean;
  14110. /**
  14111. * Retuns the mesh absolute position in the World.
  14112. * @returns a Vector3.
  14113. */
  14114. getAbsolutePosition(): Vector3;
  14115. /**
  14116. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14117. * @param absolutePosition the absolute position to set
  14118. * @returns the TransformNode.
  14119. */
  14120. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14121. /**
  14122. * Sets the mesh position in its local space.
  14123. * @param vector3 the position to set in localspace
  14124. * @returns the TransformNode.
  14125. */
  14126. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14127. /**
  14128. * Returns the mesh position in the local space from the current World matrix values.
  14129. * @returns a new Vector3.
  14130. */
  14131. getPositionExpressedInLocalSpace(): Vector3;
  14132. /**
  14133. * Translates the mesh along the passed Vector3 in its local space.
  14134. * @param vector3 the distance to translate in localspace
  14135. * @returns the TransformNode.
  14136. */
  14137. locallyTranslate(vector3: Vector3): TransformNode;
  14138. private static _lookAtVectorCache;
  14139. /**
  14140. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14141. * @param targetPoint the position (must be in same space as current mesh) to look at
  14142. * @param yawCor optional yaw (y-axis) correction in radians
  14143. * @param pitchCor optional pitch (x-axis) correction in radians
  14144. * @param rollCor optional roll (z-axis) correction in radians
  14145. * @param space the choosen space of the target
  14146. * @returns the TransformNode.
  14147. */
  14148. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14149. /**
  14150. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14151. * This Vector3 is expressed in the World space.
  14152. * @param localAxis axis to rotate
  14153. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14154. */
  14155. getDirection(localAxis: Vector3): Vector3;
  14156. /**
  14157. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14158. * localAxis is expressed in the mesh local space.
  14159. * result is computed in the Wordl space from the mesh World matrix.
  14160. * @param localAxis axis to rotate
  14161. * @param result the resulting transformnode
  14162. * @returns this TransformNode.
  14163. */
  14164. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14165. /**
  14166. * Sets this transform node rotation to the given local axis.
  14167. * @param localAxis the axis in local space
  14168. * @param yawCor optional yaw (y-axis) correction in radians
  14169. * @param pitchCor optional pitch (x-axis) correction in radians
  14170. * @param rollCor optional roll (z-axis) correction in radians
  14171. * @returns this TransformNode
  14172. */
  14173. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14174. /**
  14175. * Sets a new pivot point to the current node
  14176. * @param point defines the new pivot point to use
  14177. * @param space defines if the point is in world or local space (local by default)
  14178. * @returns the current TransformNode
  14179. */
  14180. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14181. /**
  14182. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14183. * @returns the pivot point
  14184. */
  14185. getPivotPoint(): Vector3;
  14186. /**
  14187. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14188. * @param result the vector3 to store the result
  14189. * @returns this TransformNode.
  14190. */
  14191. getPivotPointToRef(result: Vector3): TransformNode;
  14192. /**
  14193. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14194. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14195. */
  14196. getAbsolutePivotPoint(): Vector3;
  14197. /**
  14198. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14199. * @param result vector3 to store the result
  14200. * @returns this TransformNode.
  14201. */
  14202. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14203. /**
  14204. * Defines the passed node as the parent of the current node.
  14205. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14206. * @see https://doc.babylonjs.com/how_to/parenting
  14207. * @param node the node ot set as the parent
  14208. * @returns this TransformNode.
  14209. */
  14210. setParent(node: Nullable<Node>): TransformNode;
  14211. private _nonUniformScaling;
  14212. /**
  14213. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14214. */
  14215. readonly nonUniformScaling: boolean;
  14216. /** @hidden */
  14217. _updateNonUniformScalingState(value: boolean): boolean;
  14218. /**
  14219. * Attach the current TransformNode to another TransformNode associated with a bone
  14220. * @param bone Bone affecting the TransformNode
  14221. * @param affectedTransformNode TransformNode associated with the bone
  14222. * @returns this object
  14223. */
  14224. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14225. /**
  14226. * Detach the transform node if its associated with a bone
  14227. * @returns this object
  14228. */
  14229. detachFromBone(): TransformNode;
  14230. private static _rotationAxisCache;
  14231. /**
  14232. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14233. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14234. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14235. * The passed axis is also normalized.
  14236. * @param axis the axis to rotate around
  14237. * @param amount the amount to rotate in radians
  14238. * @param space Space to rotate in (Default: local)
  14239. * @returns the TransformNode.
  14240. */
  14241. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14242. /**
  14243. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14244. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14245. * The passed axis is also normalized. .
  14246. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14247. * @param point the point to rotate around
  14248. * @param axis the axis to rotate around
  14249. * @param amount the amount to rotate in radians
  14250. * @returns the TransformNode
  14251. */
  14252. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14253. /**
  14254. * Translates the mesh along the axis vector for the passed distance in the given space.
  14255. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14256. * @param axis the axis to translate in
  14257. * @param distance the distance to translate
  14258. * @param space Space to rotate in (Default: local)
  14259. * @returns the TransformNode.
  14260. */
  14261. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14262. /**
  14263. * Adds a rotation step to the mesh current rotation.
  14264. * x, y, z are Euler angles expressed in radians.
  14265. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14266. * This means this rotation is made in the mesh local space only.
  14267. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14268. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14269. * ```javascript
  14270. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14271. * ```
  14272. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14273. * 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.
  14274. * @param x Rotation to add
  14275. * @param y Rotation to add
  14276. * @param z Rotation to add
  14277. * @returns the TransformNode.
  14278. */
  14279. addRotation(x: number, y: number, z: number): TransformNode;
  14280. /**
  14281. * @hidden
  14282. */
  14283. protected _getEffectiveParent(): Nullable<Node>;
  14284. /**
  14285. * Computes the world matrix of the node
  14286. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14287. * @returns the world matrix
  14288. */
  14289. computeWorldMatrix(force?: boolean): Matrix;
  14290. protected _afterComputeWorldMatrix(): void;
  14291. /**
  14292. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14293. * @param func callback function to add
  14294. *
  14295. * @returns the TransformNode.
  14296. */
  14297. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14298. /**
  14299. * Removes a registered callback function.
  14300. * @param func callback function to remove
  14301. * @returns the TransformNode.
  14302. */
  14303. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14304. /**
  14305. * Gets the position of the current mesh in camera space
  14306. * @param camera defines the camera to use
  14307. * @returns a position
  14308. */
  14309. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14310. /**
  14311. * Returns the distance from the mesh to the active camera
  14312. * @param camera defines the camera to use
  14313. * @returns the distance
  14314. */
  14315. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14316. /**
  14317. * Clone the current transform node
  14318. * @param name Name of the new clone
  14319. * @param newParent New parent for the clone
  14320. * @param doNotCloneChildren Do not clone children hierarchy
  14321. * @returns the new transform node
  14322. */
  14323. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14324. /**
  14325. * Serializes the objects information.
  14326. * @param currentSerializationObject defines the object to serialize in
  14327. * @returns the serialized object
  14328. */
  14329. serialize(currentSerializationObject?: any): any;
  14330. /**
  14331. * Returns a new TransformNode object parsed from the source provided.
  14332. * @param parsedTransformNode is the source.
  14333. * @param scene the scne the object belongs to
  14334. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14335. * @returns a new TransformNode object parsed from the source provided.
  14336. */
  14337. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14338. /**
  14339. * Get all child-transformNodes of this node
  14340. * @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
  14341. * @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
  14342. * @returns an array of TransformNode
  14343. */
  14344. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14345. /**
  14346. * Releases resources associated with this transform node.
  14347. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14348. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14349. */
  14350. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14351. /**
  14352. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14353. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14354. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14355. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14356. * @returns the current mesh
  14357. */
  14358. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14359. private _syncAbsoluteScalingAndRotation;
  14360. }
  14361. }
  14362. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14363. import { Observable } from "babylonjs/Misc/observable";
  14364. import { Nullable } from "babylonjs/types";
  14365. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14367. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14368. import { Ray } from "babylonjs/Culling/ray";
  14369. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14370. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14371. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14372. /**
  14373. * Defines the types of pose enabled controllers that are supported
  14374. */
  14375. export enum PoseEnabledControllerType {
  14376. /**
  14377. * HTC Vive
  14378. */
  14379. VIVE = 0,
  14380. /**
  14381. * Oculus Rift
  14382. */
  14383. OCULUS = 1,
  14384. /**
  14385. * Windows mixed reality
  14386. */
  14387. WINDOWS = 2,
  14388. /**
  14389. * Samsung gear VR
  14390. */
  14391. GEAR_VR = 3,
  14392. /**
  14393. * Google Daydream
  14394. */
  14395. DAYDREAM = 4,
  14396. /**
  14397. * Generic
  14398. */
  14399. GENERIC = 5
  14400. }
  14401. /**
  14402. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14403. */
  14404. export interface MutableGamepadButton {
  14405. /**
  14406. * Value of the button/trigger
  14407. */
  14408. value: number;
  14409. /**
  14410. * If the button/trigger is currently touched
  14411. */
  14412. touched: boolean;
  14413. /**
  14414. * If the button/trigger is currently pressed
  14415. */
  14416. pressed: boolean;
  14417. }
  14418. /**
  14419. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14420. * @hidden
  14421. */
  14422. export interface ExtendedGamepadButton extends GamepadButton {
  14423. /**
  14424. * If the button/trigger is currently pressed
  14425. */
  14426. readonly pressed: boolean;
  14427. /**
  14428. * If the button/trigger is currently touched
  14429. */
  14430. readonly touched: boolean;
  14431. /**
  14432. * Value of the button/trigger
  14433. */
  14434. readonly value: number;
  14435. }
  14436. /** @hidden */
  14437. export interface _GamePadFactory {
  14438. /**
  14439. * Returns wether or not the current gamepad can be created for this type of controller.
  14440. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14441. * @returns true if it can be created, otherwise false
  14442. */
  14443. canCreate(gamepadInfo: any): boolean;
  14444. /**
  14445. * Creates a new instance of the Gamepad.
  14446. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14447. * @returns the new gamepad instance
  14448. */
  14449. create(gamepadInfo: any): Gamepad;
  14450. }
  14451. /**
  14452. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14453. */
  14454. export class PoseEnabledControllerHelper {
  14455. /** @hidden */
  14456. static _ControllerFactories: _GamePadFactory[];
  14457. /** @hidden */
  14458. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14459. /**
  14460. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14461. * @param vrGamepad the gamepad to initialized
  14462. * @returns a vr controller of the type the gamepad identified as
  14463. */
  14464. static InitiateController(vrGamepad: any): Gamepad;
  14465. }
  14466. /**
  14467. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14468. */
  14469. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14470. /**
  14471. * If the controller is used in a webXR session
  14472. */
  14473. isXR: boolean;
  14474. private _deviceRoomPosition;
  14475. private _deviceRoomRotationQuaternion;
  14476. /**
  14477. * The device position in babylon space
  14478. */
  14479. devicePosition: Vector3;
  14480. /**
  14481. * The device rotation in babylon space
  14482. */
  14483. deviceRotationQuaternion: Quaternion;
  14484. /**
  14485. * The scale factor of the device in babylon space
  14486. */
  14487. deviceScaleFactor: number;
  14488. /**
  14489. * (Likely devicePosition should be used instead) The device position in its room space
  14490. */
  14491. position: Vector3;
  14492. /**
  14493. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14494. */
  14495. rotationQuaternion: Quaternion;
  14496. /**
  14497. * The type of controller (Eg. Windows mixed reality)
  14498. */
  14499. controllerType: PoseEnabledControllerType;
  14500. protected _calculatedPosition: Vector3;
  14501. private _calculatedRotation;
  14502. /**
  14503. * The raw pose from the device
  14504. */
  14505. rawPose: DevicePose;
  14506. private _trackPosition;
  14507. private _maxRotationDistFromHeadset;
  14508. private _draggedRoomRotation;
  14509. /**
  14510. * @hidden
  14511. */
  14512. _disableTrackPosition(fixedPosition: Vector3): void;
  14513. /**
  14514. * Internal, the mesh attached to the controller
  14515. * @hidden
  14516. */
  14517. _mesh: Nullable<AbstractMesh>;
  14518. private _poseControlledCamera;
  14519. private _leftHandSystemQuaternion;
  14520. /**
  14521. * Internal, matrix used to convert room space to babylon space
  14522. * @hidden
  14523. */
  14524. _deviceToWorld: Matrix;
  14525. /**
  14526. * Node to be used when casting a ray from the controller
  14527. * @hidden
  14528. */
  14529. _pointingPoseNode: Nullable<TransformNode>;
  14530. /**
  14531. * Name of the child mesh that can be used to cast a ray from the controller
  14532. */
  14533. static readonly POINTING_POSE: string;
  14534. /**
  14535. * Creates a new PoseEnabledController from a gamepad
  14536. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14537. */
  14538. constructor(browserGamepad: any);
  14539. private _workingMatrix;
  14540. /**
  14541. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14542. */
  14543. update(): void;
  14544. /**
  14545. * Updates only the pose device and mesh without doing any button event checking
  14546. */
  14547. protected _updatePoseAndMesh(): void;
  14548. /**
  14549. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14550. * @param poseData raw pose fromthe device
  14551. */
  14552. updateFromDevice(poseData: DevicePose): void;
  14553. /**
  14554. * @hidden
  14555. */
  14556. _meshAttachedObservable: Observable<AbstractMesh>;
  14557. /**
  14558. * Attaches a mesh to the controller
  14559. * @param mesh the mesh to be attached
  14560. */
  14561. attachToMesh(mesh: AbstractMesh): void;
  14562. /**
  14563. * Attaches the controllers mesh to a camera
  14564. * @param camera the camera the mesh should be attached to
  14565. */
  14566. attachToPoseControlledCamera(camera: TargetCamera): void;
  14567. /**
  14568. * Disposes of the controller
  14569. */
  14570. dispose(): void;
  14571. /**
  14572. * The mesh that is attached to the controller
  14573. */
  14574. readonly mesh: Nullable<AbstractMesh>;
  14575. /**
  14576. * Gets the ray of the controller in the direction the controller is pointing
  14577. * @param length the length the resulting ray should be
  14578. * @returns a ray in the direction the controller is pointing
  14579. */
  14580. getForwardRay(length?: number): Ray;
  14581. }
  14582. }
  14583. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14584. import { Observable } from "babylonjs/Misc/observable";
  14585. import { Scene } from "babylonjs/scene";
  14586. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14587. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14588. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14589. /**
  14590. * Defines the WebVRController object that represents controllers tracked in 3D space
  14591. */
  14592. export abstract class WebVRController extends PoseEnabledController {
  14593. /**
  14594. * Internal, the default controller model for the controller
  14595. */
  14596. protected _defaultModel: AbstractMesh;
  14597. /**
  14598. * Fired when the trigger state has changed
  14599. */
  14600. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14601. /**
  14602. * Fired when the main button state has changed
  14603. */
  14604. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14605. /**
  14606. * Fired when the secondary button state has changed
  14607. */
  14608. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14609. /**
  14610. * Fired when the pad state has changed
  14611. */
  14612. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14613. /**
  14614. * Fired when controllers stick values have changed
  14615. */
  14616. onPadValuesChangedObservable: Observable<StickValues>;
  14617. /**
  14618. * Array of button availible on the controller
  14619. */
  14620. protected _buttons: Array<MutableGamepadButton>;
  14621. private _onButtonStateChange;
  14622. /**
  14623. * Fired when a controller button's state has changed
  14624. * @param callback the callback containing the button that was modified
  14625. */
  14626. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14627. /**
  14628. * X and Y axis corresponding to the controllers joystick
  14629. */
  14630. pad: StickValues;
  14631. /**
  14632. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14633. */
  14634. hand: string;
  14635. /**
  14636. * The default controller model for the controller
  14637. */
  14638. readonly defaultModel: AbstractMesh;
  14639. /**
  14640. * Creates a new WebVRController from a gamepad
  14641. * @param vrGamepad the gamepad that the WebVRController should be created from
  14642. */
  14643. constructor(vrGamepad: any);
  14644. /**
  14645. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14646. */
  14647. update(): void;
  14648. /**
  14649. * Function to be called when a button is modified
  14650. */
  14651. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14652. /**
  14653. * Loads a mesh and attaches it to the controller
  14654. * @param scene the scene the mesh should be added to
  14655. * @param meshLoaded callback for when the mesh has been loaded
  14656. */
  14657. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14658. private _setButtonValue;
  14659. private _changes;
  14660. private _checkChanges;
  14661. /**
  14662. * Disposes of th webVRCOntroller
  14663. */
  14664. dispose(): void;
  14665. }
  14666. }
  14667. declare module "babylonjs/Lights/hemisphericLight" {
  14668. import { Nullable } from "babylonjs/types";
  14669. import { Scene } from "babylonjs/scene";
  14670. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14671. import { Color3 } from "babylonjs/Maths/math.color";
  14672. import { Effect } from "babylonjs/Materials/effect";
  14673. import { Light } from "babylonjs/Lights/light";
  14674. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14675. /**
  14676. * The HemisphericLight simulates the ambient environment light,
  14677. * so the passed direction is the light reflection direction, not the incoming direction.
  14678. */
  14679. export class HemisphericLight extends Light {
  14680. /**
  14681. * The groundColor is the light in the opposite direction to the one specified during creation.
  14682. * 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.
  14683. */
  14684. groundColor: Color3;
  14685. /**
  14686. * The light reflection direction, not the incoming direction.
  14687. */
  14688. direction: Vector3;
  14689. /**
  14690. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14691. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14692. * The HemisphericLight can't cast shadows.
  14693. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14694. * @param name The friendly name of the light
  14695. * @param direction The direction of the light reflection
  14696. * @param scene The scene the light belongs to
  14697. */
  14698. constructor(name: string, direction: Vector3, scene: Scene);
  14699. protected _buildUniformLayout(): void;
  14700. /**
  14701. * Returns the string "HemisphericLight".
  14702. * @return The class name
  14703. */
  14704. getClassName(): string;
  14705. /**
  14706. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14707. * Returns the updated direction.
  14708. * @param target The target the direction should point to
  14709. * @return The computed direction
  14710. */
  14711. setDirectionToTarget(target: Vector3): Vector3;
  14712. /**
  14713. * Returns the shadow generator associated to the light.
  14714. * @returns Always null for hemispheric lights because it does not support shadows.
  14715. */
  14716. getShadowGenerator(): Nullable<IShadowGenerator>;
  14717. /**
  14718. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14719. * @param effect The effect to update
  14720. * @param lightIndex The index of the light in the effect to update
  14721. * @returns The hemispheric light
  14722. */
  14723. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14724. /**
  14725. * Computes the world matrix of the node
  14726. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14727. * @param useWasUpdatedFlag defines a reserved property
  14728. * @returns the world matrix
  14729. */
  14730. computeWorldMatrix(): Matrix;
  14731. /**
  14732. * Returns the integer 3.
  14733. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14734. */
  14735. getTypeID(): number;
  14736. /**
  14737. * Prepares the list of defines specific to the light type.
  14738. * @param defines the list of defines
  14739. * @param lightIndex defines the index of the light for the effect
  14740. */
  14741. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14745. /** @hidden */
  14746. export var vrMultiviewToSingleviewPixelShader: {
  14747. name: string;
  14748. shader: string;
  14749. };
  14750. }
  14751. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14752. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14753. import { Scene } from "babylonjs/scene";
  14754. /**
  14755. * Renders to multiple views with a single draw call
  14756. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14757. */
  14758. export class MultiviewRenderTarget extends RenderTargetTexture {
  14759. /**
  14760. * Creates a multiview render target
  14761. * @param scene scene used with the render target
  14762. * @param size the size of the render target (used for each view)
  14763. */
  14764. constructor(scene: Scene, size?: number | {
  14765. width: number;
  14766. height: number;
  14767. } | {
  14768. ratio: number;
  14769. });
  14770. /**
  14771. * @hidden
  14772. * @param faceIndex the face index, if its a cube texture
  14773. */
  14774. _bindFrameBuffer(faceIndex?: number): void;
  14775. /**
  14776. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14777. * @returns the view count
  14778. */
  14779. getViewCount(): number;
  14780. }
  14781. }
  14782. declare module "babylonjs/Maths/math.frustum" {
  14783. import { Matrix } from "babylonjs/Maths/math.vector";
  14784. import { DeepImmutable } from "babylonjs/types";
  14785. import { Plane } from "babylonjs/Maths/math.plane";
  14786. /**
  14787. * Reprasents a camera frustum
  14788. */
  14789. export class Frustum {
  14790. /**
  14791. * Gets the planes representing the frustum
  14792. * @param transform matrix to be applied to the returned planes
  14793. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14794. */
  14795. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14796. /**
  14797. * Gets the near frustum plane transformed by the transform matrix
  14798. * @param transform transformation matrix to be applied to the resulting frustum plane
  14799. * @param frustumPlane the resuling frustum plane
  14800. */
  14801. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14802. /**
  14803. * Gets the far frustum plane transformed by the transform matrix
  14804. * @param transform transformation matrix to be applied to the resulting frustum plane
  14805. * @param frustumPlane the resuling frustum plane
  14806. */
  14807. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14808. /**
  14809. * Gets the left frustum plane transformed by the transform matrix
  14810. * @param transform transformation matrix to be applied to the resulting frustum plane
  14811. * @param frustumPlane the resuling frustum plane
  14812. */
  14813. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14814. /**
  14815. * Gets the right frustum plane transformed by the transform matrix
  14816. * @param transform transformation matrix to be applied to the resulting frustum plane
  14817. * @param frustumPlane the resuling frustum plane
  14818. */
  14819. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14820. /**
  14821. * Gets the top frustum plane transformed by the transform matrix
  14822. * @param transform transformation matrix to be applied to the resulting frustum plane
  14823. * @param frustumPlane the resuling frustum plane
  14824. */
  14825. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14826. /**
  14827. * Gets the bottom frustum plane transformed by the transform matrix
  14828. * @param transform transformation matrix to be applied to the resulting frustum plane
  14829. * @param frustumPlane the resuling frustum plane
  14830. */
  14831. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14832. /**
  14833. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14834. * @param transform transformation matrix to be applied to the resulting frustum planes
  14835. * @param frustumPlanes the resuling frustum planes
  14836. */
  14837. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14838. }
  14839. }
  14840. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14841. import { Camera } from "babylonjs/Cameras/camera";
  14842. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14843. import { Nullable } from "babylonjs/types";
  14844. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14845. import { Matrix } from "babylonjs/Maths/math.vector";
  14846. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14847. module "babylonjs/Engines/engine" {
  14848. interface Engine {
  14849. /**
  14850. * Creates a new multiview render target
  14851. * @param width defines the width of the texture
  14852. * @param height defines the height of the texture
  14853. * @returns the created multiview texture
  14854. */
  14855. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14856. /**
  14857. * Binds a multiview framebuffer to be drawn to
  14858. * @param multiviewTexture texture to bind
  14859. */
  14860. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14861. }
  14862. }
  14863. module "babylonjs/Cameras/camera" {
  14864. interface Camera {
  14865. /**
  14866. * @hidden
  14867. * 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)
  14868. */
  14869. _useMultiviewToSingleView: boolean;
  14870. /**
  14871. * @hidden
  14872. * 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)
  14873. */
  14874. _multiviewTexture: Nullable<RenderTargetTexture>;
  14875. /**
  14876. * @hidden
  14877. * ensures the multiview texture of the camera exists and has the specified width/height
  14878. * @param width height to set on the multiview texture
  14879. * @param height width to set on the multiview texture
  14880. */
  14881. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14882. }
  14883. }
  14884. module "babylonjs/scene" {
  14885. interface Scene {
  14886. /** @hidden */
  14887. _transformMatrixR: Matrix;
  14888. /** @hidden */
  14889. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14890. /** @hidden */
  14891. _createMultiviewUbo(): void;
  14892. /** @hidden */
  14893. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14894. /** @hidden */
  14895. _renderMultiviewToSingleView(camera: Camera): void;
  14896. }
  14897. }
  14898. }
  14899. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14900. import { Camera } from "babylonjs/Cameras/camera";
  14901. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14902. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14903. import "babylonjs/Engines/Extensions/engine.multiview";
  14904. /**
  14905. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14906. * This will not be used for webXR as it supports displaying texture arrays directly
  14907. */
  14908. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14909. /**
  14910. * Initializes a VRMultiviewToSingleview
  14911. * @param name name of the post process
  14912. * @param camera camera to be applied to
  14913. * @param scaleFactor scaling factor to the size of the output texture
  14914. */
  14915. constructor(name: string, camera: Camera, scaleFactor: number);
  14916. }
  14917. }
  14918. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14919. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14920. import { Nullable } from "babylonjs/types";
  14921. import { Size } from "babylonjs/Maths/math.size";
  14922. import { Observable } from "babylonjs/Misc/observable";
  14923. module "babylonjs/Engines/engine" {
  14924. interface Engine {
  14925. /** @hidden */
  14926. _vrDisplay: any;
  14927. /** @hidden */
  14928. _vrSupported: boolean;
  14929. /** @hidden */
  14930. _oldSize: Size;
  14931. /** @hidden */
  14932. _oldHardwareScaleFactor: number;
  14933. /** @hidden */
  14934. _vrExclusivePointerMode: boolean;
  14935. /** @hidden */
  14936. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14937. /** @hidden */
  14938. _onVRDisplayPointerRestricted: () => void;
  14939. /** @hidden */
  14940. _onVRDisplayPointerUnrestricted: () => void;
  14941. /** @hidden */
  14942. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14943. /** @hidden */
  14944. _onVrDisplayDisconnect: Nullable<() => void>;
  14945. /** @hidden */
  14946. _onVrDisplayPresentChange: Nullable<() => void>;
  14947. /**
  14948. * Observable signaled when VR display mode changes
  14949. */
  14950. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14951. /**
  14952. * Observable signaled when VR request present is complete
  14953. */
  14954. onVRRequestPresentComplete: Observable<boolean>;
  14955. /**
  14956. * Observable signaled when VR request present starts
  14957. */
  14958. onVRRequestPresentStart: Observable<Engine>;
  14959. /**
  14960. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14961. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14962. */
  14963. isInVRExclusivePointerMode: boolean;
  14964. /**
  14965. * Gets a boolean indicating if a webVR device was detected
  14966. * @returns true if a webVR device was detected
  14967. */
  14968. isVRDevicePresent(): boolean;
  14969. /**
  14970. * Gets the current webVR device
  14971. * @returns the current webVR device (or null)
  14972. */
  14973. getVRDevice(): any;
  14974. /**
  14975. * Initializes a webVR display and starts listening to display change events
  14976. * The onVRDisplayChangedObservable will be notified upon these changes
  14977. * @returns A promise containing a VRDisplay and if vr is supported
  14978. */
  14979. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  14980. /** @hidden */
  14981. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  14982. /**
  14983. * Call this function to switch to webVR mode
  14984. * Will do nothing if webVR is not supported or if there is no webVR device
  14985. * @see http://doc.babylonjs.com/how_to/webvr_camera
  14986. */
  14987. enableVR(): void;
  14988. /** @hidden */
  14989. _onVRFullScreenTriggered(): void;
  14990. }
  14991. }
  14992. }
  14993. declare module "babylonjs/Cameras/VR/webVRCamera" {
  14994. import { Nullable } from "babylonjs/types";
  14995. import { Observable } from "babylonjs/Misc/observable";
  14996. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  14997. import { Scene } from "babylonjs/scene";
  14998. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14999. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15000. import { Node } from "babylonjs/node";
  15001. import { Ray } from "babylonjs/Culling/ray";
  15002. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15003. import "babylonjs/Engines/Extensions/engine.webVR";
  15004. /**
  15005. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15006. * IMPORTANT!! The data is right-hand data.
  15007. * @export
  15008. * @interface DevicePose
  15009. */
  15010. export interface DevicePose {
  15011. /**
  15012. * The position of the device, values in array are [x,y,z].
  15013. */
  15014. readonly position: Nullable<Float32Array>;
  15015. /**
  15016. * The linearVelocity of the device, values in array are [x,y,z].
  15017. */
  15018. readonly linearVelocity: Nullable<Float32Array>;
  15019. /**
  15020. * The linearAcceleration of the device, values in array are [x,y,z].
  15021. */
  15022. readonly linearAcceleration: Nullable<Float32Array>;
  15023. /**
  15024. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15025. */
  15026. readonly orientation: Nullable<Float32Array>;
  15027. /**
  15028. * The angularVelocity of the device, values in array are [x,y,z].
  15029. */
  15030. readonly angularVelocity: Nullable<Float32Array>;
  15031. /**
  15032. * The angularAcceleration of the device, values in array are [x,y,z].
  15033. */
  15034. readonly angularAcceleration: Nullable<Float32Array>;
  15035. }
  15036. /**
  15037. * Interface representing a pose controlled object in Babylon.
  15038. * A pose controlled object has both regular pose values as well as pose values
  15039. * from an external device such as a VR head mounted display
  15040. */
  15041. export interface PoseControlled {
  15042. /**
  15043. * The position of the object in babylon space.
  15044. */
  15045. position: Vector3;
  15046. /**
  15047. * The rotation quaternion of the object in babylon space.
  15048. */
  15049. rotationQuaternion: Quaternion;
  15050. /**
  15051. * The position of the device in babylon space.
  15052. */
  15053. devicePosition?: Vector3;
  15054. /**
  15055. * The rotation quaternion of the device in babylon space.
  15056. */
  15057. deviceRotationQuaternion: Quaternion;
  15058. /**
  15059. * The raw pose coming from the device.
  15060. */
  15061. rawPose: Nullable<DevicePose>;
  15062. /**
  15063. * The scale of the device to be used when translating from device space to babylon space.
  15064. */
  15065. deviceScaleFactor: number;
  15066. /**
  15067. * Updates the poseControlled values based on the input device pose.
  15068. * @param poseData the pose data to update the object with
  15069. */
  15070. updateFromDevice(poseData: DevicePose): void;
  15071. }
  15072. /**
  15073. * Set of options to customize the webVRCamera
  15074. */
  15075. export interface WebVROptions {
  15076. /**
  15077. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15078. */
  15079. trackPosition?: boolean;
  15080. /**
  15081. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15082. */
  15083. positionScale?: number;
  15084. /**
  15085. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15086. */
  15087. displayName?: string;
  15088. /**
  15089. * Should the native controller meshes be initialized. (default: true)
  15090. */
  15091. controllerMeshes?: boolean;
  15092. /**
  15093. * Creating a default HemiLight only on controllers. (default: true)
  15094. */
  15095. defaultLightingOnControllers?: boolean;
  15096. /**
  15097. * If you don't want to use the default VR button of the helper. (default: false)
  15098. */
  15099. useCustomVRButton?: boolean;
  15100. /**
  15101. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15102. */
  15103. customVRButton?: HTMLButtonElement;
  15104. /**
  15105. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15106. */
  15107. rayLength?: number;
  15108. /**
  15109. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15110. */
  15111. defaultHeight?: number;
  15112. /**
  15113. * If multiview should be used if availible (default: false)
  15114. */
  15115. useMultiview?: boolean;
  15116. }
  15117. /**
  15118. * This represents a WebVR camera.
  15119. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15120. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15121. */
  15122. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15123. private webVROptions;
  15124. /**
  15125. * @hidden
  15126. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15127. */
  15128. _vrDevice: any;
  15129. /**
  15130. * The rawPose of the vrDevice.
  15131. */
  15132. rawPose: Nullable<DevicePose>;
  15133. private _onVREnabled;
  15134. private _specsVersion;
  15135. private _attached;
  15136. private _frameData;
  15137. protected _descendants: Array<Node>;
  15138. private _deviceRoomPosition;
  15139. /** @hidden */
  15140. _deviceRoomRotationQuaternion: Quaternion;
  15141. private _standingMatrix;
  15142. /**
  15143. * Represents device position in babylon space.
  15144. */
  15145. devicePosition: Vector3;
  15146. /**
  15147. * Represents device rotation in babylon space.
  15148. */
  15149. deviceRotationQuaternion: Quaternion;
  15150. /**
  15151. * The scale of the device to be used when translating from device space to babylon space.
  15152. */
  15153. deviceScaleFactor: number;
  15154. private _deviceToWorld;
  15155. private _worldToDevice;
  15156. /**
  15157. * References to the webVR controllers for the vrDevice.
  15158. */
  15159. controllers: Array<WebVRController>;
  15160. /**
  15161. * Emits an event when a controller is attached.
  15162. */
  15163. onControllersAttachedObservable: Observable<WebVRController[]>;
  15164. /**
  15165. * Emits an event when a controller's mesh has been loaded;
  15166. */
  15167. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15168. /**
  15169. * Emits an event when the HMD's pose has been updated.
  15170. */
  15171. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15172. private _poseSet;
  15173. /**
  15174. * If the rig cameras be used as parent instead of this camera.
  15175. */
  15176. rigParenting: boolean;
  15177. private _lightOnControllers;
  15178. private _defaultHeight?;
  15179. /**
  15180. * Instantiates a WebVRFreeCamera.
  15181. * @param name The name of the WebVRFreeCamera
  15182. * @param position The starting anchor position for the camera
  15183. * @param scene The scene the camera belongs to
  15184. * @param webVROptions a set of customizable options for the webVRCamera
  15185. */
  15186. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15187. /**
  15188. * Gets the device distance from the ground in meters.
  15189. * @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.
  15190. */
  15191. deviceDistanceToRoomGround(): number;
  15192. /**
  15193. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15194. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15195. */
  15196. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15197. /**
  15198. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15199. * @returns A promise with a boolean set to if the standing matrix is supported.
  15200. */
  15201. useStandingMatrixAsync(): Promise<boolean>;
  15202. /**
  15203. * Disposes the camera
  15204. */
  15205. dispose(): void;
  15206. /**
  15207. * Gets a vrController by name.
  15208. * @param name The name of the controller to retreive
  15209. * @returns the controller matching the name specified or null if not found
  15210. */
  15211. getControllerByName(name: string): Nullable<WebVRController>;
  15212. private _leftController;
  15213. /**
  15214. * The controller corresponding to the users left hand.
  15215. */
  15216. readonly leftController: Nullable<WebVRController>;
  15217. private _rightController;
  15218. /**
  15219. * The controller corresponding to the users right hand.
  15220. */
  15221. readonly rightController: Nullable<WebVRController>;
  15222. /**
  15223. * Casts a ray forward from the vrCamera's gaze.
  15224. * @param length Length of the ray (default: 100)
  15225. * @returns the ray corresponding to the gaze
  15226. */
  15227. getForwardRay(length?: number): Ray;
  15228. /**
  15229. * @hidden
  15230. * Updates the camera based on device's frame data
  15231. */
  15232. _checkInputs(): void;
  15233. /**
  15234. * Updates the poseControlled values based on the input device pose.
  15235. * @param poseData Pose coming from the device
  15236. */
  15237. updateFromDevice(poseData: DevicePose): void;
  15238. private _htmlElementAttached;
  15239. private _detachIfAttached;
  15240. /**
  15241. * WebVR's attach control will start broadcasting frames to the device.
  15242. * Note that in certain browsers (chrome for example) this function must be called
  15243. * within a user-interaction callback. Example:
  15244. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15245. *
  15246. * @param element html element to attach the vrDevice to
  15247. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15248. */
  15249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15250. /**
  15251. * Detaches the camera from the html element and disables VR
  15252. *
  15253. * @param element html element to detach from
  15254. */
  15255. detachControl(element: HTMLElement): void;
  15256. /**
  15257. * @returns the name of this class
  15258. */
  15259. getClassName(): string;
  15260. /**
  15261. * Calls resetPose on the vrDisplay
  15262. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15263. */
  15264. resetToCurrentRotation(): void;
  15265. /**
  15266. * @hidden
  15267. * Updates the rig cameras (left and right eye)
  15268. */
  15269. _updateRigCameras(): void;
  15270. private _workingVector;
  15271. private _oneVector;
  15272. private _workingMatrix;
  15273. private updateCacheCalled;
  15274. private _correctPositionIfNotTrackPosition;
  15275. /**
  15276. * @hidden
  15277. * Updates the cached values of the camera
  15278. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15279. */
  15280. _updateCache(ignoreParentClass?: boolean): void;
  15281. /**
  15282. * @hidden
  15283. * Get current device position in babylon world
  15284. */
  15285. _computeDevicePosition(): void;
  15286. /**
  15287. * Updates the current device position and rotation in the babylon world
  15288. */
  15289. update(): void;
  15290. /**
  15291. * @hidden
  15292. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15293. * @returns an identity matrix
  15294. */
  15295. _getViewMatrix(): Matrix;
  15296. private _tmpMatrix;
  15297. /**
  15298. * This function is called by the two RIG cameras.
  15299. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15300. * @hidden
  15301. */
  15302. _getWebVRViewMatrix(): Matrix;
  15303. /** @hidden */
  15304. _getWebVRProjectionMatrix(): Matrix;
  15305. private _onGamepadConnectedObserver;
  15306. private _onGamepadDisconnectedObserver;
  15307. private _updateCacheWhenTrackingDisabledObserver;
  15308. /**
  15309. * Initializes the controllers and their meshes
  15310. */
  15311. initControllers(): void;
  15312. }
  15313. }
  15314. declare module "babylonjs/PostProcesses/postProcess" {
  15315. import { Nullable } from "babylonjs/types";
  15316. import { SmartArray } from "babylonjs/Misc/smartArray";
  15317. import { Observable } from "babylonjs/Misc/observable";
  15318. import { Vector2 } from "babylonjs/Maths/math.vector";
  15319. import { Camera } from "babylonjs/Cameras/camera";
  15320. import { Effect } from "babylonjs/Materials/effect";
  15321. import "babylonjs/Shaders/postprocess.vertex";
  15322. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15323. import { Engine } from "babylonjs/Engines/engine";
  15324. import { Color4 } from "babylonjs/Maths/math.color";
  15325. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15326. /**
  15327. * Size options for a post process
  15328. */
  15329. export type PostProcessOptions = {
  15330. width: number;
  15331. height: number;
  15332. };
  15333. /**
  15334. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15335. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15336. */
  15337. export class PostProcess {
  15338. /** Name of the PostProcess. */
  15339. name: string;
  15340. /**
  15341. * Gets or sets the unique id of the post process
  15342. */
  15343. uniqueId: number;
  15344. /**
  15345. * Width of the texture to apply the post process on
  15346. */
  15347. width: number;
  15348. /**
  15349. * Height of the texture to apply the post process on
  15350. */
  15351. height: number;
  15352. /**
  15353. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15354. * @hidden
  15355. */
  15356. _outputTexture: Nullable<InternalTexture>;
  15357. /**
  15358. * Sampling mode used by the shader
  15359. * See https://doc.babylonjs.com/classes/3.1/texture
  15360. */
  15361. renderTargetSamplingMode: number;
  15362. /**
  15363. * Clear color to use when screen clearing
  15364. */
  15365. clearColor: Color4;
  15366. /**
  15367. * If the buffer needs to be cleared before applying the post process. (default: true)
  15368. * Should be set to false if shader will overwrite all previous pixels.
  15369. */
  15370. autoClear: boolean;
  15371. /**
  15372. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15373. */
  15374. alphaMode: number;
  15375. /**
  15376. * Sets the setAlphaBlendConstants of the babylon engine
  15377. */
  15378. alphaConstants: Color4;
  15379. /**
  15380. * Animations to be used for the post processing
  15381. */
  15382. animations: import("babylonjs/Animations/animation").Animation[];
  15383. /**
  15384. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15385. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15386. */
  15387. enablePixelPerfectMode: boolean;
  15388. /**
  15389. * Force the postprocess to be applied without taking in account viewport
  15390. */
  15391. forceFullscreenViewport: boolean;
  15392. /**
  15393. * List of inspectable custom properties (used by the Inspector)
  15394. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15395. */
  15396. inspectableCustomProperties: IInspectable[];
  15397. /**
  15398. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15399. *
  15400. * | Value | Type | Description |
  15401. * | ----- | ----------------------------------- | ----------- |
  15402. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15403. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15404. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15405. *
  15406. */
  15407. scaleMode: number;
  15408. /**
  15409. * Force textures to be a power of two (default: false)
  15410. */
  15411. alwaysForcePOT: boolean;
  15412. private _samples;
  15413. /**
  15414. * Number of sample textures (default: 1)
  15415. */
  15416. samples: number;
  15417. /**
  15418. * Modify the scale of the post process to be the same as the viewport (default: false)
  15419. */
  15420. adaptScaleToCurrentViewport: boolean;
  15421. private _camera;
  15422. private _scene;
  15423. private _engine;
  15424. private _options;
  15425. private _reusable;
  15426. private _textureType;
  15427. /**
  15428. * Smart array of input and output textures for the post process.
  15429. * @hidden
  15430. */
  15431. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15432. /**
  15433. * The index in _textures that corresponds to the output texture.
  15434. * @hidden
  15435. */
  15436. _currentRenderTextureInd: number;
  15437. private _effect;
  15438. private _samplers;
  15439. private _fragmentUrl;
  15440. private _vertexUrl;
  15441. private _parameters;
  15442. private _scaleRatio;
  15443. protected _indexParameters: any;
  15444. private _shareOutputWithPostProcess;
  15445. private _texelSize;
  15446. private _forcedOutputTexture;
  15447. /**
  15448. * Returns the fragment url or shader name used in the post process.
  15449. * @returns the fragment url or name in the shader store.
  15450. */
  15451. getEffectName(): string;
  15452. /**
  15453. * An event triggered when the postprocess is activated.
  15454. */
  15455. onActivateObservable: Observable<Camera>;
  15456. private _onActivateObserver;
  15457. /**
  15458. * A function that is added to the onActivateObservable
  15459. */
  15460. onActivate: Nullable<(camera: Camera) => void>;
  15461. /**
  15462. * An event triggered when the postprocess changes its size.
  15463. */
  15464. onSizeChangedObservable: Observable<PostProcess>;
  15465. private _onSizeChangedObserver;
  15466. /**
  15467. * A function that is added to the onSizeChangedObservable
  15468. */
  15469. onSizeChanged: (postProcess: PostProcess) => void;
  15470. /**
  15471. * An event triggered when the postprocess applies its effect.
  15472. */
  15473. onApplyObservable: Observable<Effect>;
  15474. private _onApplyObserver;
  15475. /**
  15476. * A function that is added to the onApplyObservable
  15477. */
  15478. onApply: (effect: Effect) => void;
  15479. /**
  15480. * An event triggered before rendering the postprocess
  15481. */
  15482. onBeforeRenderObservable: Observable<Effect>;
  15483. private _onBeforeRenderObserver;
  15484. /**
  15485. * A function that is added to the onBeforeRenderObservable
  15486. */
  15487. onBeforeRender: (effect: Effect) => void;
  15488. /**
  15489. * An event triggered after rendering the postprocess
  15490. */
  15491. onAfterRenderObservable: Observable<Effect>;
  15492. private _onAfterRenderObserver;
  15493. /**
  15494. * A function that is added to the onAfterRenderObservable
  15495. */
  15496. onAfterRender: (efect: Effect) => void;
  15497. /**
  15498. * 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
  15499. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15500. */
  15501. inputTexture: InternalTexture;
  15502. /**
  15503. * Gets the camera which post process is applied to.
  15504. * @returns The camera the post process is applied to.
  15505. */
  15506. getCamera(): Camera;
  15507. /**
  15508. * Gets the texel size of the postprocess.
  15509. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15510. */
  15511. readonly texelSize: Vector2;
  15512. /**
  15513. * Creates a new instance PostProcess
  15514. * @param name The name of the PostProcess.
  15515. * @param fragmentUrl The url of the fragment shader to be used.
  15516. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15517. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15518. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15519. * @param camera The camera to apply the render pass to.
  15520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15521. * @param engine The engine which the post process will be applied. (default: current engine)
  15522. * @param reusable If the post process can be reused on the same frame. (default: false)
  15523. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15524. * @param textureType Type of textures used when performing the post process. (default: 0)
  15525. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15526. * @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
  15527. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15528. */
  15529. constructor(
  15530. /** Name of the PostProcess. */
  15531. 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);
  15532. /**
  15533. * Gets a string idenfifying the name of the class
  15534. * @returns "PostProcess" string
  15535. */
  15536. getClassName(): string;
  15537. /**
  15538. * Gets the engine which this post process belongs to.
  15539. * @returns The engine the post process was enabled with.
  15540. */
  15541. getEngine(): Engine;
  15542. /**
  15543. * The effect that is created when initializing the post process.
  15544. * @returns The created effect corresponding the the postprocess.
  15545. */
  15546. getEffect(): Effect;
  15547. /**
  15548. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15549. * @param postProcess The post process to share the output with.
  15550. * @returns This post process.
  15551. */
  15552. shareOutputWith(postProcess: PostProcess): PostProcess;
  15553. /**
  15554. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15555. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15556. */
  15557. useOwnOutput(): void;
  15558. /**
  15559. * Updates the effect with the current post process compile time values and recompiles the shader.
  15560. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15561. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15562. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15563. * @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
  15564. * @param onCompiled Called when the shader has been compiled.
  15565. * @param onError Called if there is an error when compiling a shader.
  15566. */
  15567. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15568. /**
  15569. * The post process is reusable if it can be used multiple times within one frame.
  15570. * @returns If the post process is reusable
  15571. */
  15572. isReusable(): boolean;
  15573. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15574. markTextureDirty(): void;
  15575. /**
  15576. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15577. * 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.
  15578. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15579. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15580. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15581. * @returns The target texture that was bound to be written to.
  15582. */
  15583. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15584. /**
  15585. * If the post process is supported.
  15586. */
  15587. readonly isSupported: boolean;
  15588. /**
  15589. * The aspect ratio of the output texture.
  15590. */
  15591. readonly aspectRatio: number;
  15592. /**
  15593. * Get a value indicating if the post-process is ready to be used
  15594. * @returns true if the post-process is ready (shader is compiled)
  15595. */
  15596. isReady(): boolean;
  15597. /**
  15598. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15599. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15600. */
  15601. apply(): Nullable<Effect>;
  15602. private _disposeTextures;
  15603. /**
  15604. * Disposes the post process.
  15605. * @param camera The camera to dispose the post process on.
  15606. */
  15607. dispose(camera?: Camera): void;
  15608. }
  15609. }
  15610. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15611. /** @hidden */
  15612. export var kernelBlurVaryingDeclaration: {
  15613. name: string;
  15614. shader: string;
  15615. };
  15616. }
  15617. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15618. /** @hidden */
  15619. export var kernelBlurFragment: {
  15620. name: string;
  15621. shader: string;
  15622. };
  15623. }
  15624. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15625. /** @hidden */
  15626. export var kernelBlurFragment2: {
  15627. name: string;
  15628. shader: string;
  15629. };
  15630. }
  15631. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15632. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15633. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15634. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15635. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15636. /** @hidden */
  15637. export var kernelBlurPixelShader: {
  15638. name: string;
  15639. shader: string;
  15640. };
  15641. }
  15642. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15643. /** @hidden */
  15644. export var kernelBlurVertex: {
  15645. name: string;
  15646. shader: string;
  15647. };
  15648. }
  15649. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15650. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15651. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15652. /** @hidden */
  15653. export var kernelBlurVertexShader: {
  15654. name: string;
  15655. shader: string;
  15656. };
  15657. }
  15658. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15659. import { Vector2 } from "babylonjs/Maths/math.vector";
  15660. import { Nullable } from "babylonjs/types";
  15661. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15662. import { Camera } from "babylonjs/Cameras/camera";
  15663. import { Effect } from "babylonjs/Materials/effect";
  15664. import { Engine } from "babylonjs/Engines/engine";
  15665. import "babylonjs/Shaders/kernelBlur.fragment";
  15666. import "babylonjs/Shaders/kernelBlur.vertex";
  15667. /**
  15668. * The Blur Post Process which blurs an image based on a kernel and direction.
  15669. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15670. */
  15671. export class BlurPostProcess extends PostProcess {
  15672. /** The direction in which to blur the image. */
  15673. direction: Vector2;
  15674. private blockCompilation;
  15675. protected _kernel: number;
  15676. protected _idealKernel: number;
  15677. protected _packedFloat: boolean;
  15678. private _staticDefines;
  15679. /**
  15680. * Sets the length in pixels of the blur sample region
  15681. */
  15682. /**
  15683. * Gets the length in pixels of the blur sample region
  15684. */
  15685. kernel: number;
  15686. /**
  15687. * Sets wether or not the blur needs to unpack/repack floats
  15688. */
  15689. /**
  15690. * Gets wether or not the blur is unpacking/repacking floats
  15691. */
  15692. packedFloat: boolean;
  15693. /**
  15694. * Creates a new instance BlurPostProcess
  15695. * @param name The name of the effect.
  15696. * @param direction The direction in which to blur the image.
  15697. * @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.
  15698. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15699. * @param camera The camera to apply the render pass to.
  15700. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15701. * @param engine The engine which the post process will be applied. (default: current engine)
  15702. * @param reusable If the post process can be reused on the same frame. (default: false)
  15703. * @param textureType Type of textures used when performing the post process. (default: 0)
  15704. * @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)
  15705. */
  15706. constructor(name: string,
  15707. /** The direction in which to blur the image. */
  15708. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15709. /**
  15710. * Updates the effect with the current post process compile time values and recompiles the shader.
  15711. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15712. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15713. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15714. * @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
  15715. * @param onCompiled Called when the shader has been compiled.
  15716. * @param onError Called if there is an error when compiling a shader.
  15717. */
  15718. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15719. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15720. /**
  15721. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15722. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15723. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15724. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15725. * The gaps between physical kernels are compensated for in the weighting of the samples
  15726. * @param idealKernel Ideal blur kernel.
  15727. * @return Nearest best kernel.
  15728. */
  15729. protected _nearestBestKernel(idealKernel: number): number;
  15730. /**
  15731. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15732. * @param x The point on the Gaussian distribution to sample.
  15733. * @return the value of the Gaussian function at x.
  15734. */
  15735. protected _gaussianWeight(x: number): number;
  15736. /**
  15737. * Generates a string that can be used as a floating point number in GLSL.
  15738. * @param x Value to print.
  15739. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15740. * @return GLSL float string.
  15741. */
  15742. protected _glslFloat(x: number, decimalFigures?: number): string;
  15743. }
  15744. }
  15745. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15746. import { Scene } from "babylonjs/scene";
  15747. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15748. import { Plane } from "babylonjs/Maths/math.plane";
  15749. /**
  15750. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15751. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15752. * You can then easily use it as a reflectionTexture on a flat surface.
  15753. * In case the surface is not a plane, please consider relying on reflection probes.
  15754. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15755. */
  15756. export class MirrorTexture extends RenderTargetTexture {
  15757. private scene;
  15758. /**
  15759. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15760. * 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.
  15761. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15762. */
  15763. mirrorPlane: Plane;
  15764. /**
  15765. * Define the blur ratio used to blur the reflection if needed.
  15766. */
  15767. blurRatio: number;
  15768. /**
  15769. * Define the adaptive blur kernel used to blur the reflection if needed.
  15770. * This will autocompute the closest best match for the `blurKernel`
  15771. */
  15772. adaptiveBlurKernel: number;
  15773. /**
  15774. * Define the blur kernel used to blur the reflection if needed.
  15775. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15776. */
  15777. blurKernel: number;
  15778. /**
  15779. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15780. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15781. */
  15782. blurKernelX: number;
  15783. /**
  15784. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15785. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15786. */
  15787. blurKernelY: number;
  15788. private _autoComputeBlurKernel;
  15789. protected _onRatioRescale(): void;
  15790. private _updateGammaSpace;
  15791. private _imageProcessingConfigChangeObserver;
  15792. private _transformMatrix;
  15793. private _mirrorMatrix;
  15794. private _savedViewMatrix;
  15795. private _blurX;
  15796. private _blurY;
  15797. private _adaptiveBlurKernel;
  15798. private _blurKernelX;
  15799. private _blurKernelY;
  15800. private _blurRatio;
  15801. /**
  15802. * Instantiates a Mirror Texture.
  15803. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15804. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15805. * You can then easily use it as a reflectionTexture on a flat surface.
  15806. * In case the surface is not a plane, please consider relying on reflection probes.
  15807. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15808. * @param name
  15809. * @param size
  15810. * @param scene
  15811. * @param generateMipMaps
  15812. * @param type
  15813. * @param samplingMode
  15814. * @param generateDepthBuffer
  15815. */
  15816. constructor(name: string, size: number | {
  15817. width: number;
  15818. height: number;
  15819. } | {
  15820. ratio: number;
  15821. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15822. private _preparePostProcesses;
  15823. /**
  15824. * Clone the mirror texture.
  15825. * @returns the cloned texture
  15826. */
  15827. clone(): MirrorTexture;
  15828. /**
  15829. * Serialize the texture to a JSON representation you could use in Parse later on
  15830. * @returns the serialized JSON representation
  15831. */
  15832. serialize(): any;
  15833. /**
  15834. * Dispose the texture and release its associated resources.
  15835. */
  15836. dispose(): void;
  15837. }
  15838. }
  15839. declare module "babylonjs/Materials/Textures/texture" {
  15840. import { Observable } from "babylonjs/Misc/observable";
  15841. import { Nullable } from "babylonjs/types";
  15842. import { Scene } from "babylonjs/scene";
  15843. import { Matrix } from "babylonjs/Maths/math.vector";
  15844. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15845. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15846. import { Engine } from "babylonjs/Engines/engine";
  15847. /**
  15848. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15849. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15850. */
  15851. export class Texture extends BaseTexture {
  15852. /** @hidden */
  15853. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15854. /** @hidden */
  15855. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15856. /** @hidden */
  15857. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15858. /** nearest is mag = nearest and min = nearest and mip = linear */
  15859. static readonly NEAREST_SAMPLINGMODE: number;
  15860. /** nearest is mag = nearest and min = nearest and mip = linear */
  15861. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15862. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15863. static readonly BILINEAR_SAMPLINGMODE: number;
  15864. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15865. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15866. /** Trilinear is mag = linear and min = linear and mip = linear */
  15867. static readonly TRILINEAR_SAMPLINGMODE: number;
  15868. /** Trilinear is mag = linear and min = linear and mip = linear */
  15869. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15870. /** mag = nearest and min = nearest and mip = nearest */
  15871. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15872. /** mag = nearest and min = linear and mip = nearest */
  15873. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15874. /** mag = nearest and min = linear and mip = linear */
  15875. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15876. /** mag = nearest and min = linear and mip = none */
  15877. static readonly NEAREST_LINEAR: number;
  15878. /** mag = nearest and min = nearest and mip = none */
  15879. static readonly NEAREST_NEAREST: number;
  15880. /** mag = linear and min = nearest and mip = nearest */
  15881. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15882. /** mag = linear and min = nearest and mip = linear */
  15883. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15884. /** mag = linear and min = linear and mip = none */
  15885. static readonly LINEAR_LINEAR: number;
  15886. /** mag = linear and min = nearest and mip = none */
  15887. static readonly LINEAR_NEAREST: number;
  15888. /** Explicit coordinates mode */
  15889. static readonly EXPLICIT_MODE: number;
  15890. /** Spherical coordinates mode */
  15891. static readonly SPHERICAL_MODE: number;
  15892. /** Planar coordinates mode */
  15893. static readonly PLANAR_MODE: number;
  15894. /** Cubic coordinates mode */
  15895. static readonly CUBIC_MODE: number;
  15896. /** Projection coordinates mode */
  15897. static readonly PROJECTION_MODE: number;
  15898. /** Inverse Cubic coordinates mode */
  15899. static readonly SKYBOX_MODE: number;
  15900. /** Inverse Cubic coordinates mode */
  15901. static readonly INVCUBIC_MODE: number;
  15902. /** Equirectangular coordinates mode */
  15903. static readonly EQUIRECTANGULAR_MODE: number;
  15904. /** Equirectangular Fixed coordinates mode */
  15905. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15906. /** Equirectangular Fixed Mirrored coordinates mode */
  15907. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15908. /** Texture is not repeating outside of 0..1 UVs */
  15909. static readonly CLAMP_ADDRESSMODE: number;
  15910. /** Texture is repeating outside of 0..1 UVs */
  15911. static readonly WRAP_ADDRESSMODE: number;
  15912. /** Texture is repeating and mirrored */
  15913. static readonly MIRROR_ADDRESSMODE: number;
  15914. /**
  15915. * 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
  15916. */
  15917. static UseSerializedUrlIfAny: boolean;
  15918. /**
  15919. * Define the url of the texture.
  15920. */
  15921. url: Nullable<string>;
  15922. /**
  15923. * Define an offset on the texture to offset the u coordinates of the UVs
  15924. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15925. */
  15926. uOffset: number;
  15927. /**
  15928. * Define an offset on the texture to offset the v coordinates of the UVs
  15929. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15930. */
  15931. vOffset: number;
  15932. /**
  15933. * Define an offset on the texture to scale the u coordinates of the UVs
  15934. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15935. */
  15936. uScale: number;
  15937. /**
  15938. * Define an offset on the texture to scale the v coordinates of the UVs
  15939. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15940. */
  15941. vScale: number;
  15942. /**
  15943. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15944. * @see http://doc.babylonjs.com/how_to/more_materials
  15945. */
  15946. uAng: number;
  15947. /**
  15948. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15949. * @see http://doc.babylonjs.com/how_to/more_materials
  15950. */
  15951. vAng: number;
  15952. /**
  15953. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15954. * @see http://doc.babylonjs.com/how_to/more_materials
  15955. */
  15956. wAng: number;
  15957. /**
  15958. * Defines the center of rotation (U)
  15959. */
  15960. uRotationCenter: number;
  15961. /**
  15962. * Defines the center of rotation (V)
  15963. */
  15964. vRotationCenter: number;
  15965. /**
  15966. * Defines the center of rotation (W)
  15967. */
  15968. wRotationCenter: number;
  15969. /**
  15970. * Are mip maps generated for this texture or not.
  15971. */
  15972. readonly noMipmap: boolean;
  15973. /**
  15974. * List of inspectable custom properties (used by the Inspector)
  15975. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15976. */
  15977. inspectableCustomProperties: Nullable<IInspectable[]>;
  15978. private _noMipmap;
  15979. /** @hidden */
  15980. _invertY: boolean;
  15981. private _rowGenerationMatrix;
  15982. private _cachedTextureMatrix;
  15983. private _projectionModeMatrix;
  15984. private _t0;
  15985. private _t1;
  15986. private _t2;
  15987. private _cachedUOffset;
  15988. private _cachedVOffset;
  15989. private _cachedUScale;
  15990. private _cachedVScale;
  15991. private _cachedUAng;
  15992. private _cachedVAng;
  15993. private _cachedWAng;
  15994. private _cachedProjectionMatrixId;
  15995. private _cachedCoordinatesMode;
  15996. /** @hidden */
  15997. protected _initialSamplingMode: number;
  15998. /** @hidden */
  15999. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16000. private _deleteBuffer;
  16001. protected _format: Nullable<number>;
  16002. private _delayedOnLoad;
  16003. private _delayedOnError;
  16004. /**
  16005. * Observable triggered once the texture has been loaded.
  16006. */
  16007. onLoadObservable: Observable<Texture>;
  16008. protected _isBlocking: boolean;
  16009. /**
  16010. * Is the texture preventing material to render while loading.
  16011. * If false, a default texture will be used instead of the loading one during the preparation step.
  16012. */
  16013. isBlocking: boolean;
  16014. /**
  16015. * Get the current sampling mode associated with the texture.
  16016. */
  16017. readonly samplingMode: number;
  16018. /**
  16019. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16020. */
  16021. readonly invertY: boolean;
  16022. /**
  16023. * Instantiates a new texture.
  16024. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16025. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16026. * @param url define the url of the picture to load as a texture
  16027. * @param scene define the scene or engine the texture will belong to
  16028. * @param noMipmap define if the texture will require mip maps or not
  16029. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16030. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16031. * @param onLoad define a callback triggered when the texture has been loaded
  16032. * @param onError define a callback triggered when an error occurred during the loading session
  16033. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16034. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16035. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16036. */
  16037. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16038. /**
  16039. * Update the url (and optional buffer) of this texture if url was null during construction.
  16040. * @param url the url of the texture
  16041. * @param buffer the buffer of the texture (defaults to null)
  16042. * @param onLoad callback called when the texture is loaded (defaults to null)
  16043. */
  16044. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16045. /**
  16046. * Finish the loading sequence of a texture flagged as delayed load.
  16047. * @hidden
  16048. */
  16049. delayLoad(): void;
  16050. private _prepareRowForTextureGeneration;
  16051. /**
  16052. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16053. * @returns the transform matrix of the texture.
  16054. */
  16055. getTextureMatrix(): Matrix;
  16056. /**
  16057. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16058. * @returns The reflection texture transform
  16059. */
  16060. getReflectionTextureMatrix(): Matrix;
  16061. /**
  16062. * Clones the texture.
  16063. * @returns the cloned texture
  16064. */
  16065. clone(): Texture;
  16066. /**
  16067. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16068. * @returns The JSON representation of the texture
  16069. */
  16070. serialize(): any;
  16071. /**
  16072. * Get the current class name of the texture useful for serialization or dynamic coding.
  16073. * @returns "Texture"
  16074. */
  16075. getClassName(): string;
  16076. /**
  16077. * Dispose the texture and release its associated resources.
  16078. */
  16079. dispose(): void;
  16080. /**
  16081. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16082. * @param parsedTexture Define the JSON representation of the texture
  16083. * @param scene Define the scene the parsed texture should be instantiated in
  16084. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16085. * @returns The parsed texture if successful
  16086. */
  16087. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16088. /**
  16089. * Creates a texture from its base 64 representation.
  16090. * @param data Define the base64 payload without the data: prefix
  16091. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16092. * @param scene Define the scene the texture should belong to
  16093. * @param noMipmap Forces the texture to not create mip map information if true
  16094. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16095. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16096. * @param onLoad define a callback triggered when the texture has been loaded
  16097. * @param onError define a callback triggered when an error occurred during the loading session
  16098. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16099. * @returns the created texture
  16100. */
  16101. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16102. /**
  16103. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16104. * @param data Define the base64 payload without the data: prefix
  16105. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16106. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16107. * @param scene Define the scene the texture should belong to
  16108. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16109. * @param noMipmap Forces the texture to not create mip map information if true
  16110. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16111. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16112. * @param onLoad define a callback triggered when the texture has been loaded
  16113. * @param onError define a callback triggered when an error occurred during the loading session
  16114. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16115. * @returns the created texture
  16116. */
  16117. 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;
  16118. }
  16119. }
  16120. declare module "babylonjs/PostProcesses/postProcessManager" {
  16121. import { Nullable } from "babylonjs/types";
  16122. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16123. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16124. import { Scene } from "babylonjs/scene";
  16125. /**
  16126. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16127. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16128. */
  16129. export class PostProcessManager {
  16130. private _scene;
  16131. private _indexBuffer;
  16132. private _vertexBuffers;
  16133. /**
  16134. * Creates a new instance PostProcess
  16135. * @param scene The scene that the post process is associated with.
  16136. */
  16137. constructor(scene: Scene);
  16138. private _prepareBuffers;
  16139. private _buildIndexBuffer;
  16140. /**
  16141. * Rebuilds the vertex buffers of the manager.
  16142. * @hidden
  16143. */
  16144. _rebuild(): void;
  16145. /**
  16146. * Prepares a frame to be run through a post process.
  16147. * @param sourceTexture The input texture to the post procesess. (default: null)
  16148. * @param postProcesses An array of post processes to be run. (default: null)
  16149. * @returns True if the post processes were able to be run.
  16150. * @hidden
  16151. */
  16152. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16153. /**
  16154. * Manually render a set of post processes to a texture.
  16155. * @param postProcesses An array of post processes to be run.
  16156. * @param targetTexture The target texture to render to.
  16157. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16158. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16159. * @param lodLevel defines which lod of the texture to render to
  16160. */
  16161. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16162. /**
  16163. * Finalize the result of the output of the postprocesses.
  16164. * @param doNotPresent If true the result will not be displayed to the screen.
  16165. * @param targetTexture The target texture to render to.
  16166. * @param faceIndex The index of the face to bind the target texture to.
  16167. * @param postProcesses The array of post processes to render.
  16168. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16169. * @hidden
  16170. */
  16171. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16172. /**
  16173. * Disposes of the post process manager.
  16174. */
  16175. dispose(): void;
  16176. }
  16177. }
  16178. declare module "babylonjs/Misc/gradients" {
  16179. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16180. /** Interface used by value gradients (color, factor, ...) */
  16181. export interface IValueGradient {
  16182. /**
  16183. * Gets or sets the gradient value (between 0 and 1)
  16184. */
  16185. gradient: number;
  16186. }
  16187. /** Class used to store color4 gradient */
  16188. export class ColorGradient implements IValueGradient {
  16189. /**
  16190. * Gets or sets the gradient value (between 0 and 1)
  16191. */
  16192. gradient: number;
  16193. /**
  16194. * Gets or sets first associated color
  16195. */
  16196. color1: Color4;
  16197. /**
  16198. * Gets or sets second associated color
  16199. */
  16200. color2?: Color4;
  16201. /**
  16202. * Will get a color picked randomly between color1 and color2.
  16203. * If color2 is undefined then color1 will be used
  16204. * @param result defines the target Color4 to store the result in
  16205. */
  16206. getColorToRef(result: Color4): void;
  16207. }
  16208. /** Class used to store color 3 gradient */
  16209. export class Color3Gradient implements IValueGradient {
  16210. /**
  16211. * Gets or sets the gradient value (between 0 and 1)
  16212. */
  16213. gradient: number;
  16214. /**
  16215. * Gets or sets the associated color
  16216. */
  16217. color: Color3;
  16218. }
  16219. /** Class used to store factor gradient */
  16220. export class FactorGradient implements IValueGradient {
  16221. /**
  16222. * Gets or sets the gradient value (between 0 and 1)
  16223. */
  16224. gradient: number;
  16225. /**
  16226. * Gets or sets first associated factor
  16227. */
  16228. factor1: number;
  16229. /**
  16230. * Gets or sets second associated factor
  16231. */
  16232. factor2?: number;
  16233. /**
  16234. * Will get a number picked randomly between factor1 and factor2.
  16235. * If factor2 is undefined then factor1 will be used
  16236. * @returns the picked number
  16237. */
  16238. getFactor(): number;
  16239. }
  16240. /**
  16241. * Helper used to simplify some generic gradient tasks
  16242. */
  16243. export class GradientHelper {
  16244. /**
  16245. * Gets the current gradient from an array of IValueGradient
  16246. * @param ratio defines the current ratio to get
  16247. * @param gradients defines the array of IValueGradient
  16248. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16249. */
  16250. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16251. }
  16252. }
  16253. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16254. import { Scene } from "babylonjs/scene";
  16255. import { ISceneComponent } from "babylonjs/sceneComponent";
  16256. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16257. module "babylonjs/abstractScene" {
  16258. interface AbstractScene {
  16259. /**
  16260. * The list of procedural textures added to the scene
  16261. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16262. */
  16263. proceduralTextures: Array<ProceduralTexture>;
  16264. }
  16265. }
  16266. /**
  16267. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16268. * in a given scene.
  16269. */
  16270. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16271. /**
  16272. * The component name helpfull to identify the component in the list of scene components.
  16273. */
  16274. readonly name: string;
  16275. /**
  16276. * The scene the component belongs to.
  16277. */
  16278. scene: Scene;
  16279. /**
  16280. * Creates a new instance of the component for the given scene
  16281. * @param scene Defines the scene to register the component in
  16282. */
  16283. constructor(scene: Scene);
  16284. /**
  16285. * Registers the component in a given scene
  16286. */
  16287. register(): void;
  16288. /**
  16289. * Rebuilds the elements related to this component in case of
  16290. * context lost for instance.
  16291. */
  16292. rebuild(): void;
  16293. /**
  16294. * Disposes the component and the associated ressources.
  16295. */
  16296. dispose(): void;
  16297. private _beforeClear;
  16298. }
  16299. }
  16300. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16301. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16302. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16303. module "babylonjs/Engines/engine" {
  16304. interface Engine {
  16305. /**
  16306. * Creates a new render target cube texture
  16307. * @param size defines the size of the texture
  16308. * @param options defines the options used to create the texture
  16309. * @returns a new render target cube texture stored in an InternalTexture
  16310. */
  16311. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16312. }
  16313. }
  16314. }
  16315. declare module "babylonjs/Shaders/procedural.vertex" {
  16316. /** @hidden */
  16317. export var proceduralVertexShader: {
  16318. name: string;
  16319. shader: string;
  16320. };
  16321. }
  16322. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16323. import { Observable } from "babylonjs/Misc/observable";
  16324. import { Nullable } from "babylonjs/types";
  16325. import { Scene } from "babylonjs/scene";
  16326. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16327. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16328. import { Effect } from "babylonjs/Materials/effect";
  16329. import { Texture } from "babylonjs/Materials/Textures/texture";
  16330. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16331. import "babylonjs/Shaders/procedural.vertex";
  16332. /**
  16333. * 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.
  16334. * This is the base class of any Procedural texture and contains most of the shareable code.
  16335. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16336. */
  16337. export class ProceduralTexture extends Texture {
  16338. isCube: boolean;
  16339. /**
  16340. * Define if the texture is enabled or not (disabled texture will not render)
  16341. */
  16342. isEnabled: boolean;
  16343. /**
  16344. * Define if the texture must be cleared before rendering (default is true)
  16345. */
  16346. autoClear: boolean;
  16347. /**
  16348. * Callback called when the texture is generated
  16349. */
  16350. onGenerated: () => void;
  16351. /**
  16352. * Event raised when the texture is generated
  16353. */
  16354. onGeneratedObservable: Observable<ProceduralTexture>;
  16355. /** @hidden */
  16356. _generateMipMaps: boolean;
  16357. /** @hidden **/
  16358. _effect: Effect;
  16359. /** @hidden */
  16360. _textures: {
  16361. [key: string]: Texture;
  16362. };
  16363. private _size;
  16364. private _currentRefreshId;
  16365. private _refreshRate;
  16366. private _vertexBuffers;
  16367. private _indexBuffer;
  16368. private _uniforms;
  16369. private _samplers;
  16370. private _fragment;
  16371. private _floats;
  16372. private _ints;
  16373. private _floatsArrays;
  16374. private _colors3;
  16375. private _colors4;
  16376. private _vectors2;
  16377. private _vectors3;
  16378. private _matrices;
  16379. private _fallbackTexture;
  16380. private _fallbackTextureUsed;
  16381. private _engine;
  16382. private _cachedDefines;
  16383. private _contentUpdateId;
  16384. private _contentData;
  16385. /**
  16386. * Instantiates a new procedural texture.
  16387. * 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.
  16388. * This is the base class of any Procedural texture and contains most of the shareable code.
  16389. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16390. * @param name Define the name of the texture
  16391. * @param size Define the size of the texture to create
  16392. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16393. * @param scene Define the scene the texture belongs to
  16394. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16395. * @param generateMipMaps Define if the texture should creates mip maps or not
  16396. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16397. */
  16398. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16399. /**
  16400. * The effect that is created when initializing the post process.
  16401. * @returns The created effect corresponding the the postprocess.
  16402. */
  16403. getEffect(): Effect;
  16404. /**
  16405. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16406. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16407. */
  16408. getContent(): Nullable<ArrayBufferView>;
  16409. private _createIndexBuffer;
  16410. /** @hidden */
  16411. _rebuild(): void;
  16412. /**
  16413. * Resets the texture in order to recreate its associated resources.
  16414. * This can be called in case of context loss
  16415. */
  16416. reset(): void;
  16417. protected _getDefines(): string;
  16418. /**
  16419. * Is the texture ready to be used ? (rendered at least once)
  16420. * @returns true if ready, otherwise, false.
  16421. */
  16422. isReady(): boolean;
  16423. /**
  16424. * Resets the refresh counter of the texture and start bak from scratch.
  16425. * Could be useful to regenerate the texture if it is setup to render only once.
  16426. */
  16427. resetRefreshCounter(): void;
  16428. /**
  16429. * Set the fragment shader to use in order to render the texture.
  16430. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16431. */
  16432. setFragment(fragment: any): void;
  16433. /**
  16434. * Define the refresh rate of the texture or the rendering frequency.
  16435. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16436. */
  16437. refreshRate: number;
  16438. /** @hidden */
  16439. _shouldRender(): boolean;
  16440. /**
  16441. * Get the size the texture is rendering at.
  16442. * @returns the size (texture is always squared)
  16443. */
  16444. getRenderSize(): number;
  16445. /**
  16446. * Resize the texture to new value.
  16447. * @param size Define the new size the texture should have
  16448. * @param generateMipMaps Define whether the new texture should create mip maps
  16449. */
  16450. resize(size: number, generateMipMaps: boolean): void;
  16451. private _checkUniform;
  16452. /**
  16453. * Set a texture in the shader program used to render.
  16454. * @param name Define the name of the uniform samplers as defined in the shader
  16455. * @param texture Define the texture to bind to this sampler
  16456. * @return the texture itself allowing "fluent" like uniform updates
  16457. */
  16458. setTexture(name: string, texture: Texture): ProceduralTexture;
  16459. /**
  16460. * Set a float in the shader.
  16461. * @param name Define the name of the uniform as defined in the shader
  16462. * @param value Define the value to give to the uniform
  16463. * @return the texture itself allowing "fluent" like uniform updates
  16464. */
  16465. setFloat(name: string, value: number): ProceduralTexture;
  16466. /**
  16467. * Set a int in the shader.
  16468. * @param name Define the name of the uniform as defined in the shader
  16469. * @param value Define the value to give to the uniform
  16470. * @return the texture itself allowing "fluent" like uniform updates
  16471. */
  16472. setInt(name: string, value: number): ProceduralTexture;
  16473. /**
  16474. * Set an array of floats in the shader.
  16475. * @param name Define the name of the uniform as defined in the shader
  16476. * @param value Define the value to give to the uniform
  16477. * @return the texture itself allowing "fluent" like uniform updates
  16478. */
  16479. setFloats(name: string, value: number[]): ProceduralTexture;
  16480. /**
  16481. * Set a vec3 in the shader from a Color3.
  16482. * @param name Define the name of the uniform as defined in the shader
  16483. * @param value Define the value to give to the uniform
  16484. * @return the texture itself allowing "fluent" like uniform updates
  16485. */
  16486. setColor3(name: string, value: Color3): ProceduralTexture;
  16487. /**
  16488. * Set a vec4 in the shader from a Color4.
  16489. * @param name Define the name of the uniform as defined in the shader
  16490. * @param value Define the value to give to the uniform
  16491. * @return the texture itself allowing "fluent" like uniform updates
  16492. */
  16493. setColor4(name: string, value: Color4): ProceduralTexture;
  16494. /**
  16495. * Set a vec2 in the shader from a Vector2.
  16496. * @param name Define the name of the uniform as defined in the shader
  16497. * @param value Define the value to give to the uniform
  16498. * @return the texture itself allowing "fluent" like uniform updates
  16499. */
  16500. setVector2(name: string, value: Vector2): ProceduralTexture;
  16501. /**
  16502. * Set a vec3 in the shader from a Vector3.
  16503. * @param name Define the name of the uniform as defined in the shader
  16504. * @param value Define the value to give to the uniform
  16505. * @return the texture itself allowing "fluent" like uniform updates
  16506. */
  16507. setVector3(name: string, value: Vector3): ProceduralTexture;
  16508. /**
  16509. * Set a mat4 in the shader from a MAtrix.
  16510. * @param name Define the name of the uniform as defined in the shader
  16511. * @param value Define the value to give to the uniform
  16512. * @return the texture itself allowing "fluent" like uniform updates
  16513. */
  16514. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16515. /**
  16516. * Render the texture to its associated render target.
  16517. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16518. */
  16519. render(useCameraPostProcess?: boolean): void;
  16520. /**
  16521. * Clone the texture.
  16522. * @returns the cloned texture
  16523. */
  16524. clone(): ProceduralTexture;
  16525. /**
  16526. * Dispose the texture and release its asoociated resources.
  16527. */
  16528. dispose(): void;
  16529. }
  16530. }
  16531. declare module "babylonjs/Particles/baseParticleSystem" {
  16532. import { Nullable } from "babylonjs/types";
  16533. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16534. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16535. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16536. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16537. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16538. import { Scene } from "babylonjs/scene";
  16539. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16540. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16541. import { Texture } from "babylonjs/Materials/Textures/texture";
  16542. import { Color4 } from "babylonjs/Maths/math.color";
  16543. import { Animation } from "babylonjs/Animations/animation";
  16544. /**
  16545. * This represents the base class for particle system in Babylon.
  16546. * 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.
  16547. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16548. * @example https://doc.babylonjs.com/babylon101/particles
  16549. */
  16550. export class BaseParticleSystem {
  16551. /**
  16552. * Source color is added to the destination color without alpha affecting the result
  16553. */
  16554. static BLENDMODE_ONEONE: number;
  16555. /**
  16556. * Blend current color and particle color using particle’s alpha
  16557. */
  16558. static BLENDMODE_STANDARD: number;
  16559. /**
  16560. * Add current color and particle color multiplied by particle’s alpha
  16561. */
  16562. static BLENDMODE_ADD: number;
  16563. /**
  16564. * Multiply current color with particle color
  16565. */
  16566. static BLENDMODE_MULTIPLY: number;
  16567. /**
  16568. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16569. */
  16570. static BLENDMODE_MULTIPLYADD: number;
  16571. /**
  16572. * List of animations used by the particle system.
  16573. */
  16574. animations: Animation[];
  16575. /**
  16576. * The id of the Particle system.
  16577. */
  16578. id: string;
  16579. /**
  16580. * The friendly name of the Particle system.
  16581. */
  16582. name: string;
  16583. /**
  16584. * The rendering group used by the Particle system to chose when to render.
  16585. */
  16586. renderingGroupId: number;
  16587. /**
  16588. * The emitter represents the Mesh or position we are attaching the particle system to.
  16589. */
  16590. emitter: Nullable<AbstractMesh | Vector3>;
  16591. /**
  16592. * The maximum number of particles to emit per frame
  16593. */
  16594. emitRate: number;
  16595. /**
  16596. * If you want to launch only a few particles at once, that can be done, as well.
  16597. */
  16598. manualEmitCount: number;
  16599. /**
  16600. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16601. */
  16602. updateSpeed: number;
  16603. /**
  16604. * The amount of time the particle system is running (depends of the overall update speed).
  16605. */
  16606. targetStopDuration: number;
  16607. /**
  16608. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16609. */
  16610. disposeOnStop: boolean;
  16611. /**
  16612. * Minimum power of emitting particles.
  16613. */
  16614. minEmitPower: number;
  16615. /**
  16616. * Maximum power of emitting particles.
  16617. */
  16618. maxEmitPower: number;
  16619. /**
  16620. * Minimum life time of emitting particles.
  16621. */
  16622. minLifeTime: number;
  16623. /**
  16624. * Maximum life time of emitting particles.
  16625. */
  16626. maxLifeTime: number;
  16627. /**
  16628. * Minimum Size of emitting particles.
  16629. */
  16630. minSize: number;
  16631. /**
  16632. * Maximum Size of emitting particles.
  16633. */
  16634. maxSize: number;
  16635. /**
  16636. * Minimum scale of emitting particles on X axis.
  16637. */
  16638. minScaleX: number;
  16639. /**
  16640. * Maximum scale of emitting particles on X axis.
  16641. */
  16642. maxScaleX: number;
  16643. /**
  16644. * Minimum scale of emitting particles on Y axis.
  16645. */
  16646. minScaleY: number;
  16647. /**
  16648. * Maximum scale of emitting particles on Y axis.
  16649. */
  16650. maxScaleY: number;
  16651. /**
  16652. * Gets or sets the minimal initial rotation in radians.
  16653. */
  16654. minInitialRotation: number;
  16655. /**
  16656. * Gets or sets the maximal initial rotation in radians.
  16657. */
  16658. maxInitialRotation: number;
  16659. /**
  16660. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16661. */
  16662. minAngularSpeed: number;
  16663. /**
  16664. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16665. */
  16666. maxAngularSpeed: number;
  16667. /**
  16668. * The texture used to render each particle. (this can be a spritesheet)
  16669. */
  16670. particleTexture: Nullable<Texture>;
  16671. /**
  16672. * The layer mask we are rendering the particles through.
  16673. */
  16674. layerMask: number;
  16675. /**
  16676. * This can help using your own shader to render the particle system.
  16677. * The according effect will be created
  16678. */
  16679. customShader: any;
  16680. /**
  16681. * By default particle system starts as soon as they are created. This prevents the
  16682. * automatic start to happen and let you decide when to start emitting particles.
  16683. */
  16684. preventAutoStart: boolean;
  16685. private _noiseTexture;
  16686. /**
  16687. * Gets or sets a texture used to add random noise to particle positions
  16688. */
  16689. noiseTexture: Nullable<ProceduralTexture>;
  16690. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16691. noiseStrength: Vector3;
  16692. /**
  16693. * Callback triggered when the particle animation is ending.
  16694. */
  16695. onAnimationEnd: Nullable<() => void>;
  16696. /**
  16697. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16698. */
  16699. blendMode: number;
  16700. /**
  16701. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16702. * to override the particles.
  16703. */
  16704. forceDepthWrite: boolean;
  16705. /** 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 */
  16706. preWarmCycles: number;
  16707. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16708. preWarmStepOffset: number;
  16709. /**
  16710. * 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)
  16711. */
  16712. spriteCellChangeSpeed: number;
  16713. /**
  16714. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16715. */
  16716. startSpriteCellID: number;
  16717. /**
  16718. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16719. */
  16720. endSpriteCellID: number;
  16721. /**
  16722. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16723. */
  16724. spriteCellWidth: number;
  16725. /**
  16726. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16727. */
  16728. spriteCellHeight: number;
  16729. /**
  16730. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16731. */
  16732. spriteRandomStartCell: boolean;
  16733. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16734. translationPivot: Vector2;
  16735. /** @hidden */
  16736. protected _isAnimationSheetEnabled: boolean;
  16737. /**
  16738. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16739. */
  16740. beginAnimationOnStart: boolean;
  16741. /**
  16742. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16743. */
  16744. beginAnimationFrom: number;
  16745. /**
  16746. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16747. */
  16748. beginAnimationTo: number;
  16749. /**
  16750. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16751. */
  16752. beginAnimationLoop: boolean;
  16753. /**
  16754. * Gets or sets a world offset applied to all particles
  16755. */
  16756. worldOffset: Vector3;
  16757. /**
  16758. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16759. */
  16760. isAnimationSheetEnabled: boolean;
  16761. /**
  16762. * Get hosting scene
  16763. * @returns the scene
  16764. */
  16765. getScene(): Scene;
  16766. /**
  16767. * You can use gravity if you want to give an orientation to your particles.
  16768. */
  16769. gravity: Vector3;
  16770. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16771. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16772. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16773. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16774. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16775. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16776. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16777. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16778. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16779. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16780. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16781. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16782. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16783. /**
  16784. * Defines the delay in milliseconds before starting the system (0 by default)
  16785. */
  16786. startDelay: number;
  16787. /**
  16788. * Gets the current list of drag gradients.
  16789. * You must use addDragGradient and removeDragGradient to udpate this list
  16790. * @returns the list of drag gradients
  16791. */
  16792. getDragGradients(): Nullable<Array<FactorGradient>>;
  16793. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16794. limitVelocityDamping: number;
  16795. /**
  16796. * Gets the current list of limit velocity gradients.
  16797. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16798. * @returns the list of limit velocity gradients
  16799. */
  16800. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16801. /**
  16802. * Gets the current list of color gradients.
  16803. * You must use addColorGradient and removeColorGradient to udpate this list
  16804. * @returns the list of color gradients
  16805. */
  16806. getColorGradients(): Nullable<Array<ColorGradient>>;
  16807. /**
  16808. * Gets the current list of size gradients.
  16809. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16810. * @returns the list of size gradients
  16811. */
  16812. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16813. /**
  16814. * Gets the current list of color remap gradients.
  16815. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16816. * @returns the list of color remap gradients
  16817. */
  16818. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16819. /**
  16820. * Gets the current list of alpha remap gradients.
  16821. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16822. * @returns the list of alpha remap gradients
  16823. */
  16824. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16825. /**
  16826. * Gets the current list of life time gradients.
  16827. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16828. * @returns the list of life time gradients
  16829. */
  16830. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16831. /**
  16832. * Gets the current list of angular speed gradients.
  16833. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16834. * @returns the list of angular speed gradients
  16835. */
  16836. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16837. /**
  16838. * Gets the current list of velocity gradients.
  16839. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16840. * @returns the list of velocity gradients
  16841. */
  16842. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16843. /**
  16844. * Gets the current list of start size gradients.
  16845. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16846. * @returns the list of start size gradients
  16847. */
  16848. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16849. /**
  16850. * Gets the current list of emit rate gradients.
  16851. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16852. * @returns the list of emit rate gradients
  16853. */
  16854. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16855. /**
  16856. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16857. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16858. */
  16859. direction1: Vector3;
  16860. /**
  16861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16862. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16863. */
  16864. direction2: Vector3;
  16865. /**
  16866. * 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.
  16867. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16868. */
  16869. minEmitBox: Vector3;
  16870. /**
  16871. * 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.
  16872. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16873. */
  16874. maxEmitBox: Vector3;
  16875. /**
  16876. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16877. */
  16878. color1: Color4;
  16879. /**
  16880. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16881. */
  16882. color2: Color4;
  16883. /**
  16884. * Color the particle will have at the end of its lifetime
  16885. */
  16886. colorDead: Color4;
  16887. /**
  16888. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16889. */
  16890. textureMask: Color4;
  16891. /**
  16892. * The particle emitter type defines the emitter used by the particle system.
  16893. * It can be for example box, sphere, or cone...
  16894. */
  16895. particleEmitterType: IParticleEmitterType;
  16896. /** @hidden */
  16897. _isSubEmitter: boolean;
  16898. /**
  16899. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16900. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16901. */
  16902. billboardMode: number;
  16903. protected _isBillboardBased: boolean;
  16904. /**
  16905. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16906. */
  16907. isBillboardBased: boolean;
  16908. /**
  16909. * The scene the particle system belongs to.
  16910. */
  16911. protected _scene: Scene;
  16912. /**
  16913. * Local cache of defines for image processing.
  16914. */
  16915. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16916. /**
  16917. * Default configuration related to image processing available in the standard Material.
  16918. */
  16919. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16920. /**
  16921. * Gets the image processing configuration used either in this material.
  16922. */
  16923. /**
  16924. * Sets the Default image processing configuration used either in the this material.
  16925. *
  16926. * If sets to null, the scene one is in use.
  16927. */
  16928. imageProcessingConfiguration: ImageProcessingConfiguration;
  16929. /**
  16930. * Attaches a new image processing configuration to the Standard Material.
  16931. * @param configuration
  16932. */
  16933. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16934. /** @hidden */
  16935. protected _reset(): void;
  16936. /** @hidden */
  16937. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16938. /**
  16939. * Instantiates a particle system.
  16940. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16941. * @param name The name of the particle system
  16942. */
  16943. constructor(name: string);
  16944. /**
  16945. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16946. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16947. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16948. * @returns the emitter
  16949. */
  16950. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16951. /**
  16952. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16953. * @param radius The radius of the hemisphere to emit from
  16954. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16955. * @returns the emitter
  16956. */
  16957. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16958. /**
  16959. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16960. * @param radius The radius of the sphere to emit from
  16961. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16962. * @returns the emitter
  16963. */
  16964. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16965. /**
  16966. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16967. * @param radius The radius of the sphere to emit from
  16968. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16969. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16970. * @returns the emitter
  16971. */
  16972. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16973. /**
  16974. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16975. * @param radius The radius of the emission cylinder
  16976. * @param height The height of the emission cylinder
  16977. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16978. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16979. * @returns the emitter
  16980. */
  16981. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  16982. /**
  16983. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  16984. * @param radius The radius of the cylinder to emit from
  16985. * @param height The height of the emission cylinder
  16986. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  16987. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  16988. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  16989. * @returns the emitter
  16990. */
  16991. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  16992. /**
  16993. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  16994. * @param radius The radius of the cone to emit from
  16995. * @param angle The base angle of the cone
  16996. * @returns the emitter
  16997. */
  16998. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  16999. /**
  17000. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17001. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17002. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17003. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17004. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17005. * @returns the emitter
  17006. */
  17007. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17008. }
  17009. }
  17010. declare module "babylonjs/Particles/subEmitter" {
  17011. import { Scene } from "babylonjs/scene";
  17012. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17013. /**
  17014. * Type of sub emitter
  17015. */
  17016. export enum SubEmitterType {
  17017. /**
  17018. * Attached to the particle over it's lifetime
  17019. */
  17020. ATTACHED = 0,
  17021. /**
  17022. * Created when the particle dies
  17023. */
  17024. END = 1
  17025. }
  17026. /**
  17027. * Sub emitter class used to emit particles from an existing particle
  17028. */
  17029. export class SubEmitter {
  17030. /**
  17031. * the particle system to be used by the sub emitter
  17032. */
  17033. particleSystem: ParticleSystem;
  17034. /**
  17035. * Type of the submitter (Default: END)
  17036. */
  17037. type: SubEmitterType;
  17038. /**
  17039. * 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)
  17040. * Note: This only is supported when using an emitter of type Mesh
  17041. */
  17042. inheritDirection: boolean;
  17043. /**
  17044. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17045. */
  17046. inheritedVelocityAmount: number;
  17047. /**
  17048. * Creates a sub emitter
  17049. * @param particleSystem the particle system to be used by the sub emitter
  17050. */
  17051. constructor(
  17052. /**
  17053. * the particle system to be used by the sub emitter
  17054. */
  17055. particleSystem: ParticleSystem);
  17056. /**
  17057. * Clones the sub emitter
  17058. * @returns the cloned sub emitter
  17059. */
  17060. clone(): SubEmitter;
  17061. /**
  17062. * Serialize current object to a JSON object
  17063. * @returns the serialized object
  17064. */
  17065. serialize(): any;
  17066. /** @hidden */
  17067. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17068. /**
  17069. * Creates a new SubEmitter from a serialized JSON version
  17070. * @param serializationObject defines the JSON object to read from
  17071. * @param scene defines the hosting scene
  17072. * @param rootUrl defines the rootUrl for data loading
  17073. * @returns a new SubEmitter
  17074. */
  17075. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17076. /** Release associated resources */
  17077. dispose(): void;
  17078. }
  17079. }
  17080. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17081. /** @hidden */
  17082. export var clipPlaneFragmentDeclaration: {
  17083. name: string;
  17084. shader: string;
  17085. };
  17086. }
  17087. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17088. /** @hidden */
  17089. export var imageProcessingDeclaration: {
  17090. name: string;
  17091. shader: string;
  17092. };
  17093. }
  17094. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17095. /** @hidden */
  17096. export var imageProcessingFunctions: {
  17097. name: string;
  17098. shader: string;
  17099. };
  17100. }
  17101. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17102. /** @hidden */
  17103. export var clipPlaneFragment: {
  17104. name: string;
  17105. shader: string;
  17106. };
  17107. }
  17108. declare module "babylonjs/Shaders/particles.fragment" {
  17109. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17110. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17111. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17112. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17113. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17114. /** @hidden */
  17115. export var particlesPixelShader: {
  17116. name: string;
  17117. shader: string;
  17118. };
  17119. }
  17120. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17121. /** @hidden */
  17122. export var clipPlaneVertexDeclaration: {
  17123. name: string;
  17124. shader: string;
  17125. };
  17126. }
  17127. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17128. /** @hidden */
  17129. export var clipPlaneVertex: {
  17130. name: string;
  17131. shader: string;
  17132. };
  17133. }
  17134. declare module "babylonjs/Shaders/particles.vertex" {
  17135. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17136. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17137. /** @hidden */
  17138. export var particlesVertexShader: {
  17139. name: string;
  17140. shader: string;
  17141. };
  17142. }
  17143. declare module "babylonjs/Particles/particleSystem" {
  17144. import { Nullable } from "babylonjs/types";
  17145. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17146. import { Observable } from "babylonjs/Misc/observable";
  17147. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17148. import { Effect } from "babylonjs/Materials/effect";
  17149. import { Scene, IDisposable } from "babylonjs/scene";
  17150. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17151. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17152. import { Particle } from "babylonjs/Particles/particle";
  17153. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17154. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17155. import "babylonjs/Shaders/particles.fragment";
  17156. import "babylonjs/Shaders/particles.vertex";
  17157. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17158. /**
  17159. * This represents a particle system in Babylon.
  17160. * 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.
  17161. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17162. * @example https://doc.babylonjs.com/babylon101/particles
  17163. */
  17164. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17165. /**
  17166. * Billboard mode will only apply to Y axis
  17167. */
  17168. static readonly BILLBOARDMODE_Y: number;
  17169. /**
  17170. * Billboard mode will apply to all axes
  17171. */
  17172. static readonly BILLBOARDMODE_ALL: number;
  17173. /**
  17174. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17175. */
  17176. static readonly BILLBOARDMODE_STRETCHED: number;
  17177. /**
  17178. * This function can be defined to provide custom update for active particles.
  17179. * This function will be called instead of regular update (age, position, color, etc.).
  17180. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17181. */
  17182. updateFunction: (particles: Particle[]) => void;
  17183. private _emitterWorldMatrix;
  17184. /**
  17185. * This function can be defined to specify initial direction for every new particle.
  17186. * It by default use the emitterType defined function
  17187. */
  17188. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17189. /**
  17190. * This function can be defined to specify initial position for every new particle.
  17191. * It by default use the emitterType defined function
  17192. */
  17193. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17194. /**
  17195. * @hidden
  17196. */
  17197. _inheritedVelocityOffset: Vector3;
  17198. /**
  17199. * An event triggered when the system is disposed
  17200. */
  17201. onDisposeObservable: Observable<ParticleSystem>;
  17202. private _onDisposeObserver;
  17203. /**
  17204. * Sets a callback that will be triggered when the system is disposed
  17205. */
  17206. onDispose: () => void;
  17207. private _particles;
  17208. private _epsilon;
  17209. private _capacity;
  17210. private _stockParticles;
  17211. private _newPartsExcess;
  17212. private _vertexData;
  17213. private _vertexBuffer;
  17214. private _vertexBuffers;
  17215. private _spriteBuffer;
  17216. private _indexBuffer;
  17217. private _effect;
  17218. private _customEffect;
  17219. private _cachedDefines;
  17220. private _scaledColorStep;
  17221. private _colorDiff;
  17222. private _scaledDirection;
  17223. private _scaledGravity;
  17224. private _currentRenderId;
  17225. private _alive;
  17226. private _useInstancing;
  17227. private _started;
  17228. private _stopped;
  17229. private _actualFrame;
  17230. private _scaledUpdateSpeed;
  17231. private _vertexBufferSize;
  17232. /** @hidden */
  17233. _currentEmitRateGradient: Nullable<FactorGradient>;
  17234. /** @hidden */
  17235. _currentEmitRate1: number;
  17236. /** @hidden */
  17237. _currentEmitRate2: number;
  17238. /** @hidden */
  17239. _currentStartSizeGradient: Nullable<FactorGradient>;
  17240. /** @hidden */
  17241. _currentStartSize1: number;
  17242. /** @hidden */
  17243. _currentStartSize2: number;
  17244. private readonly _rawTextureWidth;
  17245. private _rampGradientsTexture;
  17246. private _useRampGradients;
  17247. /** Gets or sets a boolean indicating that ramp gradients must be used
  17248. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17249. */
  17250. useRampGradients: boolean;
  17251. /**
  17252. * 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.
  17253. * 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: [])
  17254. */
  17255. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17256. private _subEmitters;
  17257. /**
  17258. * @hidden
  17259. * If the particle systems emitter should be disposed when the particle system is disposed
  17260. */
  17261. _disposeEmitterOnDispose: boolean;
  17262. /**
  17263. * The current active Sub-systems, this property is used by the root particle system only.
  17264. */
  17265. activeSubSystems: Array<ParticleSystem>;
  17266. private _rootParticleSystem;
  17267. /**
  17268. * Gets the current list of active particles
  17269. */
  17270. readonly particles: Particle[];
  17271. /**
  17272. * Returns the string "ParticleSystem"
  17273. * @returns a string containing the class name
  17274. */
  17275. getClassName(): string;
  17276. /**
  17277. * Instantiates a particle system.
  17278. * 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.
  17279. * @param name The name of the particle system
  17280. * @param capacity The max number of particles alive at the same time
  17281. * @param scene The scene the particle system belongs to
  17282. * @param customEffect a custom effect used to change the way particles are rendered by default
  17283. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17284. * @param epsilon Offset used to render the particles
  17285. */
  17286. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17287. private _addFactorGradient;
  17288. private _removeFactorGradient;
  17289. /**
  17290. * Adds a new life time gradient
  17291. * @param gradient defines the gradient to use (between 0 and 1)
  17292. * @param factor defines the life time factor to affect to the specified gradient
  17293. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17294. * @returns the current particle system
  17295. */
  17296. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17297. /**
  17298. * Remove a specific life time gradient
  17299. * @param gradient defines the gradient to remove
  17300. * @returns the current particle system
  17301. */
  17302. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17303. /**
  17304. * Adds a new size gradient
  17305. * @param gradient defines the gradient to use (between 0 and 1)
  17306. * @param factor defines the size factor to affect to the specified gradient
  17307. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17308. * @returns the current particle system
  17309. */
  17310. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17311. /**
  17312. * Remove a specific size gradient
  17313. * @param gradient defines the gradient to remove
  17314. * @returns the current particle system
  17315. */
  17316. removeSizeGradient(gradient: number): IParticleSystem;
  17317. /**
  17318. * Adds a new color remap gradient
  17319. * @param gradient defines the gradient to use (between 0 and 1)
  17320. * @param min defines the color remap minimal range
  17321. * @param max defines the color remap maximal range
  17322. * @returns the current particle system
  17323. */
  17324. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17325. /**
  17326. * Remove a specific color remap gradient
  17327. * @param gradient defines the gradient to remove
  17328. * @returns the current particle system
  17329. */
  17330. removeColorRemapGradient(gradient: number): IParticleSystem;
  17331. /**
  17332. * Adds a new alpha remap gradient
  17333. * @param gradient defines the gradient to use (between 0 and 1)
  17334. * @param min defines the alpha remap minimal range
  17335. * @param max defines the alpha remap maximal range
  17336. * @returns the current particle system
  17337. */
  17338. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17339. /**
  17340. * Remove a specific alpha remap gradient
  17341. * @param gradient defines the gradient to remove
  17342. * @returns the current particle system
  17343. */
  17344. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17345. /**
  17346. * Adds a new angular speed gradient
  17347. * @param gradient defines the gradient to use (between 0 and 1)
  17348. * @param factor defines the angular speed to affect to the specified gradient
  17349. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17350. * @returns the current particle system
  17351. */
  17352. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17353. /**
  17354. * Remove a specific angular speed gradient
  17355. * @param gradient defines the gradient to remove
  17356. * @returns the current particle system
  17357. */
  17358. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17359. /**
  17360. * Adds a new velocity gradient
  17361. * @param gradient defines the gradient to use (between 0 and 1)
  17362. * @param factor defines the velocity to affect to the specified gradient
  17363. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17364. * @returns the current particle system
  17365. */
  17366. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17367. /**
  17368. * Remove a specific velocity gradient
  17369. * @param gradient defines the gradient to remove
  17370. * @returns the current particle system
  17371. */
  17372. removeVelocityGradient(gradient: number): IParticleSystem;
  17373. /**
  17374. * Adds a new limit velocity gradient
  17375. * @param gradient defines the gradient to use (between 0 and 1)
  17376. * @param factor defines the limit velocity value to affect to the specified gradient
  17377. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17378. * @returns the current particle system
  17379. */
  17380. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17381. /**
  17382. * Remove a specific limit velocity gradient
  17383. * @param gradient defines the gradient to remove
  17384. * @returns the current particle system
  17385. */
  17386. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17387. /**
  17388. * Adds a new drag gradient
  17389. * @param gradient defines the gradient to use (between 0 and 1)
  17390. * @param factor defines the drag value to affect to the specified gradient
  17391. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17392. * @returns the current particle system
  17393. */
  17394. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17395. /**
  17396. * Remove a specific drag gradient
  17397. * @param gradient defines the gradient to remove
  17398. * @returns the current particle system
  17399. */
  17400. removeDragGradient(gradient: number): IParticleSystem;
  17401. /**
  17402. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17403. * @param gradient defines the gradient to use (between 0 and 1)
  17404. * @param factor defines the emit rate value to affect to the specified gradient
  17405. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17406. * @returns the current particle system
  17407. */
  17408. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17409. /**
  17410. * Remove a specific emit rate gradient
  17411. * @param gradient defines the gradient to remove
  17412. * @returns the current particle system
  17413. */
  17414. removeEmitRateGradient(gradient: number): IParticleSystem;
  17415. /**
  17416. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17417. * @param gradient defines the gradient to use (between 0 and 1)
  17418. * @param factor defines the start size value to affect to the specified gradient
  17419. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17420. * @returns the current particle system
  17421. */
  17422. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17423. /**
  17424. * Remove a specific start size gradient
  17425. * @param gradient defines the gradient to remove
  17426. * @returns the current particle system
  17427. */
  17428. removeStartSizeGradient(gradient: number): IParticleSystem;
  17429. private _createRampGradientTexture;
  17430. /**
  17431. * Gets the current list of ramp gradients.
  17432. * You must use addRampGradient and removeRampGradient to udpate this list
  17433. * @returns the list of ramp gradients
  17434. */
  17435. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17436. /**
  17437. * Adds a new ramp gradient used to remap particle colors
  17438. * @param gradient defines the gradient to use (between 0 and 1)
  17439. * @param color defines the color to affect to the specified gradient
  17440. * @returns the current particle system
  17441. */
  17442. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17443. /**
  17444. * Remove a specific ramp gradient
  17445. * @param gradient defines the gradient to remove
  17446. * @returns the current particle system
  17447. */
  17448. removeRampGradient(gradient: number): ParticleSystem;
  17449. /**
  17450. * Adds a new color gradient
  17451. * @param gradient defines the gradient to use (between 0 and 1)
  17452. * @param color1 defines the color to affect to the specified gradient
  17453. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17454. * @returns this particle system
  17455. */
  17456. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17457. /**
  17458. * Remove a specific color gradient
  17459. * @param gradient defines the gradient to remove
  17460. * @returns this particle system
  17461. */
  17462. removeColorGradient(gradient: number): IParticleSystem;
  17463. private _fetchR;
  17464. protected _reset(): void;
  17465. private _resetEffect;
  17466. private _createVertexBuffers;
  17467. private _createIndexBuffer;
  17468. /**
  17469. * Gets the maximum number of particles active at the same time.
  17470. * @returns The max number of active particles.
  17471. */
  17472. getCapacity(): number;
  17473. /**
  17474. * Gets whether there are still active particles in the system.
  17475. * @returns True if it is alive, otherwise false.
  17476. */
  17477. isAlive(): boolean;
  17478. /**
  17479. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17480. * @returns True if it has been started, otherwise false.
  17481. */
  17482. isStarted(): boolean;
  17483. private _prepareSubEmitterInternalArray;
  17484. /**
  17485. * Starts the particle system and begins to emit
  17486. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17487. */
  17488. start(delay?: number): void;
  17489. /**
  17490. * Stops the particle system.
  17491. * @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.
  17492. */
  17493. stop(stopSubEmitters?: boolean): void;
  17494. /**
  17495. * Remove all active particles
  17496. */
  17497. reset(): void;
  17498. /**
  17499. * @hidden (for internal use only)
  17500. */
  17501. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17502. /**
  17503. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17504. * Its lifetime will start back at 0.
  17505. */
  17506. recycleParticle: (particle: Particle) => void;
  17507. private _stopSubEmitters;
  17508. private _createParticle;
  17509. private _removeFromRoot;
  17510. private _emitFromParticle;
  17511. private _update;
  17512. /** @hidden */
  17513. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17514. /** @hidden */
  17515. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17516. /** @hidden */
  17517. private _getEffect;
  17518. /**
  17519. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17520. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17521. */
  17522. animate(preWarmOnly?: boolean): void;
  17523. private _appendParticleVertices;
  17524. /**
  17525. * Rebuilds the particle system.
  17526. */
  17527. rebuild(): void;
  17528. /**
  17529. * Is this system ready to be used/rendered
  17530. * @return true if the system is ready
  17531. */
  17532. isReady(): boolean;
  17533. private _render;
  17534. /**
  17535. * Renders the particle system in its current state.
  17536. * @returns the current number of particles
  17537. */
  17538. render(): number;
  17539. /**
  17540. * Disposes the particle system and free the associated resources
  17541. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17542. */
  17543. dispose(disposeTexture?: boolean): void;
  17544. /**
  17545. * Clones the particle system.
  17546. * @param name The name of the cloned object
  17547. * @param newEmitter The new emitter to use
  17548. * @returns the cloned particle system
  17549. */
  17550. clone(name: string, newEmitter: any): ParticleSystem;
  17551. /**
  17552. * Serializes the particle system to a JSON object.
  17553. * @returns the JSON object
  17554. */
  17555. serialize(): any;
  17556. /** @hidden */
  17557. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17558. /** @hidden */
  17559. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17560. /**
  17561. * Parses a JSON object to create a particle system.
  17562. * @param parsedParticleSystem The JSON object to parse
  17563. * @param scene The scene to create the particle system in
  17564. * @param rootUrl The root url to use to load external dependencies like texture
  17565. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17566. * @returns the Parsed particle system
  17567. */
  17568. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17569. }
  17570. }
  17571. declare module "babylonjs/Particles/particle" {
  17572. import { Nullable } from "babylonjs/types";
  17573. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17574. import { Color4 } from "babylonjs/Maths/math.color";
  17575. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17576. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17577. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17578. /**
  17579. * A particle represents one of the element emitted by a particle system.
  17580. * This is mainly define by its coordinates, direction, velocity and age.
  17581. */
  17582. export class Particle {
  17583. /**
  17584. * The particle system the particle belongs to.
  17585. */
  17586. particleSystem: ParticleSystem;
  17587. private static _Count;
  17588. /**
  17589. * Unique ID of the particle
  17590. */
  17591. id: number;
  17592. /**
  17593. * The world position of the particle in the scene.
  17594. */
  17595. position: Vector3;
  17596. /**
  17597. * The world direction of the particle in the scene.
  17598. */
  17599. direction: Vector3;
  17600. /**
  17601. * The color of the particle.
  17602. */
  17603. color: Color4;
  17604. /**
  17605. * The color change of the particle per step.
  17606. */
  17607. colorStep: Color4;
  17608. /**
  17609. * Defines how long will the life of the particle be.
  17610. */
  17611. lifeTime: number;
  17612. /**
  17613. * The current age of the particle.
  17614. */
  17615. age: number;
  17616. /**
  17617. * The current size of the particle.
  17618. */
  17619. size: number;
  17620. /**
  17621. * The current scale of the particle.
  17622. */
  17623. scale: Vector2;
  17624. /**
  17625. * The current angle of the particle.
  17626. */
  17627. angle: number;
  17628. /**
  17629. * Defines how fast is the angle changing.
  17630. */
  17631. angularSpeed: number;
  17632. /**
  17633. * Defines the cell index used by the particle to be rendered from a sprite.
  17634. */
  17635. cellIndex: number;
  17636. /**
  17637. * The information required to support color remapping
  17638. */
  17639. remapData: Vector4;
  17640. /** @hidden */
  17641. _randomCellOffset?: number;
  17642. /** @hidden */
  17643. _initialDirection: Nullable<Vector3>;
  17644. /** @hidden */
  17645. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17646. /** @hidden */
  17647. _initialStartSpriteCellID: number;
  17648. /** @hidden */
  17649. _initialEndSpriteCellID: number;
  17650. /** @hidden */
  17651. _currentColorGradient: Nullable<ColorGradient>;
  17652. /** @hidden */
  17653. _currentColor1: Color4;
  17654. /** @hidden */
  17655. _currentColor2: Color4;
  17656. /** @hidden */
  17657. _currentSizeGradient: Nullable<FactorGradient>;
  17658. /** @hidden */
  17659. _currentSize1: number;
  17660. /** @hidden */
  17661. _currentSize2: number;
  17662. /** @hidden */
  17663. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17664. /** @hidden */
  17665. _currentAngularSpeed1: number;
  17666. /** @hidden */
  17667. _currentAngularSpeed2: number;
  17668. /** @hidden */
  17669. _currentVelocityGradient: Nullable<FactorGradient>;
  17670. /** @hidden */
  17671. _currentVelocity1: number;
  17672. /** @hidden */
  17673. _currentVelocity2: number;
  17674. /** @hidden */
  17675. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17676. /** @hidden */
  17677. _currentLimitVelocity1: number;
  17678. /** @hidden */
  17679. _currentLimitVelocity2: number;
  17680. /** @hidden */
  17681. _currentDragGradient: Nullable<FactorGradient>;
  17682. /** @hidden */
  17683. _currentDrag1: number;
  17684. /** @hidden */
  17685. _currentDrag2: number;
  17686. /** @hidden */
  17687. _randomNoiseCoordinates1: Vector3;
  17688. /** @hidden */
  17689. _randomNoiseCoordinates2: Vector3;
  17690. /**
  17691. * Creates a new instance Particle
  17692. * @param particleSystem the particle system the particle belongs to
  17693. */
  17694. constructor(
  17695. /**
  17696. * The particle system the particle belongs to.
  17697. */
  17698. particleSystem: ParticleSystem);
  17699. private updateCellInfoFromSystem;
  17700. /**
  17701. * Defines how the sprite cell index is updated for the particle
  17702. */
  17703. updateCellIndex(): void;
  17704. /** @hidden */
  17705. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17706. /** @hidden */
  17707. _inheritParticleInfoToSubEmitters(): void;
  17708. /** @hidden */
  17709. _reset(): void;
  17710. /**
  17711. * Copy the properties of particle to another one.
  17712. * @param other the particle to copy the information to.
  17713. */
  17714. copyTo(other: Particle): void;
  17715. }
  17716. }
  17717. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17718. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17719. import { Effect } from "babylonjs/Materials/effect";
  17720. import { Particle } from "babylonjs/Particles/particle";
  17721. /**
  17722. * Particle emitter represents a volume emitting particles.
  17723. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17724. */
  17725. export interface IParticleEmitterType {
  17726. /**
  17727. * Called by the particle System when the direction is computed for the created particle.
  17728. * @param worldMatrix is the world matrix of the particle system
  17729. * @param directionToUpdate is the direction vector to update with the result
  17730. * @param particle is the particle we are computed the direction for
  17731. */
  17732. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17733. /**
  17734. * Called by the particle System when the position is computed for the created particle.
  17735. * @param worldMatrix is the world matrix of the particle system
  17736. * @param positionToUpdate is the position vector to update with the result
  17737. * @param particle is the particle we are computed the position for
  17738. */
  17739. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17740. /**
  17741. * Clones the current emitter and returns a copy of it
  17742. * @returns the new emitter
  17743. */
  17744. clone(): IParticleEmitterType;
  17745. /**
  17746. * Called by the GPUParticleSystem to setup the update shader
  17747. * @param effect defines the update shader
  17748. */
  17749. applyToShader(effect: Effect): void;
  17750. /**
  17751. * Returns a string to use to update the GPU particles update shader
  17752. * @returns the effect defines string
  17753. */
  17754. getEffectDefines(): string;
  17755. /**
  17756. * Returns a string representing the class name
  17757. * @returns a string containing the class name
  17758. */
  17759. getClassName(): string;
  17760. /**
  17761. * Serializes the particle system to a JSON object.
  17762. * @returns the JSON object
  17763. */
  17764. serialize(): any;
  17765. /**
  17766. * Parse properties from a JSON object
  17767. * @param serializationObject defines the JSON object
  17768. */
  17769. parse(serializationObject: any): void;
  17770. }
  17771. }
  17772. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17773. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17774. import { Effect } from "babylonjs/Materials/effect";
  17775. import { Particle } from "babylonjs/Particles/particle";
  17776. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17777. /**
  17778. * Particle emitter emitting particles from the inside of a box.
  17779. * It emits the particles randomly between 2 given directions.
  17780. */
  17781. export class BoxParticleEmitter implements IParticleEmitterType {
  17782. /**
  17783. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17784. */
  17785. direction1: Vector3;
  17786. /**
  17787. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17788. */
  17789. direction2: Vector3;
  17790. /**
  17791. * 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.
  17792. */
  17793. minEmitBox: Vector3;
  17794. /**
  17795. * 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.
  17796. */
  17797. maxEmitBox: Vector3;
  17798. /**
  17799. * Creates a new instance BoxParticleEmitter
  17800. */
  17801. constructor();
  17802. /**
  17803. * Called by the particle System when the direction is computed for the created particle.
  17804. * @param worldMatrix is the world matrix of the particle system
  17805. * @param directionToUpdate is the direction vector to update with the result
  17806. * @param particle is the particle we are computed the direction for
  17807. */
  17808. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17809. /**
  17810. * Called by the particle System when the position is computed for the created particle.
  17811. * @param worldMatrix is the world matrix of the particle system
  17812. * @param positionToUpdate is the position vector to update with the result
  17813. * @param particle is the particle we are computed the position for
  17814. */
  17815. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17816. /**
  17817. * Clones the current emitter and returns a copy of it
  17818. * @returns the new emitter
  17819. */
  17820. clone(): BoxParticleEmitter;
  17821. /**
  17822. * Called by the GPUParticleSystem to setup the update shader
  17823. * @param effect defines the update shader
  17824. */
  17825. applyToShader(effect: Effect): void;
  17826. /**
  17827. * Returns a string to use to update the GPU particles update shader
  17828. * @returns a string containng the defines string
  17829. */
  17830. getEffectDefines(): string;
  17831. /**
  17832. * Returns the string "BoxParticleEmitter"
  17833. * @returns a string containing the class name
  17834. */
  17835. getClassName(): string;
  17836. /**
  17837. * Serializes the particle system to a JSON object.
  17838. * @returns the JSON object
  17839. */
  17840. serialize(): any;
  17841. /**
  17842. * Parse properties from a JSON object
  17843. * @param serializationObject defines the JSON object
  17844. */
  17845. parse(serializationObject: any): void;
  17846. }
  17847. }
  17848. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17849. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17850. import { Effect } from "babylonjs/Materials/effect";
  17851. import { Particle } from "babylonjs/Particles/particle";
  17852. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17853. /**
  17854. * Particle emitter emitting particles from the inside of a cone.
  17855. * It emits the particles alongside the cone volume from the base to the particle.
  17856. * The emission direction might be randomized.
  17857. */
  17858. export class ConeParticleEmitter implements IParticleEmitterType {
  17859. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17860. directionRandomizer: number;
  17861. private _radius;
  17862. private _angle;
  17863. private _height;
  17864. /**
  17865. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17866. */
  17867. radiusRange: number;
  17868. /**
  17869. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17870. */
  17871. heightRange: number;
  17872. /**
  17873. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17874. */
  17875. emitFromSpawnPointOnly: boolean;
  17876. /**
  17877. * Gets or sets the radius of the emission cone
  17878. */
  17879. radius: number;
  17880. /**
  17881. * Gets or sets the angle of the emission cone
  17882. */
  17883. angle: number;
  17884. private _buildHeight;
  17885. /**
  17886. * Creates a new instance ConeParticleEmitter
  17887. * @param radius the radius of the emission cone (1 by default)
  17888. * @param angle the cone base angle (PI by default)
  17889. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17890. */
  17891. constructor(radius?: number, angle?: number,
  17892. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17893. directionRandomizer?: number);
  17894. /**
  17895. * Called by the particle System when the direction is computed for the created particle.
  17896. * @param worldMatrix is the world matrix of the particle system
  17897. * @param directionToUpdate is the direction vector to update with the result
  17898. * @param particle is the particle we are computed the direction for
  17899. */
  17900. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17901. /**
  17902. * Called by the particle System when the position is computed for the created particle.
  17903. * @param worldMatrix is the world matrix of the particle system
  17904. * @param positionToUpdate is the position vector to update with the result
  17905. * @param particle is the particle we are computed the position for
  17906. */
  17907. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17908. /**
  17909. * Clones the current emitter and returns a copy of it
  17910. * @returns the new emitter
  17911. */
  17912. clone(): ConeParticleEmitter;
  17913. /**
  17914. * Called by the GPUParticleSystem to setup the update shader
  17915. * @param effect defines the update shader
  17916. */
  17917. applyToShader(effect: Effect): void;
  17918. /**
  17919. * Returns a string to use to update the GPU particles update shader
  17920. * @returns a string containng the defines string
  17921. */
  17922. getEffectDefines(): string;
  17923. /**
  17924. * Returns the string "ConeParticleEmitter"
  17925. * @returns a string containing the class name
  17926. */
  17927. getClassName(): string;
  17928. /**
  17929. * Serializes the particle system to a JSON object.
  17930. * @returns the JSON object
  17931. */
  17932. serialize(): any;
  17933. /**
  17934. * Parse properties from a JSON object
  17935. * @param serializationObject defines the JSON object
  17936. */
  17937. parse(serializationObject: any): void;
  17938. }
  17939. }
  17940. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17941. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17942. import { Effect } from "babylonjs/Materials/effect";
  17943. import { Particle } from "babylonjs/Particles/particle";
  17944. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17945. /**
  17946. * Particle emitter emitting particles from the inside of a cylinder.
  17947. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17948. */
  17949. export class CylinderParticleEmitter implements IParticleEmitterType {
  17950. /**
  17951. * The radius of the emission cylinder.
  17952. */
  17953. radius: number;
  17954. /**
  17955. * The height of the emission cylinder.
  17956. */
  17957. height: number;
  17958. /**
  17959. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17960. */
  17961. radiusRange: number;
  17962. /**
  17963. * How much to randomize the particle direction [0-1].
  17964. */
  17965. directionRandomizer: number;
  17966. /**
  17967. * Creates a new instance CylinderParticleEmitter
  17968. * @param radius the radius of the emission cylinder (1 by default)
  17969. * @param height the height of the emission cylinder (1 by default)
  17970. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17971. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17972. */
  17973. constructor(
  17974. /**
  17975. * The radius of the emission cylinder.
  17976. */
  17977. radius?: number,
  17978. /**
  17979. * The height of the emission cylinder.
  17980. */
  17981. height?: number,
  17982. /**
  17983. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17984. */
  17985. radiusRange?: number,
  17986. /**
  17987. * How much to randomize the particle direction [0-1].
  17988. */
  17989. directionRandomizer?: number);
  17990. /**
  17991. * Called by the particle System when the direction is computed for the created particle.
  17992. * @param worldMatrix is the world matrix of the particle system
  17993. * @param directionToUpdate is the direction vector to update with the result
  17994. * @param particle is the particle we are computed the direction for
  17995. */
  17996. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17997. /**
  17998. * Called by the particle System when the position is computed for the created particle.
  17999. * @param worldMatrix is the world matrix of the particle system
  18000. * @param positionToUpdate is the position vector to update with the result
  18001. * @param particle is the particle we are computed the position for
  18002. */
  18003. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18004. /**
  18005. * Clones the current emitter and returns a copy of it
  18006. * @returns the new emitter
  18007. */
  18008. clone(): CylinderParticleEmitter;
  18009. /**
  18010. * Called by the GPUParticleSystem to setup the update shader
  18011. * @param effect defines the update shader
  18012. */
  18013. applyToShader(effect: Effect): void;
  18014. /**
  18015. * Returns a string to use to update the GPU particles update shader
  18016. * @returns a string containng the defines string
  18017. */
  18018. getEffectDefines(): string;
  18019. /**
  18020. * Returns the string "CylinderParticleEmitter"
  18021. * @returns a string containing the class name
  18022. */
  18023. getClassName(): string;
  18024. /**
  18025. * Serializes the particle system to a JSON object.
  18026. * @returns the JSON object
  18027. */
  18028. serialize(): any;
  18029. /**
  18030. * Parse properties from a JSON object
  18031. * @param serializationObject defines the JSON object
  18032. */
  18033. parse(serializationObject: any): void;
  18034. }
  18035. /**
  18036. * Particle emitter emitting particles from the inside of a cylinder.
  18037. * It emits the particles randomly between two vectors.
  18038. */
  18039. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18040. /**
  18041. * The min limit of the emission direction.
  18042. */
  18043. direction1: Vector3;
  18044. /**
  18045. * The max limit of the emission direction.
  18046. */
  18047. direction2: Vector3;
  18048. /**
  18049. * Creates a new instance CylinderDirectedParticleEmitter
  18050. * @param radius the radius of the emission cylinder (1 by default)
  18051. * @param height the height of the emission cylinder (1 by default)
  18052. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18053. * @param direction1 the min limit of the emission direction (up vector by default)
  18054. * @param direction2 the max limit of the emission direction (up vector by default)
  18055. */
  18056. constructor(radius?: number, height?: number, radiusRange?: number,
  18057. /**
  18058. * The min limit of the emission direction.
  18059. */
  18060. direction1?: Vector3,
  18061. /**
  18062. * The max limit of the emission direction.
  18063. */
  18064. direction2?: Vector3);
  18065. /**
  18066. * Called by the particle System when the direction is computed for the created particle.
  18067. * @param worldMatrix is the world matrix of the particle system
  18068. * @param directionToUpdate is the direction vector to update with the result
  18069. * @param particle is the particle we are computed the direction for
  18070. */
  18071. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18072. /**
  18073. * Clones the current emitter and returns a copy of it
  18074. * @returns the new emitter
  18075. */
  18076. clone(): CylinderDirectedParticleEmitter;
  18077. /**
  18078. * Called by the GPUParticleSystem to setup the update shader
  18079. * @param effect defines the update shader
  18080. */
  18081. applyToShader(effect: Effect): void;
  18082. /**
  18083. * Returns a string to use to update the GPU particles update shader
  18084. * @returns a string containng the defines string
  18085. */
  18086. getEffectDefines(): string;
  18087. /**
  18088. * Returns the string "CylinderDirectedParticleEmitter"
  18089. * @returns a string containing the class name
  18090. */
  18091. getClassName(): string;
  18092. /**
  18093. * Serializes the particle system to a JSON object.
  18094. * @returns the JSON object
  18095. */
  18096. serialize(): any;
  18097. /**
  18098. * Parse properties from a JSON object
  18099. * @param serializationObject defines the JSON object
  18100. */
  18101. parse(serializationObject: any): void;
  18102. }
  18103. }
  18104. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18105. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18106. import { Effect } from "babylonjs/Materials/effect";
  18107. import { Particle } from "babylonjs/Particles/particle";
  18108. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18109. /**
  18110. * Particle emitter emitting particles from the inside of a hemisphere.
  18111. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18112. */
  18113. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18114. /**
  18115. * The radius of the emission hemisphere.
  18116. */
  18117. radius: number;
  18118. /**
  18119. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18120. */
  18121. radiusRange: number;
  18122. /**
  18123. * How much to randomize the particle direction [0-1].
  18124. */
  18125. directionRandomizer: number;
  18126. /**
  18127. * Creates a new instance HemisphericParticleEmitter
  18128. * @param radius the radius of the emission hemisphere (1 by default)
  18129. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18130. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18131. */
  18132. constructor(
  18133. /**
  18134. * The radius of the emission hemisphere.
  18135. */
  18136. radius?: number,
  18137. /**
  18138. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18139. */
  18140. radiusRange?: number,
  18141. /**
  18142. * How much to randomize the particle direction [0-1].
  18143. */
  18144. directionRandomizer?: number);
  18145. /**
  18146. * Called by the particle System when the direction is computed for the created particle.
  18147. * @param worldMatrix is the world matrix of the particle system
  18148. * @param directionToUpdate is the direction vector to update with the result
  18149. * @param particle is the particle we are computed the direction for
  18150. */
  18151. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18152. /**
  18153. * Called by the particle System when the position is computed for the created particle.
  18154. * @param worldMatrix is the world matrix of the particle system
  18155. * @param positionToUpdate is the position vector to update with the result
  18156. * @param particle is the particle we are computed the position for
  18157. */
  18158. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18159. /**
  18160. * Clones the current emitter and returns a copy of it
  18161. * @returns the new emitter
  18162. */
  18163. clone(): HemisphericParticleEmitter;
  18164. /**
  18165. * Called by the GPUParticleSystem to setup the update shader
  18166. * @param effect defines the update shader
  18167. */
  18168. applyToShader(effect: Effect): void;
  18169. /**
  18170. * Returns a string to use to update the GPU particles update shader
  18171. * @returns a string containng the defines string
  18172. */
  18173. getEffectDefines(): string;
  18174. /**
  18175. * Returns the string "HemisphericParticleEmitter"
  18176. * @returns a string containing the class name
  18177. */
  18178. getClassName(): string;
  18179. /**
  18180. * Serializes the particle system to a JSON object.
  18181. * @returns the JSON object
  18182. */
  18183. serialize(): any;
  18184. /**
  18185. * Parse properties from a JSON object
  18186. * @param serializationObject defines the JSON object
  18187. */
  18188. parse(serializationObject: any): void;
  18189. }
  18190. }
  18191. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18192. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18193. import { Effect } from "babylonjs/Materials/effect";
  18194. import { Particle } from "babylonjs/Particles/particle";
  18195. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18196. /**
  18197. * Particle emitter emitting particles from a point.
  18198. * It emits the particles randomly between 2 given directions.
  18199. */
  18200. export class PointParticleEmitter implements IParticleEmitterType {
  18201. /**
  18202. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18203. */
  18204. direction1: Vector3;
  18205. /**
  18206. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18207. */
  18208. direction2: Vector3;
  18209. /**
  18210. * Creates a new instance PointParticleEmitter
  18211. */
  18212. constructor();
  18213. /**
  18214. * Called by the particle System when the direction is computed for the created particle.
  18215. * @param worldMatrix is the world matrix of the particle system
  18216. * @param directionToUpdate is the direction vector to update with the result
  18217. * @param particle is the particle we are computed the direction for
  18218. */
  18219. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18220. /**
  18221. * Called by the particle System when the position is computed for the created particle.
  18222. * @param worldMatrix is the world matrix of the particle system
  18223. * @param positionToUpdate is the position vector to update with the result
  18224. * @param particle is the particle we are computed the position for
  18225. */
  18226. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18227. /**
  18228. * Clones the current emitter and returns a copy of it
  18229. * @returns the new emitter
  18230. */
  18231. clone(): PointParticleEmitter;
  18232. /**
  18233. * Called by the GPUParticleSystem to setup the update shader
  18234. * @param effect defines the update shader
  18235. */
  18236. applyToShader(effect: Effect): void;
  18237. /**
  18238. * Returns a string to use to update the GPU particles update shader
  18239. * @returns a string containng the defines string
  18240. */
  18241. getEffectDefines(): string;
  18242. /**
  18243. * Returns the string "PointParticleEmitter"
  18244. * @returns a string containing the class name
  18245. */
  18246. getClassName(): string;
  18247. /**
  18248. * Serializes the particle system to a JSON object.
  18249. * @returns the JSON object
  18250. */
  18251. serialize(): any;
  18252. /**
  18253. * Parse properties from a JSON object
  18254. * @param serializationObject defines the JSON object
  18255. */
  18256. parse(serializationObject: any): void;
  18257. }
  18258. }
  18259. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18260. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18261. import { Effect } from "babylonjs/Materials/effect";
  18262. import { Particle } from "babylonjs/Particles/particle";
  18263. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18264. /**
  18265. * Particle emitter emitting particles from the inside of a sphere.
  18266. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18267. */
  18268. export class SphereParticleEmitter implements IParticleEmitterType {
  18269. /**
  18270. * The radius of the emission sphere.
  18271. */
  18272. radius: number;
  18273. /**
  18274. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18275. */
  18276. radiusRange: number;
  18277. /**
  18278. * How much to randomize the particle direction [0-1].
  18279. */
  18280. directionRandomizer: number;
  18281. /**
  18282. * Creates a new instance SphereParticleEmitter
  18283. * @param radius the radius of the emission sphere (1 by default)
  18284. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18285. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18286. */
  18287. constructor(
  18288. /**
  18289. * The radius of the emission sphere.
  18290. */
  18291. radius?: number,
  18292. /**
  18293. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18294. */
  18295. radiusRange?: number,
  18296. /**
  18297. * How much to randomize the particle direction [0-1].
  18298. */
  18299. directionRandomizer?: number);
  18300. /**
  18301. * Called by the particle System when the direction is computed for the created particle.
  18302. * @param worldMatrix is the world matrix of the particle system
  18303. * @param directionToUpdate is the direction vector to update with the result
  18304. * @param particle is the particle we are computed the direction for
  18305. */
  18306. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18307. /**
  18308. * Called by the particle System when the position is computed for the created particle.
  18309. * @param worldMatrix is the world matrix of the particle system
  18310. * @param positionToUpdate is the position vector to update with the result
  18311. * @param particle is the particle we are computed the position for
  18312. */
  18313. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18314. /**
  18315. * Clones the current emitter and returns a copy of it
  18316. * @returns the new emitter
  18317. */
  18318. clone(): SphereParticleEmitter;
  18319. /**
  18320. * Called by the GPUParticleSystem to setup the update shader
  18321. * @param effect defines the update shader
  18322. */
  18323. applyToShader(effect: Effect): void;
  18324. /**
  18325. * Returns a string to use to update the GPU particles update shader
  18326. * @returns a string containng the defines string
  18327. */
  18328. getEffectDefines(): string;
  18329. /**
  18330. * Returns the string "SphereParticleEmitter"
  18331. * @returns a string containing the class name
  18332. */
  18333. getClassName(): string;
  18334. /**
  18335. * Serializes the particle system to a JSON object.
  18336. * @returns the JSON object
  18337. */
  18338. serialize(): any;
  18339. /**
  18340. * Parse properties from a JSON object
  18341. * @param serializationObject defines the JSON object
  18342. */
  18343. parse(serializationObject: any): void;
  18344. }
  18345. /**
  18346. * Particle emitter emitting particles from the inside of a sphere.
  18347. * It emits the particles randomly between two vectors.
  18348. */
  18349. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18350. /**
  18351. * The min limit of the emission direction.
  18352. */
  18353. direction1: Vector3;
  18354. /**
  18355. * The max limit of the emission direction.
  18356. */
  18357. direction2: Vector3;
  18358. /**
  18359. * Creates a new instance SphereDirectedParticleEmitter
  18360. * @param radius the radius of the emission sphere (1 by default)
  18361. * @param direction1 the min limit of the emission direction (up vector by default)
  18362. * @param direction2 the max limit of the emission direction (up vector by default)
  18363. */
  18364. constructor(radius?: number,
  18365. /**
  18366. * The min limit of the emission direction.
  18367. */
  18368. direction1?: Vector3,
  18369. /**
  18370. * The max limit of the emission direction.
  18371. */
  18372. direction2?: Vector3);
  18373. /**
  18374. * Called by the particle System when the direction is computed for the created particle.
  18375. * @param worldMatrix is the world matrix of the particle system
  18376. * @param directionToUpdate is the direction vector to update with the result
  18377. * @param particle is the particle we are computed the direction for
  18378. */
  18379. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18380. /**
  18381. * Clones the current emitter and returns a copy of it
  18382. * @returns the new emitter
  18383. */
  18384. clone(): SphereDirectedParticleEmitter;
  18385. /**
  18386. * Called by the GPUParticleSystem to setup the update shader
  18387. * @param effect defines the update shader
  18388. */
  18389. applyToShader(effect: Effect): void;
  18390. /**
  18391. * Returns a string to use to update the GPU particles update shader
  18392. * @returns a string containng the defines string
  18393. */
  18394. getEffectDefines(): string;
  18395. /**
  18396. * Returns the string "SphereDirectedParticleEmitter"
  18397. * @returns a string containing the class name
  18398. */
  18399. getClassName(): string;
  18400. /**
  18401. * Serializes the particle system to a JSON object.
  18402. * @returns the JSON object
  18403. */
  18404. serialize(): any;
  18405. /**
  18406. * Parse properties from a JSON object
  18407. * @param serializationObject defines the JSON object
  18408. */
  18409. parse(serializationObject: any): void;
  18410. }
  18411. }
  18412. declare module "babylonjs/Particles/EmitterTypes/index" {
  18413. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18414. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18415. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18416. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18417. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18418. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18419. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18420. }
  18421. declare module "babylonjs/Particles/IParticleSystem" {
  18422. import { Nullable } from "babylonjs/types";
  18423. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18424. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18425. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18426. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18427. import { Texture } from "babylonjs/Materials/Textures/texture";
  18428. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18429. import { Scene } from "babylonjs/scene";
  18430. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18431. import { Animation } from "babylonjs/Animations/animation";
  18432. /**
  18433. * Interface representing a particle system in Babylon.js.
  18434. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18435. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18436. */
  18437. export interface IParticleSystem {
  18438. /**
  18439. * List of animations used by the particle system.
  18440. */
  18441. animations: Animation[];
  18442. /**
  18443. * The id of the Particle system.
  18444. */
  18445. id: string;
  18446. /**
  18447. * The name of the Particle system.
  18448. */
  18449. name: string;
  18450. /**
  18451. * The emitter represents the Mesh or position we are attaching the particle system to.
  18452. */
  18453. emitter: Nullable<AbstractMesh | Vector3>;
  18454. /**
  18455. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18456. */
  18457. isBillboardBased: boolean;
  18458. /**
  18459. * The rendering group used by the Particle system to chose when to render.
  18460. */
  18461. renderingGroupId: number;
  18462. /**
  18463. * The layer mask we are rendering the particles through.
  18464. */
  18465. layerMask: number;
  18466. /**
  18467. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18468. */
  18469. updateSpeed: number;
  18470. /**
  18471. * The amount of time the particle system is running (depends of the overall update speed).
  18472. */
  18473. targetStopDuration: number;
  18474. /**
  18475. * The texture used to render each particle. (this can be a spritesheet)
  18476. */
  18477. particleTexture: Nullable<Texture>;
  18478. /**
  18479. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18480. */
  18481. blendMode: number;
  18482. /**
  18483. * Minimum life time of emitting particles.
  18484. */
  18485. minLifeTime: number;
  18486. /**
  18487. * Maximum life time of emitting particles.
  18488. */
  18489. maxLifeTime: number;
  18490. /**
  18491. * Minimum Size of emitting particles.
  18492. */
  18493. minSize: number;
  18494. /**
  18495. * Maximum Size of emitting particles.
  18496. */
  18497. maxSize: number;
  18498. /**
  18499. * Minimum scale of emitting particles on X axis.
  18500. */
  18501. minScaleX: number;
  18502. /**
  18503. * Maximum scale of emitting particles on X axis.
  18504. */
  18505. maxScaleX: number;
  18506. /**
  18507. * Minimum scale of emitting particles on Y axis.
  18508. */
  18509. minScaleY: number;
  18510. /**
  18511. * Maximum scale of emitting particles on Y axis.
  18512. */
  18513. maxScaleY: number;
  18514. /**
  18515. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18516. */
  18517. color1: Color4;
  18518. /**
  18519. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18520. */
  18521. color2: Color4;
  18522. /**
  18523. * Color the particle will have at the end of its lifetime.
  18524. */
  18525. colorDead: Color4;
  18526. /**
  18527. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18528. */
  18529. emitRate: number;
  18530. /**
  18531. * You can use gravity if you want to give an orientation to your particles.
  18532. */
  18533. gravity: Vector3;
  18534. /**
  18535. * Minimum power of emitting particles.
  18536. */
  18537. minEmitPower: number;
  18538. /**
  18539. * Maximum power of emitting particles.
  18540. */
  18541. maxEmitPower: number;
  18542. /**
  18543. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18544. */
  18545. minAngularSpeed: number;
  18546. /**
  18547. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18548. */
  18549. maxAngularSpeed: number;
  18550. /**
  18551. * Gets or sets the minimal initial rotation in radians.
  18552. */
  18553. minInitialRotation: number;
  18554. /**
  18555. * Gets or sets the maximal initial rotation in radians.
  18556. */
  18557. maxInitialRotation: number;
  18558. /**
  18559. * The particle emitter type defines the emitter used by the particle system.
  18560. * It can be for example box, sphere, or cone...
  18561. */
  18562. particleEmitterType: Nullable<IParticleEmitterType>;
  18563. /**
  18564. * Defines the delay in milliseconds before starting the system (0 by default)
  18565. */
  18566. startDelay: number;
  18567. /**
  18568. * 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
  18569. */
  18570. preWarmCycles: number;
  18571. /**
  18572. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18573. */
  18574. preWarmStepOffset: number;
  18575. /**
  18576. * 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)
  18577. */
  18578. spriteCellChangeSpeed: number;
  18579. /**
  18580. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18581. */
  18582. startSpriteCellID: number;
  18583. /**
  18584. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18585. */
  18586. endSpriteCellID: number;
  18587. /**
  18588. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18589. */
  18590. spriteCellWidth: number;
  18591. /**
  18592. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18593. */
  18594. spriteCellHeight: number;
  18595. /**
  18596. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18597. */
  18598. spriteRandomStartCell: boolean;
  18599. /**
  18600. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18601. */
  18602. isAnimationSheetEnabled: boolean;
  18603. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18604. translationPivot: Vector2;
  18605. /**
  18606. * Gets or sets a texture used to add random noise to particle positions
  18607. */
  18608. noiseTexture: Nullable<BaseTexture>;
  18609. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18610. noiseStrength: Vector3;
  18611. /**
  18612. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18613. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18614. */
  18615. billboardMode: number;
  18616. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18617. limitVelocityDamping: number;
  18618. /**
  18619. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18620. */
  18621. beginAnimationOnStart: boolean;
  18622. /**
  18623. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18624. */
  18625. beginAnimationFrom: number;
  18626. /**
  18627. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18628. */
  18629. beginAnimationTo: number;
  18630. /**
  18631. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18632. */
  18633. beginAnimationLoop: boolean;
  18634. /**
  18635. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18636. */
  18637. disposeOnStop: boolean;
  18638. /**
  18639. * Gets the maximum number of particles active at the same time.
  18640. * @returns The max number of active particles.
  18641. */
  18642. getCapacity(): number;
  18643. /**
  18644. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18645. * @returns True if it has been started, otherwise false.
  18646. */
  18647. isStarted(): boolean;
  18648. /**
  18649. * Animates the particle system for this frame.
  18650. */
  18651. animate(): void;
  18652. /**
  18653. * Renders the particle system in its current state.
  18654. * @returns the current number of particles
  18655. */
  18656. render(): number;
  18657. /**
  18658. * Dispose the particle system and frees its associated resources.
  18659. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18660. */
  18661. dispose(disposeTexture?: boolean): void;
  18662. /**
  18663. * Clones the particle system.
  18664. * @param name The name of the cloned object
  18665. * @param newEmitter The new emitter to use
  18666. * @returns the cloned particle system
  18667. */
  18668. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18669. /**
  18670. * Serializes the particle system to a JSON object.
  18671. * @returns the JSON object
  18672. */
  18673. serialize(): any;
  18674. /**
  18675. * Rebuild the particle system
  18676. */
  18677. rebuild(): void;
  18678. /**
  18679. * Starts the particle system and begins to emit
  18680. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18681. */
  18682. start(delay?: number): void;
  18683. /**
  18684. * Stops the particle system.
  18685. */
  18686. stop(): void;
  18687. /**
  18688. * Remove all active particles
  18689. */
  18690. reset(): void;
  18691. /**
  18692. * Is this system ready to be used/rendered
  18693. * @return true if the system is ready
  18694. */
  18695. isReady(): boolean;
  18696. /**
  18697. * Adds a new color gradient
  18698. * @param gradient defines the gradient to use (between 0 and 1)
  18699. * @param color1 defines the color to affect to the specified gradient
  18700. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18701. * @returns the current particle system
  18702. */
  18703. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18704. /**
  18705. * Remove a specific color gradient
  18706. * @param gradient defines the gradient to remove
  18707. * @returns the current particle system
  18708. */
  18709. removeColorGradient(gradient: number): IParticleSystem;
  18710. /**
  18711. * Adds a new size gradient
  18712. * @param gradient defines the gradient to use (between 0 and 1)
  18713. * @param factor defines the size factor to affect to the specified gradient
  18714. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18715. * @returns the current particle system
  18716. */
  18717. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18718. /**
  18719. * Remove a specific size gradient
  18720. * @param gradient defines the gradient to remove
  18721. * @returns the current particle system
  18722. */
  18723. removeSizeGradient(gradient: number): IParticleSystem;
  18724. /**
  18725. * Gets the current list of color gradients.
  18726. * You must use addColorGradient and removeColorGradient to udpate this list
  18727. * @returns the list of color gradients
  18728. */
  18729. getColorGradients(): Nullable<Array<ColorGradient>>;
  18730. /**
  18731. * Gets the current list of size gradients.
  18732. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18733. * @returns the list of size gradients
  18734. */
  18735. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18736. /**
  18737. * Gets the current list of angular speed gradients.
  18738. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18739. * @returns the list of angular speed gradients
  18740. */
  18741. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18742. /**
  18743. * Adds a new angular speed gradient
  18744. * @param gradient defines the gradient to use (between 0 and 1)
  18745. * @param factor defines the angular speed to affect to the specified gradient
  18746. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18747. * @returns the current particle system
  18748. */
  18749. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18750. /**
  18751. * Remove a specific angular speed gradient
  18752. * @param gradient defines the gradient to remove
  18753. * @returns the current particle system
  18754. */
  18755. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18756. /**
  18757. * Gets the current list of velocity gradients.
  18758. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18759. * @returns the list of velocity gradients
  18760. */
  18761. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18762. /**
  18763. * Adds a new velocity gradient
  18764. * @param gradient defines the gradient to use (between 0 and 1)
  18765. * @param factor defines the velocity to affect to the specified gradient
  18766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18767. * @returns the current particle system
  18768. */
  18769. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18770. /**
  18771. * Remove a specific velocity gradient
  18772. * @param gradient defines the gradient to remove
  18773. * @returns the current particle system
  18774. */
  18775. removeVelocityGradient(gradient: number): IParticleSystem;
  18776. /**
  18777. * Gets the current list of limit velocity gradients.
  18778. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18779. * @returns the list of limit velocity gradients
  18780. */
  18781. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18782. /**
  18783. * Adds a new limit velocity gradient
  18784. * @param gradient defines the gradient to use (between 0 and 1)
  18785. * @param factor defines the limit velocity to affect to the specified gradient
  18786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18787. * @returns the current particle system
  18788. */
  18789. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18790. /**
  18791. * Remove a specific limit velocity gradient
  18792. * @param gradient defines the gradient to remove
  18793. * @returns the current particle system
  18794. */
  18795. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18796. /**
  18797. * Adds a new drag gradient
  18798. * @param gradient defines the gradient to use (between 0 and 1)
  18799. * @param factor defines the drag to affect to the specified gradient
  18800. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18801. * @returns the current particle system
  18802. */
  18803. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18804. /**
  18805. * Remove a specific drag gradient
  18806. * @param gradient defines the gradient to remove
  18807. * @returns the current particle system
  18808. */
  18809. removeDragGradient(gradient: number): IParticleSystem;
  18810. /**
  18811. * Gets the current list of drag gradients.
  18812. * You must use addDragGradient and removeDragGradient to udpate this list
  18813. * @returns the list of drag gradients
  18814. */
  18815. getDragGradients(): Nullable<Array<FactorGradient>>;
  18816. /**
  18817. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18818. * @param gradient defines the gradient to use (between 0 and 1)
  18819. * @param factor defines the emit rate to affect to the specified gradient
  18820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18821. * @returns the current particle system
  18822. */
  18823. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18824. /**
  18825. * Remove a specific emit rate gradient
  18826. * @param gradient defines the gradient to remove
  18827. * @returns the current particle system
  18828. */
  18829. removeEmitRateGradient(gradient: number): IParticleSystem;
  18830. /**
  18831. * Gets the current list of emit rate gradients.
  18832. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18833. * @returns the list of emit rate gradients
  18834. */
  18835. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18836. /**
  18837. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18838. * @param gradient defines the gradient to use (between 0 and 1)
  18839. * @param factor defines the start size to affect to the specified gradient
  18840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18841. * @returns the current particle system
  18842. */
  18843. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18844. /**
  18845. * Remove a specific start size gradient
  18846. * @param gradient defines the gradient to remove
  18847. * @returns the current particle system
  18848. */
  18849. removeStartSizeGradient(gradient: number): IParticleSystem;
  18850. /**
  18851. * Gets the current list of start size gradients.
  18852. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18853. * @returns the list of start size gradients
  18854. */
  18855. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18856. /**
  18857. * Adds a new life time gradient
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the life time factor to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific life time gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of life time gradients.
  18872. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18873. * @returns the list of life time gradients
  18874. */
  18875. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Gets the current list of color gradients.
  18878. * You must use addColorGradient and removeColorGradient to udpate this list
  18879. * @returns the list of color gradients
  18880. */
  18881. getColorGradients(): Nullable<Array<ColorGradient>>;
  18882. /**
  18883. * Adds a new ramp gradient used to remap particle colors
  18884. * @param gradient defines the gradient to use (between 0 and 1)
  18885. * @param color defines the color to affect to the specified gradient
  18886. * @returns the current particle system
  18887. */
  18888. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18889. /**
  18890. * Gets the current list of ramp gradients.
  18891. * You must use addRampGradient and removeRampGradient to udpate this list
  18892. * @returns the list of ramp gradients
  18893. */
  18894. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18895. /** Gets or sets a boolean indicating that ramp gradients must be used
  18896. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18897. */
  18898. useRampGradients: boolean;
  18899. /**
  18900. * Adds a new color remap gradient
  18901. * @param gradient defines the gradient to use (between 0 and 1)
  18902. * @param min defines the color remap minimal range
  18903. * @param max defines the color remap maximal range
  18904. * @returns the current particle system
  18905. */
  18906. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18907. /**
  18908. * Gets the current list of color remap gradients.
  18909. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18910. * @returns the list of color remap gradients
  18911. */
  18912. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18913. /**
  18914. * Adds a new alpha remap gradient
  18915. * @param gradient defines the gradient to use (between 0 and 1)
  18916. * @param min defines the alpha remap minimal range
  18917. * @param max defines the alpha remap maximal range
  18918. * @returns the current particle system
  18919. */
  18920. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18921. /**
  18922. * Gets the current list of alpha remap gradients.
  18923. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18924. * @returns the list of alpha remap gradients
  18925. */
  18926. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18927. /**
  18928. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18929. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18930. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18931. * @returns the emitter
  18932. */
  18933. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18934. /**
  18935. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18936. * @param radius The radius of the hemisphere to emit from
  18937. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18938. * @returns the emitter
  18939. */
  18940. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18941. /**
  18942. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18943. * @param radius The radius of the sphere to emit from
  18944. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18945. * @returns the emitter
  18946. */
  18947. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18948. /**
  18949. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18950. * @param radius The radius of the sphere to emit from
  18951. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18952. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18953. * @returns the emitter
  18954. */
  18955. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18956. /**
  18957. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18958. * @param radius The radius of the emission cylinder
  18959. * @param height The height of the emission cylinder
  18960. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18961. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18962. * @returns the emitter
  18963. */
  18964. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18965. /**
  18966. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18967. * @param radius The radius of the cylinder to emit from
  18968. * @param height The height of the emission cylinder
  18969. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18970. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18971. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18972. * @returns the emitter
  18973. */
  18974. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18975. /**
  18976. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18977. * @param radius The radius of the cone to emit from
  18978. * @param angle The base angle of the cone
  18979. * @returns the emitter
  18980. */
  18981. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  18982. /**
  18983. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  18984. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18985. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18986. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18987. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  18988. * @returns the emitter
  18989. */
  18990. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  18991. /**
  18992. * Get hosting scene
  18993. * @returns the scene
  18994. */
  18995. getScene(): Scene;
  18996. }
  18997. }
  18998. declare module "babylonjs/Meshes/instancedMesh" {
  18999. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19000. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19001. import { Camera } from "babylonjs/Cameras/camera";
  19002. import { Node } from "babylonjs/node";
  19003. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19004. import { Mesh } from "babylonjs/Meshes/mesh";
  19005. import { Material } from "babylonjs/Materials/material";
  19006. import { Skeleton } from "babylonjs/Bones/skeleton";
  19007. import { Light } from "babylonjs/Lights/light";
  19008. /**
  19009. * Creates an instance based on a source mesh.
  19010. */
  19011. export class InstancedMesh extends AbstractMesh {
  19012. private _sourceMesh;
  19013. private _currentLOD;
  19014. /** @hidden */
  19015. _indexInSourceMeshInstanceArray: number;
  19016. constructor(name: string, source: Mesh);
  19017. /**
  19018. * Returns the string "InstancedMesh".
  19019. */
  19020. getClassName(): string;
  19021. /** Gets the list of lights affecting that mesh */
  19022. readonly lightSources: Light[];
  19023. _resyncLightSources(): void;
  19024. _resyncLighSource(light: Light): void;
  19025. _removeLightSource(light: Light): void;
  19026. /**
  19027. * If the source mesh receives shadows
  19028. */
  19029. readonly receiveShadows: boolean;
  19030. /**
  19031. * The material of the source mesh
  19032. */
  19033. readonly material: Nullable<Material>;
  19034. /**
  19035. * Visibility of the source mesh
  19036. */
  19037. readonly visibility: number;
  19038. /**
  19039. * Skeleton of the source mesh
  19040. */
  19041. readonly skeleton: Nullable<Skeleton>;
  19042. /**
  19043. * Rendering ground id of the source mesh
  19044. */
  19045. renderingGroupId: number;
  19046. /**
  19047. * Returns the total number of vertices (integer).
  19048. */
  19049. getTotalVertices(): number;
  19050. /**
  19051. * Returns a positive integer : the total number of indices in this mesh geometry.
  19052. * @returns the numner of indices or zero if the mesh has no geometry.
  19053. */
  19054. getTotalIndices(): number;
  19055. /**
  19056. * The source mesh of the instance
  19057. */
  19058. readonly sourceMesh: Mesh;
  19059. /**
  19060. * Is this node ready to be used/rendered
  19061. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19062. * @return {boolean} is it ready
  19063. */
  19064. isReady(completeCheck?: boolean): boolean;
  19065. /**
  19066. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19067. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19068. * @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.
  19069. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19070. */
  19071. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19072. /**
  19073. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19074. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19075. * The `data` are either a numeric array either a Float32Array.
  19076. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19077. * 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).
  19078. * Note that a new underlying VertexBuffer object is created each call.
  19079. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19080. *
  19081. * Possible `kind` values :
  19082. * - VertexBuffer.PositionKind
  19083. * - VertexBuffer.UVKind
  19084. * - VertexBuffer.UV2Kind
  19085. * - VertexBuffer.UV3Kind
  19086. * - VertexBuffer.UV4Kind
  19087. * - VertexBuffer.UV5Kind
  19088. * - VertexBuffer.UV6Kind
  19089. * - VertexBuffer.ColorKind
  19090. * - VertexBuffer.MatricesIndicesKind
  19091. * - VertexBuffer.MatricesIndicesExtraKind
  19092. * - VertexBuffer.MatricesWeightsKind
  19093. * - VertexBuffer.MatricesWeightsExtraKind
  19094. *
  19095. * Returns the Mesh.
  19096. */
  19097. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19098. /**
  19099. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19100. * If the mesh has no geometry, it is simply returned as it is.
  19101. * The `data` are either a numeric array either a Float32Array.
  19102. * No new underlying VertexBuffer object is created.
  19103. * 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.
  19104. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19105. *
  19106. * Possible `kind` values :
  19107. * - VertexBuffer.PositionKind
  19108. * - VertexBuffer.UVKind
  19109. * - VertexBuffer.UV2Kind
  19110. * - VertexBuffer.UV3Kind
  19111. * - VertexBuffer.UV4Kind
  19112. * - VertexBuffer.UV5Kind
  19113. * - VertexBuffer.UV6Kind
  19114. * - VertexBuffer.ColorKind
  19115. * - VertexBuffer.MatricesIndicesKind
  19116. * - VertexBuffer.MatricesIndicesExtraKind
  19117. * - VertexBuffer.MatricesWeightsKind
  19118. * - VertexBuffer.MatricesWeightsExtraKind
  19119. *
  19120. * Returns the Mesh.
  19121. */
  19122. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19123. /**
  19124. * Sets the mesh indices.
  19125. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19126. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19127. * This method creates a new index buffer each call.
  19128. * Returns the Mesh.
  19129. */
  19130. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19131. /**
  19132. * Boolean : True if the mesh owns the requested kind of data.
  19133. */
  19134. isVerticesDataPresent(kind: string): boolean;
  19135. /**
  19136. * Returns an array of indices (IndicesArray).
  19137. */
  19138. getIndices(): Nullable<IndicesArray>;
  19139. readonly _positions: Nullable<Vector3[]>;
  19140. /**
  19141. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19142. * This means the mesh underlying bounding box and sphere are recomputed.
  19143. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19144. * @returns the current mesh
  19145. */
  19146. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19147. /** @hidden */
  19148. _preActivate(): InstancedMesh;
  19149. /** @hidden */
  19150. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19151. /** @hidden */
  19152. _postActivate(): void;
  19153. getWorldMatrix(): Matrix;
  19154. readonly isAnInstance: boolean;
  19155. /**
  19156. * Returns the current associated LOD AbstractMesh.
  19157. */
  19158. getLOD(camera: Camera): AbstractMesh;
  19159. /** @hidden */
  19160. _syncSubMeshes(): InstancedMesh;
  19161. /** @hidden */
  19162. _generatePointsArray(): boolean;
  19163. /**
  19164. * Creates a new InstancedMesh from the current mesh.
  19165. * - name (string) : the cloned mesh name
  19166. * - newParent (optional Node) : the optional Node to parent the clone to.
  19167. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19168. *
  19169. * Returns the clone.
  19170. */
  19171. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19172. /**
  19173. * Disposes the InstancedMesh.
  19174. * Returns nothing.
  19175. */
  19176. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19177. }
  19178. }
  19179. declare module "babylonjs/Materials/shaderMaterial" {
  19180. import { Scene } from "babylonjs/scene";
  19181. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19183. import { Mesh } from "babylonjs/Meshes/mesh";
  19184. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19185. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19186. import { Texture } from "babylonjs/Materials/Textures/texture";
  19187. import { Material } from "babylonjs/Materials/material";
  19188. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19189. /**
  19190. * Defines the options associated with the creation of a shader material.
  19191. */
  19192. export interface IShaderMaterialOptions {
  19193. /**
  19194. * Does the material work in alpha blend mode
  19195. */
  19196. needAlphaBlending: boolean;
  19197. /**
  19198. * Does the material work in alpha test mode
  19199. */
  19200. needAlphaTesting: boolean;
  19201. /**
  19202. * The list of attribute names used in the shader
  19203. */
  19204. attributes: string[];
  19205. /**
  19206. * The list of unifrom names used in the shader
  19207. */
  19208. uniforms: string[];
  19209. /**
  19210. * The list of UBO names used in the shader
  19211. */
  19212. uniformBuffers: string[];
  19213. /**
  19214. * The list of sampler names used in the shader
  19215. */
  19216. samplers: string[];
  19217. /**
  19218. * The list of defines used in the shader
  19219. */
  19220. defines: string[];
  19221. }
  19222. /**
  19223. * 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.
  19224. *
  19225. * This returned material effects how the mesh will look based on the code in the shaders.
  19226. *
  19227. * @see http://doc.babylonjs.com/how_to/shader_material
  19228. */
  19229. export class ShaderMaterial extends Material {
  19230. private _shaderPath;
  19231. private _options;
  19232. private _textures;
  19233. private _textureArrays;
  19234. private _floats;
  19235. private _ints;
  19236. private _floatsArrays;
  19237. private _colors3;
  19238. private _colors3Arrays;
  19239. private _colors4;
  19240. private _colors4Arrays;
  19241. private _vectors2;
  19242. private _vectors3;
  19243. private _vectors4;
  19244. private _matrices;
  19245. private _matrices3x3;
  19246. private _matrices2x2;
  19247. private _vectors2Arrays;
  19248. private _vectors3Arrays;
  19249. private _vectors4Arrays;
  19250. private _cachedWorldViewMatrix;
  19251. private _cachedWorldViewProjectionMatrix;
  19252. private _renderId;
  19253. /**
  19254. * Instantiate a new shader material.
  19255. * 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.
  19256. * This returned material effects how the mesh will look based on the code in the shaders.
  19257. * @see http://doc.babylonjs.com/how_to/shader_material
  19258. * @param name Define the name of the material in the scene
  19259. * @param scene Define the scene the material belongs to
  19260. * @param shaderPath Defines the route to the shader code in one of three ways:
  19261. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19262. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19263. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19264. * @param options Define the options used to create the shader
  19265. */
  19266. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19267. /**
  19268. * Gets the options used to compile the shader.
  19269. * They can be modified to trigger a new compilation
  19270. */
  19271. readonly options: IShaderMaterialOptions;
  19272. /**
  19273. * Gets the current class name of the material e.g. "ShaderMaterial"
  19274. * Mainly use in serialization.
  19275. * @returns the class name
  19276. */
  19277. getClassName(): string;
  19278. /**
  19279. * Specifies if the material will require alpha blending
  19280. * @returns a boolean specifying if alpha blending is needed
  19281. */
  19282. needAlphaBlending(): boolean;
  19283. /**
  19284. * Specifies if this material should be rendered in alpha test mode
  19285. * @returns a boolean specifying if an alpha test is needed.
  19286. */
  19287. needAlphaTesting(): boolean;
  19288. private _checkUniform;
  19289. /**
  19290. * Set a texture in the shader.
  19291. * @param name Define the name of the uniform samplers as defined in the shader
  19292. * @param texture Define the texture to bind to this sampler
  19293. * @return the material itself allowing "fluent" like uniform updates
  19294. */
  19295. setTexture(name: string, texture: Texture): ShaderMaterial;
  19296. /**
  19297. * Set a texture array in the shader.
  19298. * @param name Define the name of the uniform sampler array as defined in the shader
  19299. * @param textures Define the list of textures to bind to this sampler
  19300. * @return the material itself allowing "fluent" like uniform updates
  19301. */
  19302. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19303. /**
  19304. * Set a float in the shader.
  19305. * @param name Define the name of the uniform as defined in the shader
  19306. * @param value Define the value to give to the uniform
  19307. * @return the material itself allowing "fluent" like uniform updates
  19308. */
  19309. setFloat(name: string, value: number): ShaderMaterial;
  19310. /**
  19311. * Set a int in the shader.
  19312. * @param name Define the name of the uniform as defined in the shader
  19313. * @param value Define the value to give to the uniform
  19314. * @return the material itself allowing "fluent" like uniform updates
  19315. */
  19316. setInt(name: string, value: number): ShaderMaterial;
  19317. /**
  19318. * Set an array of floats in the shader.
  19319. * @param name Define the name of the uniform as defined in the shader
  19320. * @param value Define the value to give to the uniform
  19321. * @return the material itself allowing "fluent" like uniform updates
  19322. */
  19323. setFloats(name: string, value: number[]): ShaderMaterial;
  19324. /**
  19325. * Set a vec3 in the shader from a Color3.
  19326. * @param name Define the name of the uniform as defined in the shader
  19327. * @param value Define the value to give to the uniform
  19328. * @return the material itself allowing "fluent" like uniform updates
  19329. */
  19330. setColor3(name: string, value: Color3): ShaderMaterial;
  19331. /**
  19332. * Set a vec3 array in the shader from a Color3 array.
  19333. * @param name Define the name of the uniform as defined in the shader
  19334. * @param value Define the value to give to the uniform
  19335. * @return the material itself allowing "fluent" like uniform updates
  19336. */
  19337. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19338. /**
  19339. * Set a vec4 in the shader from a Color4.
  19340. * @param name Define the name of the uniform as defined in the shader
  19341. * @param value Define the value to give to the uniform
  19342. * @return the material itself allowing "fluent" like uniform updates
  19343. */
  19344. setColor4(name: string, value: Color4): ShaderMaterial;
  19345. /**
  19346. * Set a vec4 array in the shader from a Color4 array.
  19347. * @param name Define the name of the uniform as defined in the shader
  19348. * @param value Define the value to give to the uniform
  19349. * @return the material itself allowing "fluent" like uniform updates
  19350. */
  19351. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19352. /**
  19353. * Set a vec2 in the shader from a Vector2.
  19354. * @param name Define the name of the uniform as defined in the shader
  19355. * @param value Define the value to give to the uniform
  19356. * @return the material itself allowing "fluent" like uniform updates
  19357. */
  19358. setVector2(name: string, value: Vector2): ShaderMaterial;
  19359. /**
  19360. * Set a vec3 in the shader from a Vector3.
  19361. * @param name Define the name of the uniform as defined in the shader
  19362. * @param value Define the value to give to the uniform
  19363. * @return the material itself allowing "fluent" like uniform updates
  19364. */
  19365. setVector3(name: string, value: Vector3): ShaderMaterial;
  19366. /**
  19367. * Set a vec4 in the shader from a Vector4.
  19368. * @param name Define the name of the uniform as defined in the shader
  19369. * @param value Define the value to give to the uniform
  19370. * @return the material itself allowing "fluent" like uniform updates
  19371. */
  19372. setVector4(name: string, value: Vector4): ShaderMaterial;
  19373. /**
  19374. * Set a mat4 in the shader from a Matrix.
  19375. * @param name Define the name of the uniform as defined in the shader
  19376. * @param value Define the value to give to the uniform
  19377. * @return the material itself allowing "fluent" like uniform updates
  19378. */
  19379. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19380. /**
  19381. * Set a mat3 in the shader from a Float32Array.
  19382. * @param name Define the name of the uniform as defined in the shader
  19383. * @param value Define the value to give to the uniform
  19384. * @return the material itself allowing "fluent" like uniform updates
  19385. */
  19386. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19387. /**
  19388. * Set a mat2 in the shader from a Float32Array.
  19389. * @param name Define the name of the uniform as defined in the shader
  19390. * @param value Define the value to give to the uniform
  19391. * @return the material itself allowing "fluent" like uniform updates
  19392. */
  19393. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19394. /**
  19395. * Set a vec2 array in the shader from a number array.
  19396. * @param name Define the name of the uniform as defined in the shader
  19397. * @param value Define the value to give to the uniform
  19398. * @return the material itself allowing "fluent" like uniform updates
  19399. */
  19400. setArray2(name: string, value: number[]): ShaderMaterial;
  19401. /**
  19402. * Set a vec3 array in the shader from a number array.
  19403. * @param name Define the name of the uniform as defined in the shader
  19404. * @param value Define the value to give to the uniform
  19405. * @return the material itself allowing "fluent" like uniform updates
  19406. */
  19407. setArray3(name: string, value: number[]): ShaderMaterial;
  19408. /**
  19409. * Set a vec4 array in the shader from a number array.
  19410. * @param name Define the name of the uniform as defined in the shader
  19411. * @param value Define the value to give to the uniform
  19412. * @return the material itself allowing "fluent" like uniform updates
  19413. */
  19414. setArray4(name: string, value: number[]): ShaderMaterial;
  19415. private _checkCache;
  19416. /**
  19417. * Specifies that the submesh is ready to be used
  19418. * @param mesh defines the mesh to check
  19419. * @param subMesh defines which submesh to check
  19420. * @param useInstances specifies that instances should be used
  19421. * @returns a boolean indicating that the submesh is ready or not
  19422. */
  19423. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19424. /**
  19425. * Checks if the material is ready to render the requested mesh
  19426. * @param mesh Define the mesh to render
  19427. * @param useInstances Define whether or not the material is used with instances
  19428. * @returns true if ready, otherwise false
  19429. */
  19430. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19431. /**
  19432. * Binds the world matrix to the material
  19433. * @param world defines the world transformation matrix
  19434. */
  19435. bindOnlyWorldMatrix(world: Matrix): void;
  19436. /**
  19437. * Binds the material to the mesh
  19438. * @param world defines the world transformation matrix
  19439. * @param mesh defines the mesh to bind the material to
  19440. */
  19441. bind(world: Matrix, mesh?: Mesh): void;
  19442. /**
  19443. * Gets the active textures from the material
  19444. * @returns an array of textures
  19445. */
  19446. getActiveTextures(): BaseTexture[];
  19447. /**
  19448. * Specifies if the material uses a texture
  19449. * @param texture defines the texture to check against the material
  19450. * @returns a boolean specifying if the material uses the texture
  19451. */
  19452. hasTexture(texture: BaseTexture): boolean;
  19453. /**
  19454. * Makes a duplicate of the material, and gives it a new name
  19455. * @param name defines the new name for the duplicated material
  19456. * @returns the cloned material
  19457. */
  19458. clone(name: string): ShaderMaterial;
  19459. /**
  19460. * Disposes the material
  19461. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19462. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19463. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19464. */
  19465. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19466. /**
  19467. * Serializes this material in a JSON representation
  19468. * @returns the serialized material object
  19469. */
  19470. serialize(): any;
  19471. /**
  19472. * Creates a shader material from parsed shader material data
  19473. * @param source defines the JSON represnetation of the material
  19474. * @param scene defines the hosting scene
  19475. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19476. * @returns a new material
  19477. */
  19478. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19479. }
  19480. }
  19481. declare module "babylonjs/Shaders/color.fragment" {
  19482. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19483. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19484. /** @hidden */
  19485. export var colorPixelShader: {
  19486. name: string;
  19487. shader: string;
  19488. };
  19489. }
  19490. declare module "babylonjs/Shaders/color.vertex" {
  19491. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19492. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19493. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19494. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19495. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19496. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19497. /** @hidden */
  19498. export var colorVertexShader: {
  19499. name: string;
  19500. shader: string;
  19501. };
  19502. }
  19503. declare module "babylonjs/Meshes/linesMesh" {
  19504. import { Nullable } from "babylonjs/types";
  19505. import { Scene } from "babylonjs/scene";
  19506. import { Color3 } from "babylonjs/Maths/math.color";
  19507. import { Node } from "babylonjs/node";
  19508. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19509. import { Mesh } from "babylonjs/Meshes/mesh";
  19510. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19511. import { Effect } from "babylonjs/Materials/effect";
  19512. import { Material } from "babylonjs/Materials/material";
  19513. import "babylonjs/Shaders/color.fragment";
  19514. import "babylonjs/Shaders/color.vertex";
  19515. /**
  19516. * Line mesh
  19517. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19518. */
  19519. export class LinesMesh extends Mesh {
  19520. /**
  19521. * If vertex color should be applied to the mesh
  19522. */
  19523. readonly useVertexColor?: boolean | undefined;
  19524. /**
  19525. * If vertex alpha should be applied to the mesh
  19526. */
  19527. readonly useVertexAlpha?: boolean | undefined;
  19528. /**
  19529. * Color of the line (Default: White)
  19530. */
  19531. color: Color3;
  19532. /**
  19533. * Alpha of the line (Default: 1)
  19534. */
  19535. alpha: number;
  19536. /**
  19537. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19538. * This margin is expressed in world space coordinates, so its value may vary.
  19539. * Default value is 0.1
  19540. */
  19541. intersectionThreshold: number;
  19542. private _colorShader;
  19543. private color4;
  19544. /**
  19545. * Creates a new LinesMesh
  19546. * @param name defines the name
  19547. * @param scene defines the hosting scene
  19548. * @param parent defines the parent mesh if any
  19549. * @param source defines the optional source LinesMesh used to clone data from
  19550. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19551. * When false, achieved by calling a clone(), also passing False.
  19552. * This will make creation of children, recursive.
  19553. * @param useVertexColor defines if this LinesMesh supports vertex color
  19554. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19555. */
  19556. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19557. /**
  19558. * If vertex color should be applied to the mesh
  19559. */
  19560. useVertexColor?: boolean | undefined,
  19561. /**
  19562. * If vertex alpha should be applied to the mesh
  19563. */
  19564. useVertexAlpha?: boolean | undefined);
  19565. private _addClipPlaneDefine;
  19566. private _removeClipPlaneDefine;
  19567. isReady(): boolean;
  19568. /**
  19569. * Returns the string "LineMesh"
  19570. */
  19571. getClassName(): string;
  19572. /**
  19573. * @hidden
  19574. */
  19575. /**
  19576. * @hidden
  19577. */
  19578. material: Material;
  19579. /**
  19580. * @hidden
  19581. */
  19582. readonly checkCollisions: boolean;
  19583. /** @hidden */
  19584. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19585. /** @hidden */
  19586. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19587. /**
  19588. * Disposes of the line mesh
  19589. * @param doNotRecurse If children should be disposed
  19590. */
  19591. dispose(doNotRecurse?: boolean): void;
  19592. /**
  19593. * Returns a new LineMesh object cloned from the current one.
  19594. */
  19595. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19596. /**
  19597. * Creates a new InstancedLinesMesh object from the mesh model.
  19598. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19599. * @param name defines the name of the new instance
  19600. * @returns a new InstancedLinesMesh
  19601. */
  19602. createInstance(name: string): InstancedLinesMesh;
  19603. }
  19604. /**
  19605. * Creates an instance based on a source LinesMesh
  19606. */
  19607. export class InstancedLinesMesh extends InstancedMesh {
  19608. /**
  19609. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19610. * This margin is expressed in world space coordinates, so its value may vary.
  19611. * Initilized with the intersectionThreshold value of the source LinesMesh
  19612. */
  19613. intersectionThreshold: number;
  19614. constructor(name: string, source: LinesMesh);
  19615. /**
  19616. * Returns the string "InstancedLinesMesh".
  19617. */
  19618. getClassName(): string;
  19619. }
  19620. }
  19621. declare module "babylonjs/Shaders/line.fragment" {
  19622. /** @hidden */
  19623. export var linePixelShader: {
  19624. name: string;
  19625. shader: string;
  19626. };
  19627. }
  19628. declare module "babylonjs/Shaders/line.vertex" {
  19629. /** @hidden */
  19630. export var lineVertexShader: {
  19631. name: string;
  19632. shader: string;
  19633. };
  19634. }
  19635. declare module "babylonjs/Rendering/edgesRenderer" {
  19636. import { Nullable } from "babylonjs/types";
  19637. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19638. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19639. import { Vector3 } from "babylonjs/Maths/math.vector";
  19640. import { IDisposable } from "babylonjs/scene";
  19641. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19642. import "babylonjs/Shaders/line.fragment";
  19643. import "babylonjs/Shaders/line.vertex";
  19644. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19645. module "babylonjs/Meshes/abstractMesh" {
  19646. interface AbstractMesh {
  19647. /**
  19648. * Gets the edgesRenderer associated with the mesh
  19649. */
  19650. edgesRenderer: Nullable<EdgesRenderer>;
  19651. }
  19652. }
  19653. module "babylonjs/Meshes/linesMesh" {
  19654. interface LinesMesh {
  19655. /**
  19656. * Enables the edge rendering mode on the mesh.
  19657. * This mode makes the mesh edges visible
  19658. * @param epsilon defines the maximal distance between two angles to detect a face
  19659. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19660. * @returns the currentAbstractMesh
  19661. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19662. */
  19663. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19664. }
  19665. }
  19666. module "babylonjs/Meshes/linesMesh" {
  19667. interface InstancedLinesMesh {
  19668. /**
  19669. * Enables the edge rendering mode on the mesh.
  19670. * This mode makes the mesh edges visible
  19671. * @param epsilon defines the maximal distance between two angles to detect a face
  19672. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19673. * @returns the current InstancedLinesMesh
  19674. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19675. */
  19676. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19677. }
  19678. }
  19679. /**
  19680. * Defines the minimum contract an Edges renderer should follow.
  19681. */
  19682. export interface IEdgesRenderer extends IDisposable {
  19683. /**
  19684. * Gets or sets a boolean indicating if the edgesRenderer is active
  19685. */
  19686. isEnabled: boolean;
  19687. /**
  19688. * Renders the edges of the attached mesh,
  19689. */
  19690. render(): void;
  19691. /**
  19692. * Checks wether or not the edges renderer is ready to render.
  19693. * @return true if ready, otherwise false.
  19694. */
  19695. isReady(): boolean;
  19696. }
  19697. /**
  19698. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19699. */
  19700. export class EdgesRenderer implements IEdgesRenderer {
  19701. /**
  19702. * Define the size of the edges with an orthographic camera
  19703. */
  19704. edgesWidthScalerForOrthographic: number;
  19705. /**
  19706. * Define the size of the edges with a perspective camera
  19707. */
  19708. edgesWidthScalerForPerspective: number;
  19709. protected _source: AbstractMesh;
  19710. protected _linesPositions: number[];
  19711. protected _linesNormals: number[];
  19712. protected _linesIndices: number[];
  19713. protected _epsilon: number;
  19714. protected _indicesCount: number;
  19715. protected _lineShader: ShaderMaterial;
  19716. protected _ib: DataBuffer;
  19717. protected _buffers: {
  19718. [key: string]: Nullable<VertexBuffer>;
  19719. };
  19720. protected _checkVerticesInsteadOfIndices: boolean;
  19721. private _meshRebuildObserver;
  19722. private _meshDisposeObserver;
  19723. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19724. isEnabled: boolean;
  19725. /**
  19726. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19727. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19728. * @param source Mesh used to create edges
  19729. * @param epsilon sum of angles in adjacency to check for edge
  19730. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19731. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19732. */
  19733. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19734. protected _prepareRessources(): void;
  19735. /** @hidden */
  19736. _rebuild(): void;
  19737. /**
  19738. * Releases the required resources for the edges renderer
  19739. */
  19740. dispose(): void;
  19741. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19742. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19743. /**
  19744. * Checks if the pair of p0 and p1 is en edge
  19745. * @param faceIndex
  19746. * @param edge
  19747. * @param faceNormals
  19748. * @param p0
  19749. * @param p1
  19750. * @private
  19751. */
  19752. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19753. /**
  19754. * push line into the position, normal and index buffer
  19755. * @protected
  19756. */
  19757. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19758. /**
  19759. * Generates lines edges from adjacencjes
  19760. * @private
  19761. */
  19762. _generateEdgesLines(): void;
  19763. /**
  19764. * Checks wether or not the edges renderer is ready to render.
  19765. * @return true if ready, otherwise false.
  19766. */
  19767. isReady(): boolean;
  19768. /**
  19769. * Renders the edges of the attached mesh,
  19770. */
  19771. render(): void;
  19772. }
  19773. /**
  19774. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19775. */
  19776. export class LineEdgesRenderer extends EdgesRenderer {
  19777. /**
  19778. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19779. * @param source LineMesh used to generate edges
  19780. * @param epsilon not important (specified angle for edge detection)
  19781. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19782. */
  19783. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19784. /**
  19785. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19786. */
  19787. _generateEdgesLines(): void;
  19788. }
  19789. }
  19790. declare module "babylonjs/Rendering/renderingGroup" {
  19791. import { SmartArray } from "babylonjs/Misc/smartArray";
  19792. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19793. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19794. import { Nullable } from "babylonjs/types";
  19795. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19796. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19797. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19798. import { Material } from "babylonjs/Materials/material";
  19799. import { Scene } from "babylonjs/scene";
  19800. /**
  19801. * This represents the object necessary to create a rendering group.
  19802. * This is exclusively used and created by the rendering manager.
  19803. * To modify the behavior, you use the available helpers in your scene or meshes.
  19804. * @hidden
  19805. */
  19806. export class RenderingGroup {
  19807. index: number;
  19808. private static _zeroVector;
  19809. private _scene;
  19810. private _opaqueSubMeshes;
  19811. private _transparentSubMeshes;
  19812. private _alphaTestSubMeshes;
  19813. private _depthOnlySubMeshes;
  19814. private _particleSystems;
  19815. private _spriteManagers;
  19816. private _opaqueSortCompareFn;
  19817. private _alphaTestSortCompareFn;
  19818. private _transparentSortCompareFn;
  19819. private _renderOpaque;
  19820. private _renderAlphaTest;
  19821. private _renderTransparent;
  19822. /** @hidden */
  19823. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19824. onBeforeTransparentRendering: () => void;
  19825. /**
  19826. * Set the opaque sort comparison function.
  19827. * If null the sub meshes will be render in the order they were created
  19828. */
  19829. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19830. /**
  19831. * Set the alpha test sort comparison function.
  19832. * If null the sub meshes will be render in the order they were created
  19833. */
  19834. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19835. /**
  19836. * Set the transparent sort comparison function.
  19837. * If null the sub meshes will be render in the order they were created
  19838. */
  19839. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19840. /**
  19841. * Creates a new rendering group.
  19842. * @param index The rendering group index
  19843. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19844. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19845. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19846. */
  19847. 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>);
  19848. /**
  19849. * Render all the sub meshes contained in the group.
  19850. * @param customRenderFunction Used to override the default render behaviour of the group.
  19851. * @returns true if rendered some submeshes.
  19852. */
  19853. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19854. /**
  19855. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19856. * @param subMeshes The submeshes to render
  19857. */
  19858. private renderOpaqueSorted;
  19859. /**
  19860. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19861. * @param subMeshes The submeshes to render
  19862. */
  19863. private renderAlphaTestSorted;
  19864. /**
  19865. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19866. * @param subMeshes The submeshes to render
  19867. */
  19868. private renderTransparentSorted;
  19869. /**
  19870. * Renders the submeshes in a specified order.
  19871. * @param subMeshes The submeshes to sort before render
  19872. * @param sortCompareFn The comparison function use to sort
  19873. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19874. * @param transparent Specifies to activate blending if true
  19875. */
  19876. private static renderSorted;
  19877. /**
  19878. * Renders the submeshes in the order they were dispatched (no sort applied).
  19879. * @param subMeshes The submeshes to render
  19880. */
  19881. private static renderUnsorted;
  19882. /**
  19883. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19884. * are rendered back to front if in the same alpha index.
  19885. *
  19886. * @param a The first submesh
  19887. * @param b The second submesh
  19888. * @returns The result of the comparison
  19889. */
  19890. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19891. /**
  19892. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19893. * are rendered back to front.
  19894. *
  19895. * @param a The first submesh
  19896. * @param b The second submesh
  19897. * @returns The result of the comparison
  19898. */
  19899. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19900. /**
  19901. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19902. * are rendered front to back (prevent overdraw).
  19903. *
  19904. * @param a The first submesh
  19905. * @param b The second submesh
  19906. * @returns The result of the comparison
  19907. */
  19908. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19909. /**
  19910. * Resets the different lists of submeshes to prepare a new frame.
  19911. */
  19912. prepare(): void;
  19913. dispose(): void;
  19914. /**
  19915. * Inserts the submesh in its correct queue depending on its material.
  19916. * @param subMesh The submesh to dispatch
  19917. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19918. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19919. */
  19920. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19921. dispatchSprites(spriteManager: ISpriteManager): void;
  19922. dispatchParticles(particleSystem: IParticleSystem): void;
  19923. private _renderParticles;
  19924. private _renderSprites;
  19925. }
  19926. }
  19927. declare module "babylonjs/Rendering/renderingManager" {
  19928. import { Nullable } from "babylonjs/types";
  19929. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19930. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19931. import { SmartArray } from "babylonjs/Misc/smartArray";
  19932. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19933. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19934. import { Material } from "babylonjs/Materials/material";
  19935. import { Scene } from "babylonjs/scene";
  19936. import { Camera } from "babylonjs/Cameras/camera";
  19937. /**
  19938. * Interface describing the different options available in the rendering manager
  19939. * regarding Auto Clear between groups.
  19940. */
  19941. export interface IRenderingManagerAutoClearSetup {
  19942. /**
  19943. * Defines whether or not autoclear is enable.
  19944. */
  19945. autoClear: boolean;
  19946. /**
  19947. * Defines whether or not to autoclear the depth buffer.
  19948. */
  19949. depth: boolean;
  19950. /**
  19951. * Defines whether or not to autoclear the stencil buffer.
  19952. */
  19953. stencil: boolean;
  19954. }
  19955. /**
  19956. * This class is used by the onRenderingGroupObservable
  19957. */
  19958. export class RenderingGroupInfo {
  19959. /**
  19960. * The Scene that being rendered
  19961. */
  19962. scene: Scene;
  19963. /**
  19964. * The camera currently used for the rendering pass
  19965. */
  19966. camera: Nullable<Camera>;
  19967. /**
  19968. * The ID of the renderingGroup being processed
  19969. */
  19970. renderingGroupId: number;
  19971. }
  19972. /**
  19973. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19974. * It is enable to manage the different groups as well as the different necessary sort functions.
  19975. * This should not be used directly aside of the few static configurations
  19976. */
  19977. export class RenderingManager {
  19978. /**
  19979. * The max id used for rendering groups (not included)
  19980. */
  19981. static MAX_RENDERINGGROUPS: number;
  19982. /**
  19983. * The min id used for rendering groups (included)
  19984. */
  19985. static MIN_RENDERINGGROUPS: number;
  19986. /**
  19987. * Used to globally prevent autoclearing scenes.
  19988. */
  19989. static AUTOCLEAR: boolean;
  19990. /**
  19991. * @hidden
  19992. */
  19993. _useSceneAutoClearSetup: boolean;
  19994. private _scene;
  19995. private _renderingGroups;
  19996. private _depthStencilBufferAlreadyCleaned;
  19997. private _autoClearDepthStencil;
  19998. private _customOpaqueSortCompareFn;
  19999. private _customAlphaTestSortCompareFn;
  20000. private _customTransparentSortCompareFn;
  20001. private _renderingGroupInfo;
  20002. /**
  20003. * Instantiates a new rendering group for a particular scene
  20004. * @param scene Defines the scene the groups belongs to
  20005. */
  20006. constructor(scene: Scene);
  20007. private _clearDepthStencilBuffer;
  20008. /**
  20009. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20010. * @hidden
  20011. */
  20012. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20013. /**
  20014. * Resets the different information of the group to prepare a new frame
  20015. * @hidden
  20016. */
  20017. reset(): void;
  20018. /**
  20019. * Dispose and release the group and its associated resources.
  20020. * @hidden
  20021. */
  20022. dispose(): void;
  20023. /**
  20024. * Clear the info related to rendering groups preventing retention points during dispose.
  20025. */
  20026. freeRenderingGroups(): void;
  20027. private _prepareRenderingGroup;
  20028. /**
  20029. * Add a sprite manager to the rendering manager in order to render it this frame.
  20030. * @param spriteManager Define the sprite manager to render
  20031. */
  20032. dispatchSprites(spriteManager: ISpriteManager): void;
  20033. /**
  20034. * Add a particle system to the rendering manager in order to render it this frame.
  20035. * @param particleSystem Define the particle system to render
  20036. */
  20037. dispatchParticles(particleSystem: IParticleSystem): void;
  20038. /**
  20039. * Add a submesh to the manager in order to render it this frame
  20040. * @param subMesh The submesh to dispatch
  20041. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20042. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20043. */
  20044. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20045. /**
  20046. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20047. * This allowed control for front to back rendering or reversly depending of the special needs.
  20048. *
  20049. * @param renderingGroupId The rendering group id corresponding to its index
  20050. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20051. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20052. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20053. */
  20054. 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;
  20055. /**
  20056. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20057. *
  20058. * @param renderingGroupId The rendering group id corresponding to its index
  20059. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20060. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20061. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20062. */
  20063. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20064. /**
  20065. * Gets the current auto clear configuration for one rendering group of the rendering
  20066. * manager.
  20067. * @param index the rendering group index to get the information for
  20068. * @returns The auto clear setup for the requested rendering group
  20069. */
  20070. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20071. }
  20072. }
  20073. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20074. import { Observable } from "babylonjs/Misc/observable";
  20075. import { SmartArray } from "babylonjs/Misc/smartArray";
  20076. import { Nullable } from "babylonjs/types";
  20077. import { Camera } from "babylonjs/Cameras/camera";
  20078. import { Scene } from "babylonjs/scene";
  20079. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20080. import { Color4 } from "babylonjs/Maths/math.color";
  20081. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20082. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20084. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20085. import { Texture } from "babylonjs/Materials/Textures/texture";
  20086. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20087. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20088. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20089. import { Engine } from "babylonjs/Engines/engine";
  20090. /**
  20091. * This Helps creating a texture that will be created from a camera in your scene.
  20092. * It is basically a dynamic texture that could be used to create special effects for instance.
  20093. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20094. */
  20095. export class RenderTargetTexture extends Texture {
  20096. isCube: boolean;
  20097. /**
  20098. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20099. */
  20100. static readonly REFRESHRATE_RENDER_ONCE: number;
  20101. /**
  20102. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20103. */
  20104. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20105. /**
  20106. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20107. * the central point of your effect and can save a lot of performances.
  20108. */
  20109. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20110. /**
  20111. * Use this predicate to dynamically define the list of mesh you want to render.
  20112. * If set, the renderList property will be overwritten.
  20113. */
  20114. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20115. private _renderList;
  20116. /**
  20117. * Use this list to define the list of mesh you want to render.
  20118. */
  20119. renderList: Nullable<Array<AbstractMesh>>;
  20120. private _hookArray;
  20121. /**
  20122. * Define if particles should be rendered in your texture.
  20123. */
  20124. renderParticles: boolean;
  20125. /**
  20126. * Define if sprites should be rendered in your texture.
  20127. */
  20128. renderSprites: boolean;
  20129. /**
  20130. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20131. */
  20132. coordinatesMode: number;
  20133. /**
  20134. * Define the camera used to render the texture.
  20135. */
  20136. activeCamera: Nullable<Camera>;
  20137. /**
  20138. * Override the render function of the texture with your own one.
  20139. */
  20140. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20141. /**
  20142. * Define if camera post processes should be use while rendering the texture.
  20143. */
  20144. useCameraPostProcesses: boolean;
  20145. /**
  20146. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20147. */
  20148. ignoreCameraViewport: boolean;
  20149. private _postProcessManager;
  20150. private _postProcesses;
  20151. private _resizeObserver;
  20152. /**
  20153. * An event triggered when the texture is unbind.
  20154. */
  20155. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20156. /**
  20157. * An event triggered when the texture is unbind.
  20158. */
  20159. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20160. private _onAfterUnbindObserver;
  20161. /**
  20162. * Set a after unbind callback in the texture.
  20163. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20164. */
  20165. onAfterUnbind: () => void;
  20166. /**
  20167. * An event triggered before rendering the texture
  20168. */
  20169. onBeforeRenderObservable: Observable<number>;
  20170. private _onBeforeRenderObserver;
  20171. /**
  20172. * Set a before render callback in the texture.
  20173. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20174. */
  20175. onBeforeRender: (faceIndex: number) => void;
  20176. /**
  20177. * An event triggered after rendering the texture
  20178. */
  20179. onAfterRenderObservable: Observable<number>;
  20180. private _onAfterRenderObserver;
  20181. /**
  20182. * Set a after render callback in the texture.
  20183. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20184. */
  20185. onAfterRender: (faceIndex: number) => void;
  20186. /**
  20187. * An event triggered after the texture clear
  20188. */
  20189. onClearObservable: Observable<Engine>;
  20190. private _onClearObserver;
  20191. /**
  20192. * Set a clear callback in the texture.
  20193. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20194. */
  20195. onClear: (Engine: Engine) => void;
  20196. /**
  20197. * An event triggered when the texture is resized.
  20198. */
  20199. onResizeObservable: Observable<RenderTargetTexture>;
  20200. /**
  20201. * Define the clear color of the Render Target if it should be different from the scene.
  20202. */
  20203. clearColor: Color4;
  20204. protected _size: number | {
  20205. width: number;
  20206. height: number;
  20207. };
  20208. protected _initialSizeParameter: number | {
  20209. width: number;
  20210. height: number;
  20211. } | {
  20212. ratio: number;
  20213. };
  20214. protected _sizeRatio: Nullable<number>;
  20215. /** @hidden */
  20216. _generateMipMaps: boolean;
  20217. protected _renderingManager: RenderingManager;
  20218. /** @hidden */
  20219. _waitingRenderList: string[];
  20220. protected _doNotChangeAspectRatio: boolean;
  20221. protected _currentRefreshId: number;
  20222. protected _refreshRate: number;
  20223. protected _textureMatrix: Matrix;
  20224. protected _samples: number;
  20225. protected _renderTargetOptions: RenderTargetCreationOptions;
  20226. /**
  20227. * Gets render target creation options that were used.
  20228. */
  20229. readonly renderTargetOptions: RenderTargetCreationOptions;
  20230. protected _engine: Engine;
  20231. protected _onRatioRescale(): void;
  20232. /**
  20233. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20234. * It must define where the camera used to render the texture is set
  20235. */
  20236. boundingBoxPosition: Vector3;
  20237. private _boundingBoxSize;
  20238. /**
  20239. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20240. * When defined, the cubemap will switch to local mode
  20241. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20242. * @example https://www.babylonjs-playground.com/#RNASML
  20243. */
  20244. boundingBoxSize: Vector3;
  20245. /**
  20246. * In case the RTT has been created with a depth texture, get the associated
  20247. * depth texture.
  20248. * Otherwise, return null.
  20249. */
  20250. depthStencilTexture: Nullable<InternalTexture>;
  20251. /**
  20252. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20253. * or used a shadow, depth texture...
  20254. * @param name The friendly name of the texture
  20255. * @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)
  20256. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20257. * @param generateMipMaps True if mip maps need to be generated after render.
  20258. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20259. * @param type The type of the buffer in the RTT (int, half float, float...)
  20260. * @param isCube True if a cube texture needs to be created
  20261. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20262. * @param generateDepthBuffer True to generate a depth buffer
  20263. * @param generateStencilBuffer True to generate a stencil buffer
  20264. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20265. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20266. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20267. */
  20268. constructor(name: string, size: number | {
  20269. width: number;
  20270. height: number;
  20271. } | {
  20272. ratio: number;
  20273. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20274. /**
  20275. * Creates a depth stencil texture.
  20276. * This is only available in WebGL 2 or with the depth texture extension available.
  20277. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20278. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20279. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20280. */
  20281. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20282. private _processSizeParameter;
  20283. /**
  20284. * Define the number of samples to use in case of MSAA.
  20285. * It defaults to one meaning no MSAA has been enabled.
  20286. */
  20287. samples: number;
  20288. /**
  20289. * Resets the refresh counter of the texture and start bak from scratch.
  20290. * Could be useful to regenerate the texture if it is setup to render only once.
  20291. */
  20292. resetRefreshCounter(): void;
  20293. /**
  20294. * Define the refresh rate of the texture or the rendering frequency.
  20295. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20296. */
  20297. refreshRate: number;
  20298. /**
  20299. * Adds a post process to the render target rendering passes.
  20300. * @param postProcess define the post process to add
  20301. */
  20302. addPostProcess(postProcess: PostProcess): void;
  20303. /**
  20304. * Clear all the post processes attached to the render target
  20305. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20306. */
  20307. clearPostProcesses(dispose?: boolean): void;
  20308. /**
  20309. * Remove one of the post process from the list of attached post processes to the texture
  20310. * @param postProcess define the post process to remove from the list
  20311. */
  20312. removePostProcess(postProcess: PostProcess): void;
  20313. /** @hidden */
  20314. _shouldRender(): boolean;
  20315. /**
  20316. * Gets the actual render size of the texture.
  20317. * @returns the width of the render size
  20318. */
  20319. getRenderSize(): number;
  20320. /**
  20321. * Gets the actual render width of the texture.
  20322. * @returns the width of the render size
  20323. */
  20324. getRenderWidth(): number;
  20325. /**
  20326. * Gets the actual render height of the texture.
  20327. * @returns the height of the render size
  20328. */
  20329. getRenderHeight(): number;
  20330. /**
  20331. * Get if the texture can be rescaled or not.
  20332. */
  20333. readonly canRescale: boolean;
  20334. /**
  20335. * Resize the texture using a ratio.
  20336. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20337. */
  20338. scale(ratio: number): void;
  20339. /**
  20340. * Get the texture reflection matrix used to rotate/transform the reflection.
  20341. * @returns the reflection matrix
  20342. */
  20343. getReflectionTextureMatrix(): Matrix;
  20344. /**
  20345. * Resize the texture to a new desired size.
  20346. * Be carrefull as it will recreate all the data in the new texture.
  20347. * @param size Define the new size. It can be:
  20348. * - a number for squared texture,
  20349. * - an object containing { width: number, height: number }
  20350. * - or an object containing a ratio { ratio: number }
  20351. */
  20352. resize(size: number | {
  20353. width: number;
  20354. height: number;
  20355. } | {
  20356. ratio: number;
  20357. }): void;
  20358. /**
  20359. * Renders all the objects from the render list into the texture.
  20360. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20361. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20362. */
  20363. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20364. private _bestReflectionRenderTargetDimension;
  20365. /**
  20366. * @hidden
  20367. * @param faceIndex face index to bind to if this is a cubetexture
  20368. */
  20369. _bindFrameBuffer(faceIndex?: number): void;
  20370. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20371. private renderToTarget;
  20372. /**
  20373. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20374. * This allowed control for front to back rendering or reversly depending of the special needs.
  20375. *
  20376. * @param renderingGroupId The rendering group id corresponding to its index
  20377. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20378. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20379. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20380. */
  20381. 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;
  20382. /**
  20383. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20384. *
  20385. * @param renderingGroupId The rendering group id corresponding to its index
  20386. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20387. */
  20388. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20389. /**
  20390. * Clones the texture.
  20391. * @returns the cloned texture
  20392. */
  20393. clone(): RenderTargetTexture;
  20394. /**
  20395. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20396. * @returns The JSON representation of the texture
  20397. */
  20398. serialize(): any;
  20399. /**
  20400. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20401. */
  20402. disposeFramebufferObjects(): void;
  20403. /**
  20404. * Dispose the texture and release its associated resources.
  20405. */
  20406. dispose(): void;
  20407. /** @hidden */
  20408. _rebuild(): void;
  20409. /**
  20410. * Clear the info related to rendering groups preventing retention point in material dispose.
  20411. */
  20412. freeRenderingGroups(): void;
  20413. /**
  20414. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20415. * @returns the view count
  20416. */
  20417. getViewCount(): number;
  20418. }
  20419. }
  20420. declare module "babylonjs/Materials/material" {
  20421. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20422. import { SmartArray } from "babylonjs/Misc/smartArray";
  20423. import { Observable } from "babylonjs/Misc/observable";
  20424. import { Nullable } from "babylonjs/types";
  20425. import { Scene } from "babylonjs/scene";
  20426. import { Matrix } from "babylonjs/Maths/math.vector";
  20427. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20429. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20430. import { Effect } from "babylonjs/Materials/effect";
  20431. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20432. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20433. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20434. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20435. import { Mesh } from "babylonjs/Meshes/mesh";
  20436. import { Animation } from "babylonjs/Animations/animation";
  20437. /**
  20438. * Base class for the main features of a material in Babylon.js
  20439. */
  20440. export class Material implements IAnimatable {
  20441. /**
  20442. * Returns the triangle fill mode
  20443. */
  20444. static readonly TriangleFillMode: number;
  20445. /**
  20446. * Returns the wireframe mode
  20447. */
  20448. static readonly WireFrameFillMode: number;
  20449. /**
  20450. * Returns the point fill mode
  20451. */
  20452. static readonly PointFillMode: number;
  20453. /**
  20454. * Returns the point list draw mode
  20455. */
  20456. static readonly PointListDrawMode: number;
  20457. /**
  20458. * Returns the line list draw mode
  20459. */
  20460. static readonly LineListDrawMode: number;
  20461. /**
  20462. * Returns the line loop draw mode
  20463. */
  20464. static readonly LineLoopDrawMode: number;
  20465. /**
  20466. * Returns the line strip draw mode
  20467. */
  20468. static readonly LineStripDrawMode: number;
  20469. /**
  20470. * Returns the triangle strip draw mode
  20471. */
  20472. static readonly TriangleStripDrawMode: number;
  20473. /**
  20474. * Returns the triangle fan draw mode
  20475. */
  20476. static readonly TriangleFanDrawMode: number;
  20477. /**
  20478. * Stores the clock-wise side orientation
  20479. */
  20480. static readonly ClockWiseSideOrientation: number;
  20481. /**
  20482. * Stores the counter clock-wise side orientation
  20483. */
  20484. static readonly CounterClockWiseSideOrientation: number;
  20485. /**
  20486. * The dirty texture flag value
  20487. */
  20488. static readonly TextureDirtyFlag: number;
  20489. /**
  20490. * The dirty light flag value
  20491. */
  20492. static readonly LightDirtyFlag: number;
  20493. /**
  20494. * The dirty fresnel flag value
  20495. */
  20496. static readonly FresnelDirtyFlag: number;
  20497. /**
  20498. * The dirty attribute flag value
  20499. */
  20500. static readonly AttributesDirtyFlag: number;
  20501. /**
  20502. * The dirty misc flag value
  20503. */
  20504. static readonly MiscDirtyFlag: number;
  20505. /**
  20506. * The all dirty flag value
  20507. */
  20508. static readonly AllDirtyFlag: number;
  20509. /**
  20510. * The ID of the material
  20511. */
  20512. id: string;
  20513. /**
  20514. * Gets or sets the unique id of the material
  20515. */
  20516. uniqueId: number;
  20517. /**
  20518. * The name of the material
  20519. */
  20520. name: string;
  20521. /**
  20522. * Gets or sets user defined metadata
  20523. */
  20524. metadata: any;
  20525. /**
  20526. * For internal use only. Please do not use.
  20527. */
  20528. reservedDataStore: any;
  20529. /**
  20530. * Specifies if the ready state should be checked on each call
  20531. */
  20532. checkReadyOnEveryCall: boolean;
  20533. /**
  20534. * Specifies if the ready state should be checked once
  20535. */
  20536. checkReadyOnlyOnce: boolean;
  20537. /**
  20538. * The state of the material
  20539. */
  20540. state: string;
  20541. /**
  20542. * The alpha value of the material
  20543. */
  20544. protected _alpha: number;
  20545. /**
  20546. * List of inspectable custom properties (used by the Inspector)
  20547. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20548. */
  20549. inspectableCustomProperties: IInspectable[];
  20550. /**
  20551. * Sets the alpha value of the material
  20552. */
  20553. /**
  20554. * Gets the alpha value of the material
  20555. */
  20556. alpha: number;
  20557. /**
  20558. * Specifies if back face culling is enabled
  20559. */
  20560. protected _backFaceCulling: boolean;
  20561. /**
  20562. * Sets the back-face culling state
  20563. */
  20564. /**
  20565. * Gets the back-face culling state
  20566. */
  20567. backFaceCulling: boolean;
  20568. /**
  20569. * Stores the value for side orientation
  20570. */
  20571. sideOrientation: number;
  20572. /**
  20573. * Callback triggered when the material is compiled
  20574. */
  20575. onCompiled: Nullable<(effect: Effect) => void>;
  20576. /**
  20577. * Callback triggered when an error occurs
  20578. */
  20579. onError: Nullable<(effect: Effect, errors: string) => void>;
  20580. /**
  20581. * Callback triggered to get the render target textures
  20582. */
  20583. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20584. /**
  20585. * Gets a boolean indicating that current material needs to register RTT
  20586. */
  20587. readonly hasRenderTargetTextures: boolean;
  20588. /**
  20589. * Specifies if the material should be serialized
  20590. */
  20591. doNotSerialize: boolean;
  20592. /**
  20593. * @hidden
  20594. */
  20595. _storeEffectOnSubMeshes: boolean;
  20596. /**
  20597. * Stores the animations for the material
  20598. */
  20599. animations: Nullable<Array<Animation>>;
  20600. /**
  20601. * An event triggered when the material is disposed
  20602. */
  20603. onDisposeObservable: Observable<Material>;
  20604. /**
  20605. * An observer which watches for dispose events
  20606. */
  20607. private _onDisposeObserver;
  20608. private _onUnBindObservable;
  20609. /**
  20610. * Called during a dispose event
  20611. */
  20612. onDispose: () => void;
  20613. private _onBindObservable;
  20614. /**
  20615. * An event triggered when the material is bound
  20616. */
  20617. readonly onBindObservable: Observable<AbstractMesh>;
  20618. /**
  20619. * An observer which watches for bind events
  20620. */
  20621. private _onBindObserver;
  20622. /**
  20623. * Called during a bind event
  20624. */
  20625. onBind: (Mesh: AbstractMesh) => void;
  20626. /**
  20627. * An event triggered when the material is unbound
  20628. */
  20629. readonly onUnBindObservable: Observable<Material>;
  20630. /**
  20631. * Stores the value of the alpha mode
  20632. */
  20633. private _alphaMode;
  20634. /**
  20635. * Sets the value of the alpha mode.
  20636. *
  20637. * | Value | Type | Description |
  20638. * | --- | --- | --- |
  20639. * | 0 | ALPHA_DISABLE | |
  20640. * | 1 | ALPHA_ADD | |
  20641. * | 2 | ALPHA_COMBINE | |
  20642. * | 3 | ALPHA_SUBTRACT | |
  20643. * | 4 | ALPHA_MULTIPLY | |
  20644. * | 5 | ALPHA_MAXIMIZED | |
  20645. * | 6 | ALPHA_ONEONE | |
  20646. * | 7 | ALPHA_PREMULTIPLIED | |
  20647. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20648. * | 9 | ALPHA_INTERPOLATE | |
  20649. * | 10 | ALPHA_SCREENMODE | |
  20650. *
  20651. */
  20652. /**
  20653. * Gets the value of the alpha mode
  20654. */
  20655. alphaMode: number;
  20656. /**
  20657. * Stores the state of the need depth pre-pass value
  20658. */
  20659. private _needDepthPrePass;
  20660. /**
  20661. * Sets the need depth pre-pass value
  20662. */
  20663. /**
  20664. * Gets the depth pre-pass value
  20665. */
  20666. needDepthPrePass: boolean;
  20667. /**
  20668. * Specifies if depth writing should be disabled
  20669. */
  20670. disableDepthWrite: boolean;
  20671. /**
  20672. * Specifies if depth writing should be forced
  20673. */
  20674. forceDepthWrite: boolean;
  20675. /**
  20676. * Specifies if there should be a separate pass for culling
  20677. */
  20678. separateCullingPass: boolean;
  20679. /**
  20680. * Stores the state specifing if fog should be enabled
  20681. */
  20682. private _fogEnabled;
  20683. /**
  20684. * Sets the state for enabling fog
  20685. */
  20686. /**
  20687. * Gets the value of the fog enabled state
  20688. */
  20689. fogEnabled: boolean;
  20690. /**
  20691. * Stores the size of points
  20692. */
  20693. pointSize: number;
  20694. /**
  20695. * Stores the z offset value
  20696. */
  20697. zOffset: number;
  20698. /**
  20699. * Gets a value specifying if wireframe mode is enabled
  20700. */
  20701. /**
  20702. * Sets the state of wireframe mode
  20703. */
  20704. wireframe: boolean;
  20705. /**
  20706. * Gets the value specifying if point clouds are enabled
  20707. */
  20708. /**
  20709. * Sets the state of point cloud mode
  20710. */
  20711. pointsCloud: boolean;
  20712. /**
  20713. * Gets the material fill mode
  20714. */
  20715. /**
  20716. * Sets the material fill mode
  20717. */
  20718. fillMode: number;
  20719. /**
  20720. * @hidden
  20721. * Stores the effects for the material
  20722. */
  20723. _effect: Nullable<Effect>;
  20724. /**
  20725. * @hidden
  20726. * Specifies if the material was previously ready
  20727. */
  20728. _wasPreviouslyReady: boolean;
  20729. /**
  20730. * Specifies if uniform buffers should be used
  20731. */
  20732. private _useUBO;
  20733. /**
  20734. * Stores a reference to the scene
  20735. */
  20736. private _scene;
  20737. /**
  20738. * Stores the fill mode state
  20739. */
  20740. private _fillMode;
  20741. /**
  20742. * Specifies if the depth write state should be cached
  20743. */
  20744. private _cachedDepthWriteState;
  20745. /**
  20746. * Stores the uniform buffer
  20747. */
  20748. protected _uniformBuffer: UniformBuffer;
  20749. /** @hidden */
  20750. _indexInSceneMaterialArray: number;
  20751. /** @hidden */
  20752. meshMap: Nullable<{
  20753. [id: string]: AbstractMesh | undefined;
  20754. }>;
  20755. /**
  20756. * Creates a material instance
  20757. * @param name defines the name of the material
  20758. * @param scene defines the scene to reference
  20759. * @param doNotAdd specifies if the material should be added to the scene
  20760. */
  20761. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20762. /**
  20763. * Returns a string representation of the current material
  20764. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20765. * @returns a string with material information
  20766. */
  20767. toString(fullDetails?: boolean): string;
  20768. /**
  20769. * Gets the class name of the material
  20770. * @returns a string with the class name of the material
  20771. */
  20772. getClassName(): string;
  20773. /**
  20774. * Specifies if updates for the material been locked
  20775. */
  20776. readonly isFrozen: boolean;
  20777. /**
  20778. * Locks updates for the material
  20779. */
  20780. freeze(): void;
  20781. /**
  20782. * Unlocks updates for the material
  20783. */
  20784. unfreeze(): void;
  20785. /**
  20786. * Specifies if the material is ready to be used
  20787. * @param mesh defines the mesh to check
  20788. * @param useInstances specifies if instances should be used
  20789. * @returns a boolean indicating if the material is ready to be used
  20790. */
  20791. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20792. /**
  20793. * Specifies that the submesh is ready to be used
  20794. * @param mesh defines the mesh to check
  20795. * @param subMesh defines which submesh to check
  20796. * @param useInstances specifies that instances should be used
  20797. * @returns a boolean indicating that the submesh is ready or not
  20798. */
  20799. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20800. /**
  20801. * Returns the material effect
  20802. * @returns the effect associated with the material
  20803. */
  20804. getEffect(): Nullable<Effect>;
  20805. /**
  20806. * Returns the current scene
  20807. * @returns a Scene
  20808. */
  20809. getScene(): Scene;
  20810. /**
  20811. * Specifies if the material will require alpha blending
  20812. * @returns a boolean specifying if alpha blending is needed
  20813. */
  20814. needAlphaBlending(): boolean;
  20815. /**
  20816. * Specifies if the mesh will require alpha blending
  20817. * @param mesh defines the mesh to check
  20818. * @returns a boolean specifying if alpha blending is needed for the mesh
  20819. */
  20820. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20821. /**
  20822. * Specifies if this material should be rendered in alpha test mode
  20823. * @returns a boolean specifying if an alpha test is needed.
  20824. */
  20825. needAlphaTesting(): boolean;
  20826. /**
  20827. * Gets the texture used for the alpha test
  20828. * @returns the texture to use for alpha testing
  20829. */
  20830. getAlphaTestTexture(): Nullable<BaseTexture>;
  20831. /**
  20832. * Marks the material to indicate that it needs to be re-calculated
  20833. */
  20834. markDirty(): void;
  20835. /** @hidden */
  20836. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20837. /**
  20838. * Binds the material to the mesh
  20839. * @param world defines the world transformation matrix
  20840. * @param mesh defines the mesh to bind the material to
  20841. */
  20842. bind(world: Matrix, mesh?: Mesh): void;
  20843. /**
  20844. * Binds the submesh to the material
  20845. * @param world defines the world transformation matrix
  20846. * @param mesh defines the mesh containing the submesh
  20847. * @param subMesh defines the submesh to bind the material to
  20848. */
  20849. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20850. /**
  20851. * Binds the world matrix to the material
  20852. * @param world defines the world transformation matrix
  20853. */
  20854. bindOnlyWorldMatrix(world: Matrix): void;
  20855. /**
  20856. * Binds the scene's uniform buffer to the effect.
  20857. * @param effect defines the effect to bind to the scene uniform buffer
  20858. * @param sceneUbo defines the uniform buffer storing scene data
  20859. */
  20860. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20861. /**
  20862. * Binds the view matrix to the effect
  20863. * @param effect defines the effect to bind the view matrix to
  20864. */
  20865. bindView(effect: Effect): void;
  20866. /**
  20867. * Binds the view projection matrix to the effect
  20868. * @param effect defines the effect to bind the view projection matrix to
  20869. */
  20870. bindViewProjection(effect: Effect): void;
  20871. /**
  20872. * Specifies if material alpha testing should be turned on for the mesh
  20873. * @param mesh defines the mesh to check
  20874. */
  20875. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20876. /**
  20877. * Processes to execute after binding the material to a mesh
  20878. * @param mesh defines the rendered mesh
  20879. */
  20880. protected _afterBind(mesh?: Mesh): void;
  20881. /**
  20882. * Unbinds the material from the mesh
  20883. */
  20884. unbind(): void;
  20885. /**
  20886. * Gets the active textures from the material
  20887. * @returns an array of textures
  20888. */
  20889. getActiveTextures(): BaseTexture[];
  20890. /**
  20891. * Specifies if the material uses a texture
  20892. * @param texture defines the texture to check against the material
  20893. * @returns a boolean specifying if the material uses the texture
  20894. */
  20895. hasTexture(texture: BaseTexture): boolean;
  20896. /**
  20897. * Makes a duplicate of the material, and gives it a new name
  20898. * @param name defines the new name for the duplicated material
  20899. * @returns the cloned material
  20900. */
  20901. clone(name: string): Nullable<Material>;
  20902. /**
  20903. * Gets the meshes bound to the material
  20904. * @returns an array of meshes bound to the material
  20905. */
  20906. getBindedMeshes(): AbstractMesh[];
  20907. /**
  20908. * Force shader compilation
  20909. * @param mesh defines the mesh associated with this material
  20910. * @param onCompiled defines a function to execute once the material is compiled
  20911. * @param options defines the options to configure the compilation
  20912. */
  20913. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20914. clipPlane: boolean;
  20915. }>): void;
  20916. /**
  20917. * Force shader compilation
  20918. * @param mesh defines the mesh that will use this material
  20919. * @param options defines additional options for compiling the shaders
  20920. * @returns a promise that resolves when the compilation completes
  20921. */
  20922. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20923. clipPlane: boolean;
  20924. }>): Promise<void>;
  20925. private static readonly _AllDirtyCallBack;
  20926. private static readonly _ImageProcessingDirtyCallBack;
  20927. private static readonly _TextureDirtyCallBack;
  20928. private static readonly _FresnelDirtyCallBack;
  20929. private static readonly _MiscDirtyCallBack;
  20930. private static readonly _LightsDirtyCallBack;
  20931. private static readonly _AttributeDirtyCallBack;
  20932. private static _FresnelAndMiscDirtyCallBack;
  20933. private static _TextureAndMiscDirtyCallBack;
  20934. private static readonly _DirtyCallbackArray;
  20935. private static readonly _RunDirtyCallBacks;
  20936. /**
  20937. * Marks a define in the material to indicate that it needs to be re-computed
  20938. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20939. */
  20940. markAsDirty(flag: number): void;
  20941. /**
  20942. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20943. * @param func defines a function which checks material defines against the submeshes
  20944. */
  20945. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20946. /**
  20947. * Indicates that we need to re-calculated for all submeshes
  20948. */
  20949. protected _markAllSubMeshesAsAllDirty(): void;
  20950. /**
  20951. * Indicates that image processing needs to be re-calculated for all submeshes
  20952. */
  20953. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20954. /**
  20955. * Indicates that textures need to be re-calculated for all submeshes
  20956. */
  20957. protected _markAllSubMeshesAsTexturesDirty(): void;
  20958. /**
  20959. * Indicates that fresnel needs to be re-calculated for all submeshes
  20960. */
  20961. protected _markAllSubMeshesAsFresnelDirty(): void;
  20962. /**
  20963. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20964. */
  20965. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20966. /**
  20967. * Indicates that lights need to be re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsLightsDirty(): void;
  20970. /**
  20971. * Indicates that attributes need to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsAttributesDirty(): void;
  20974. /**
  20975. * Indicates that misc needs to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsMiscDirty(): void;
  20978. /**
  20979. * Indicates that textures and misc need to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  20982. /**
  20983. * Disposes the material
  20984. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20985. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20986. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20987. */
  20988. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20989. /** @hidden */
  20990. private releaseVertexArrayObject;
  20991. /**
  20992. * Serializes this material
  20993. * @returns the serialized material object
  20994. */
  20995. serialize(): any;
  20996. /**
  20997. * Creates a material from parsed material data
  20998. * @param parsedMaterial defines parsed material data
  20999. * @param scene defines the hosting scene
  21000. * @param rootUrl defines the root URL to use to load textures
  21001. * @returns a new material
  21002. */
  21003. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21004. }
  21005. }
  21006. declare module "babylonjs/Materials/multiMaterial" {
  21007. import { Nullable } from "babylonjs/types";
  21008. import { Scene } from "babylonjs/scene";
  21009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21010. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21011. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21012. import { Material } from "babylonjs/Materials/material";
  21013. /**
  21014. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21015. * separate meshes. This can be use to improve performances.
  21016. * @see http://doc.babylonjs.com/how_to/multi_materials
  21017. */
  21018. export class MultiMaterial extends Material {
  21019. private _subMaterials;
  21020. /**
  21021. * Gets or Sets the list of Materials used within the multi material.
  21022. * They need to be ordered according to the submeshes order in the associated mesh
  21023. */
  21024. subMaterials: Nullable<Material>[];
  21025. /**
  21026. * Function used to align with Node.getChildren()
  21027. * @returns the list of Materials used within the multi material
  21028. */
  21029. getChildren(): Nullable<Material>[];
  21030. /**
  21031. * Instantiates a new Multi Material
  21032. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21033. * separate meshes. This can be use to improve performances.
  21034. * @see http://doc.babylonjs.com/how_to/multi_materials
  21035. * @param name Define the name in the scene
  21036. * @param scene Define the scene the material belongs to
  21037. */
  21038. constructor(name: string, scene: Scene);
  21039. private _hookArray;
  21040. /**
  21041. * Get one of the submaterial by its index in the submaterials array
  21042. * @param index The index to look the sub material at
  21043. * @returns The Material if the index has been defined
  21044. */
  21045. getSubMaterial(index: number): Nullable<Material>;
  21046. /**
  21047. * Get the list of active textures for the whole sub materials list.
  21048. * @returns All the textures that will be used during the rendering
  21049. */
  21050. getActiveTextures(): BaseTexture[];
  21051. /**
  21052. * Gets the current class name of the material e.g. "MultiMaterial"
  21053. * Mainly use in serialization.
  21054. * @returns the class name
  21055. */
  21056. getClassName(): string;
  21057. /**
  21058. * Checks if the material is ready to render the requested sub mesh
  21059. * @param mesh Define the mesh the submesh belongs to
  21060. * @param subMesh Define the sub mesh to look readyness for
  21061. * @param useInstances Define whether or not the material is used with instances
  21062. * @returns true if ready, otherwise false
  21063. */
  21064. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21065. /**
  21066. * Clones the current material and its related sub materials
  21067. * @param name Define the name of the newly cloned material
  21068. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21069. * @returns the cloned material
  21070. */
  21071. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21072. /**
  21073. * Serializes the materials into a JSON representation.
  21074. * @returns the JSON representation
  21075. */
  21076. serialize(): any;
  21077. /**
  21078. * Dispose the material and release its associated resources
  21079. * @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)
  21080. * @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)
  21081. * @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)
  21082. */
  21083. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21084. /**
  21085. * Creates a MultiMaterial from parsed MultiMaterial data.
  21086. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21087. * @param scene defines the hosting scene
  21088. * @returns a new MultiMaterial
  21089. */
  21090. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21091. }
  21092. }
  21093. declare module "babylonjs/Meshes/subMesh" {
  21094. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21095. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21096. import { Engine } from "babylonjs/Engines/engine";
  21097. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21098. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21099. import { Effect } from "babylonjs/Materials/effect";
  21100. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21101. import { Plane } from "babylonjs/Maths/math.plane";
  21102. import { Collider } from "babylonjs/Collisions/collider";
  21103. import { Material } from "babylonjs/Materials/material";
  21104. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21106. import { Mesh } from "babylonjs/Meshes/mesh";
  21107. import { Ray } from "babylonjs/Culling/ray";
  21108. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21109. /**
  21110. * Base class for submeshes
  21111. */
  21112. export class BaseSubMesh {
  21113. /** @hidden */
  21114. _materialDefines: Nullable<MaterialDefines>;
  21115. /** @hidden */
  21116. _materialEffect: Nullable<Effect>;
  21117. /**
  21118. * Gets associated effect
  21119. */
  21120. readonly effect: Nullable<Effect>;
  21121. /**
  21122. * Sets associated effect (effect used to render this submesh)
  21123. * @param effect defines the effect to associate with
  21124. * @param defines defines the set of defines used to compile this effect
  21125. */
  21126. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21127. }
  21128. /**
  21129. * Defines a subdivision inside a mesh
  21130. */
  21131. export class SubMesh extends BaseSubMesh implements ICullable {
  21132. /** the material index to use */
  21133. materialIndex: number;
  21134. /** vertex index start */
  21135. verticesStart: number;
  21136. /** vertices count */
  21137. verticesCount: number;
  21138. /** index start */
  21139. indexStart: number;
  21140. /** indices count */
  21141. indexCount: number;
  21142. /** @hidden */
  21143. _linesIndexCount: number;
  21144. private _mesh;
  21145. private _renderingMesh;
  21146. private _boundingInfo;
  21147. private _linesIndexBuffer;
  21148. /** @hidden */
  21149. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21150. /** @hidden */
  21151. _trianglePlanes: Plane[];
  21152. /** @hidden */
  21153. _lastColliderTransformMatrix: Nullable<Matrix>;
  21154. /** @hidden */
  21155. _renderId: number;
  21156. /** @hidden */
  21157. _alphaIndex: number;
  21158. /** @hidden */
  21159. _distanceToCamera: number;
  21160. /** @hidden */
  21161. _id: number;
  21162. private _currentMaterial;
  21163. /**
  21164. * Add a new submesh to a mesh
  21165. * @param materialIndex defines the material index to use
  21166. * @param verticesStart defines vertex index start
  21167. * @param verticesCount defines vertices count
  21168. * @param indexStart defines index start
  21169. * @param indexCount defines indices count
  21170. * @param mesh defines the parent mesh
  21171. * @param renderingMesh defines an optional rendering mesh
  21172. * @param createBoundingBox defines if bounding box should be created for this submesh
  21173. * @returns the new submesh
  21174. */
  21175. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21176. /**
  21177. * Creates a new submesh
  21178. * @param materialIndex defines the material index to use
  21179. * @param verticesStart defines vertex index start
  21180. * @param verticesCount defines vertices count
  21181. * @param indexStart defines index start
  21182. * @param indexCount defines indices count
  21183. * @param mesh defines the parent mesh
  21184. * @param renderingMesh defines an optional rendering mesh
  21185. * @param createBoundingBox defines if bounding box should be created for this submesh
  21186. */
  21187. constructor(
  21188. /** the material index to use */
  21189. materialIndex: number,
  21190. /** vertex index start */
  21191. verticesStart: number,
  21192. /** vertices count */
  21193. verticesCount: number,
  21194. /** index start */
  21195. indexStart: number,
  21196. /** indices count */
  21197. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21198. /**
  21199. * Returns true if this submesh covers the entire parent mesh
  21200. * @ignorenaming
  21201. */
  21202. readonly IsGlobal: boolean;
  21203. /**
  21204. * Returns the submesh BoudingInfo object
  21205. * @returns current bounding info (or mesh's one if the submesh is global)
  21206. */
  21207. getBoundingInfo(): BoundingInfo;
  21208. /**
  21209. * Sets the submesh BoundingInfo
  21210. * @param boundingInfo defines the new bounding info to use
  21211. * @returns the SubMesh
  21212. */
  21213. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21214. /**
  21215. * Returns the mesh of the current submesh
  21216. * @return the parent mesh
  21217. */
  21218. getMesh(): AbstractMesh;
  21219. /**
  21220. * Returns the rendering mesh of the submesh
  21221. * @returns the rendering mesh (could be different from parent mesh)
  21222. */
  21223. getRenderingMesh(): Mesh;
  21224. /**
  21225. * Returns the submesh material
  21226. * @returns null or the current material
  21227. */
  21228. getMaterial(): Nullable<Material>;
  21229. /**
  21230. * Sets a new updated BoundingInfo object to the submesh
  21231. * @param data defines an optional position array to use to determine the bounding info
  21232. * @returns the SubMesh
  21233. */
  21234. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21235. /** @hidden */
  21236. _checkCollision(collider: Collider): boolean;
  21237. /**
  21238. * Updates the submesh BoundingInfo
  21239. * @param world defines the world matrix to use to update the bounding info
  21240. * @returns the submesh
  21241. */
  21242. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21243. /**
  21244. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21245. * @param frustumPlanes defines the frustum planes
  21246. * @returns true if the submesh is intersecting with the frustum
  21247. */
  21248. isInFrustum(frustumPlanes: Plane[]): boolean;
  21249. /**
  21250. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21251. * @param frustumPlanes defines the frustum planes
  21252. * @returns true if the submesh is inside the frustum
  21253. */
  21254. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21255. /**
  21256. * Renders the submesh
  21257. * @param enableAlphaMode defines if alpha needs to be used
  21258. * @returns the submesh
  21259. */
  21260. render(enableAlphaMode: boolean): SubMesh;
  21261. /**
  21262. * @hidden
  21263. */
  21264. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21265. /**
  21266. * Checks if the submesh intersects with a ray
  21267. * @param ray defines the ray to test
  21268. * @returns true is the passed ray intersects the submesh bounding box
  21269. */
  21270. canIntersects(ray: Ray): boolean;
  21271. /**
  21272. * Intersects current submesh with a ray
  21273. * @param ray defines the ray to test
  21274. * @param positions defines mesh's positions array
  21275. * @param indices defines mesh's indices array
  21276. * @param fastCheck defines if only bounding info should be used
  21277. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21278. * @returns intersection info or null if no intersection
  21279. */
  21280. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21281. /** @hidden */
  21282. private _intersectLines;
  21283. /** @hidden */
  21284. private _intersectUnIndexedLines;
  21285. /** @hidden */
  21286. private _intersectTriangles;
  21287. /** @hidden */
  21288. private _intersectUnIndexedTriangles;
  21289. /** @hidden */
  21290. _rebuild(): void;
  21291. /**
  21292. * Creates a new submesh from the passed mesh
  21293. * @param newMesh defines the new hosting mesh
  21294. * @param newRenderingMesh defines an optional rendering mesh
  21295. * @returns the new submesh
  21296. */
  21297. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21298. /**
  21299. * Release associated resources
  21300. */
  21301. dispose(): void;
  21302. /**
  21303. * Gets the class name
  21304. * @returns the string "SubMesh".
  21305. */
  21306. getClassName(): string;
  21307. /**
  21308. * Creates a new submesh from indices data
  21309. * @param materialIndex the index of the main mesh material
  21310. * @param startIndex the index where to start the copy in the mesh indices array
  21311. * @param indexCount the number of indices to copy then from the startIndex
  21312. * @param mesh the main mesh to create the submesh from
  21313. * @param renderingMesh the optional rendering mesh
  21314. * @returns a new submesh
  21315. */
  21316. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21317. }
  21318. }
  21319. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21320. /**
  21321. * Class used to represent data loading progression
  21322. */
  21323. export class SceneLoaderFlags {
  21324. private static _ForceFullSceneLoadingForIncremental;
  21325. private static _ShowLoadingScreen;
  21326. private static _CleanBoneMatrixWeights;
  21327. private static _loggingLevel;
  21328. /**
  21329. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21330. */
  21331. static ForceFullSceneLoadingForIncremental: boolean;
  21332. /**
  21333. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21334. */
  21335. static ShowLoadingScreen: boolean;
  21336. /**
  21337. * Defines the current logging level (while loading the scene)
  21338. * @ignorenaming
  21339. */
  21340. static loggingLevel: number;
  21341. /**
  21342. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21343. */
  21344. static CleanBoneMatrixWeights: boolean;
  21345. }
  21346. }
  21347. declare module "babylonjs/Meshes/geometry" {
  21348. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21349. import { Scene } from "babylonjs/scene";
  21350. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21351. import { Engine } from "babylonjs/Engines/engine";
  21352. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21353. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21354. import { Effect } from "babylonjs/Materials/effect";
  21355. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21356. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21357. import { Mesh } from "babylonjs/Meshes/mesh";
  21358. /**
  21359. * Class used to store geometry data (vertex buffers + index buffer)
  21360. */
  21361. export class Geometry implements IGetSetVerticesData {
  21362. /**
  21363. * Gets or sets the ID of the geometry
  21364. */
  21365. id: string;
  21366. /**
  21367. * Gets or sets the unique ID of the geometry
  21368. */
  21369. uniqueId: number;
  21370. /**
  21371. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21372. */
  21373. delayLoadState: number;
  21374. /**
  21375. * Gets the file containing the data to load when running in delay load state
  21376. */
  21377. delayLoadingFile: Nullable<string>;
  21378. /**
  21379. * Callback called when the geometry is updated
  21380. */
  21381. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21382. private _scene;
  21383. private _engine;
  21384. private _meshes;
  21385. private _totalVertices;
  21386. /** @hidden */
  21387. _indices: IndicesArray;
  21388. /** @hidden */
  21389. _vertexBuffers: {
  21390. [key: string]: VertexBuffer;
  21391. };
  21392. private _isDisposed;
  21393. private _extend;
  21394. private _boundingBias;
  21395. /** @hidden */
  21396. _delayInfo: Array<string>;
  21397. private _indexBuffer;
  21398. private _indexBufferIsUpdatable;
  21399. /** @hidden */
  21400. _boundingInfo: Nullable<BoundingInfo>;
  21401. /** @hidden */
  21402. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21403. /** @hidden */
  21404. _softwareSkinningFrameId: number;
  21405. private _vertexArrayObjects;
  21406. private _updatable;
  21407. /** @hidden */
  21408. _positions: Nullable<Vector3[]>;
  21409. /**
  21410. * 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
  21411. */
  21412. /**
  21413. * 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
  21414. */
  21415. boundingBias: Vector2;
  21416. /**
  21417. * Static function used to attach a new empty geometry to a mesh
  21418. * @param mesh defines the mesh to attach the geometry to
  21419. * @returns the new Geometry
  21420. */
  21421. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21422. /**
  21423. * Creates a new geometry
  21424. * @param id defines the unique ID
  21425. * @param scene defines the hosting scene
  21426. * @param vertexData defines the VertexData used to get geometry data
  21427. * @param updatable defines if geometry must be updatable (false by default)
  21428. * @param mesh defines the mesh that will be associated with the geometry
  21429. */
  21430. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21431. /**
  21432. * Gets the current extend of the geometry
  21433. */
  21434. readonly extend: {
  21435. minimum: Vector3;
  21436. maximum: Vector3;
  21437. };
  21438. /**
  21439. * Gets the hosting scene
  21440. * @returns the hosting Scene
  21441. */
  21442. getScene(): Scene;
  21443. /**
  21444. * Gets the hosting engine
  21445. * @returns the hosting Engine
  21446. */
  21447. getEngine(): Engine;
  21448. /**
  21449. * Defines if the geometry is ready to use
  21450. * @returns true if the geometry is ready to be used
  21451. */
  21452. isReady(): boolean;
  21453. /**
  21454. * Gets a value indicating that the geometry should not be serialized
  21455. */
  21456. readonly doNotSerialize: boolean;
  21457. /** @hidden */
  21458. _rebuild(): void;
  21459. /**
  21460. * Affects all geometry data in one call
  21461. * @param vertexData defines the geometry data
  21462. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21463. */
  21464. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21465. /**
  21466. * Set specific vertex data
  21467. * @param kind defines the data kind (Position, normal, etc...)
  21468. * @param data defines the vertex data to use
  21469. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21470. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21471. */
  21472. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21473. /**
  21474. * Removes a specific vertex data
  21475. * @param kind defines the data kind (Position, normal, etc...)
  21476. */
  21477. removeVerticesData(kind: string): void;
  21478. /**
  21479. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21480. * @param buffer defines the vertex buffer to use
  21481. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21482. */
  21483. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21484. /**
  21485. * Update a specific vertex buffer
  21486. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21487. * It will do nothing if the buffer is not updatable
  21488. * @param kind defines the data kind (Position, normal, etc...)
  21489. * @param data defines the data to use
  21490. * @param offset defines the offset in the target buffer where to store the data
  21491. * @param useBytes set to true if the offset is in bytes
  21492. */
  21493. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21494. /**
  21495. * Update a specific vertex buffer
  21496. * This function will create a new buffer if the current one is not updatable
  21497. * @param kind defines the data kind (Position, normal, etc...)
  21498. * @param data defines the data to use
  21499. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21500. */
  21501. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21502. private _updateBoundingInfo;
  21503. /** @hidden */
  21504. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21505. /**
  21506. * Gets total number of vertices
  21507. * @returns the total number of vertices
  21508. */
  21509. getTotalVertices(): number;
  21510. /**
  21511. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21512. * @param kind defines the data kind (Position, normal, etc...)
  21513. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21514. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21515. * @returns a float array containing vertex data
  21516. */
  21517. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21518. /**
  21519. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21520. * @param kind defines the data kind (Position, normal, etc...)
  21521. * @returns true if the vertex buffer with the specified kind is updatable
  21522. */
  21523. isVertexBufferUpdatable(kind: string): boolean;
  21524. /**
  21525. * Gets a specific vertex buffer
  21526. * @param kind defines the data kind (Position, normal, etc...)
  21527. * @returns a VertexBuffer
  21528. */
  21529. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21530. /**
  21531. * Returns all vertex buffers
  21532. * @return an object holding all vertex buffers indexed by kind
  21533. */
  21534. getVertexBuffers(): Nullable<{
  21535. [key: string]: VertexBuffer;
  21536. }>;
  21537. /**
  21538. * Gets a boolean indicating if specific vertex buffer is present
  21539. * @param kind defines the data kind (Position, normal, etc...)
  21540. * @returns true if data is present
  21541. */
  21542. isVerticesDataPresent(kind: string): boolean;
  21543. /**
  21544. * Gets a list of all attached data kinds (Position, normal, etc...)
  21545. * @returns a list of string containing all kinds
  21546. */
  21547. getVerticesDataKinds(): string[];
  21548. /**
  21549. * Update index buffer
  21550. * @param indices defines the indices to store in the index buffer
  21551. * @param offset defines the offset in the target buffer where to store the data
  21552. * @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)
  21553. */
  21554. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21555. /**
  21556. * Creates a new index buffer
  21557. * @param indices defines the indices to store in the index buffer
  21558. * @param totalVertices defines the total number of vertices (could be null)
  21559. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21560. */
  21561. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21562. /**
  21563. * Return the total number of indices
  21564. * @returns the total number of indices
  21565. */
  21566. getTotalIndices(): number;
  21567. /**
  21568. * Gets the index buffer array
  21569. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21570. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21571. * @returns the index buffer array
  21572. */
  21573. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21574. /**
  21575. * Gets the index buffer
  21576. * @return the index buffer
  21577. */
  21578. getIndexBuffer(): Nullable<DataBuffer>;
  21579. /** @hidden */
  21580. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21581. /**
  21582. * Release the associated resources for a specific mesh
  21583. * @param mesh defines the source mesh
  21584. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21585. */
  21586. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21587. /**
  21588. * Apply current geometry to a given mesh
  21589. * @param mesh defines the mesh to apply geometry to
  21590. */
  21591. applyToMesh(mesh: Mesh): void;
  21592. private _updateExtend;
  21593. private _applyToMesh;
  21594. private notifyUpdate;
  21595. /**
  21596. * Load the geometry if it was flagged as delay loaded
  21597. * @param scene defines the hosting scene
  21598. * @param onLoaded defines a callback called when the geometry is loaded
  21599. */
  21600. load(scene: Scene, onLoaded?: () => void): void;
  21601. private _queueLoad;
  21602. /**
  21603. * Invert the geometry to move from a right handed system to a left handed one.
  21604. */
  21605. toLeftHanded(): void;
  21606. /** @hidden */
  21607. _resetPointsArrayCache(): void;
  21608. /** @hidden */
  21609. _generatePointsArray(): boolean;
  21610. /**
  21611. * Gets a value indicating if the geometry is disposed
  21612. * @returns true if the geometry was disposed
  21613. */
  21614. isDisposed(): boolean;
  21615. private _disposeVertexArrayObjects;
  21616. /**
  21617. * Free all associated resources
  21618. */
  21619. dispose(): void;
  21620. /**
  21621. * Clone the current geometry into a new geometry
  21622. * @param id defines the unique ID of the new geometry
  21623. * @returns a new geometry object
  21624. */
  21625. copy(id: string): Geometry;
  21626. /**
  21627. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21628. * @return a JSON representation of the current geometry data (without the vertices data)
  21629. */
  21630. serialize(): any;
  21631. private toNumberArray;
  21632. /**
  21633. * Serialize all vertices data into a JSON oject
  21634. * @returns a JSON representation of the current geometry data
  21635. */
  21636. serializeVerticeData(): any;
  21637. /**
  21638. * Extracts a clone of a mesh geometry
  21639. * @param mesh defines the source mesh
  21640. * @param id defines the unique ID of the new geometry object
  21641. * @returns the new geometry object
  21642. */
  21643. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21644. /**
  21645. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21646. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21647. * Be aware Math.random() could cause collisions, but:
  21648. * "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"
  21649. * @returns a string containing a new GUID
  21650. */
  21651. static RandomId(): string;
  21652. /** @hidden */
  21653. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21654. private static _CleanMatricesWeights;
  21655. /**
  21656. * Create a new geometry from persisted data (Using .babylon file format)
  21657. * @param parsedVertexData defines the persisted data
  21658. * @param scene defines the hosting scene
  21659. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21660. * @returns the new geometry object
  21661. */
  21662. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21663. }
  21664. }
  21665. declare module "babylonjs/Meshes/mesh.vertexData" {
  21666. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21667. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21668. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21669. import { Geometry } from "babylonjs/Meshes/geometry";
  21670. import { Mesh } from "babylonjs/Meshes/mesh";
  21671. /**
  21672. * Define an interface for all classes that will get and set the data on vertices
  21673. */
  21674. export interface IGetSetVerticesData {
  21675. /**
  21676. * Gets a boolean indicating if specific vertex data is present
  21677. * @param kind defines the vertex data kind to use
  21678. * @returns true is data kind is present
  21679. */
  21680. isVerticesDataPresent(kind: string): boolean;
  21681. /**
  21682. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21683. * @param kind defines the data kind (Position, normal, etc...)
  21684. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21685. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21686. * @returns a float array containing vertex data
  21687. */
  21688. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21689. /**
  21690. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21691. * @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.
  21692. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21693. * @returns the indices array or an empty array if the mesh has no geometry
  21694. */
  21695. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21696. /**
  21697. * Set specific vertex data
  21698. * @param kind defines the data kind (Position, normal, etc...)
  21699. * @param data defines the vertex data to use
  21700. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21701. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21702. */
  21703. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21704. /**
  21705. * Update a specific associated vertex buffer
  21706. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21707. * - VertexBuffer.PositionKind
  21708. * - VertexBuffer.UVKind
  21709. * - VertexBuffer.UV2Kind
  21710. * - VertexBuffer.UV3Kind
  21711. * - VertexBuffer.UV4Kind
  21712. * - VertexBuffer.UV5Kind
  21713. * - VertexBuffer.UV6Kind
  21714. * - VertexBuffer.ColorKind
  21715. * - VertexBuffer.MatricesIndicesKind
  21716. * - VertexBuffer.MatricesIndicesExtraKind
  21717. * - VertexBuffer.MatricesWeightsKind
  21718. * - VertexBuffer.MatricesWeightsExtraKind
  21719. * @param data defines the data source
  21720. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21721. * @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)
  21722. */
  21723. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21724. /**
  21725. * Creates a new index buffer
  21726. * @param indices defines the indices to store in the index buffer
  21727. * @param totalVertices defines the total number of vertices (could be null)
  21728. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21729. */
  21730. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21731. }
  21732. /**
  21733. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21734. */
  21735. export class VertexData {
  21736. /**
  21737. * Mesh side orientation : usually the external or front surface
  21738. */
  21739. static readonly FRONTSIDE: number;
  21740. /**
  21741. * Mesh side orientation : usually the internal or back surface
  21742. */
  21743. static readonly BACKSIDE: number;
  21744. /**
  21745. * Mesh side orientation : both internal and external or front and back surfaces
  21746. */
  21747. static readonly DOUBLESIDE: number;
  21748. /**
  21749. * Mesh side orientation : by default, `FRONTSIDE`
  21750. */
  21751. static readonly DEFAULTSIDE: number;
  21752. /**
  21753. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21754. */
  21755. positions: Nullable<FloatArray>;
  21756. /**
  21757. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21758. */
  21759. normals: Nullable<FloatArray>;
  21760. /**
  21761. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21762. */
  21763. tangents: Nullable<FloatArray>;
  21764. /**
  21765. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21766. */
  21767. uvs: Nullable<FloatArray>;
  21768. /**
  21769. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21770. */
  21771. uvs2: Nullable<FloatArray>;
  21772. /**
  21773. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21774. */
  21775. uvs3: Nullable<FloatArray>;
  21776. /**
  21777. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21778. */
  21779. uvs4: Nullable<FloatArray>;
  21780. /**
  21781. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21782. */
  21783. uvs5: Nullable<FloatArray>;
  21784. /**
  21785. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs6: Nullable<FloatArray>;
  21788. /**
  21789. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21790. */
  21791. colors: Nullable<FloatArray>;
  21792. /**
  21793. * 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).
  21794. */
  21795. matricesIndices: Nullable<FloatArray>;
  21796. /**
  21797. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21798. */
  21799. matricesWeights: Nullable<FloatArray>;
  21800. /**
  21801. * An array extending the number of possible indices
  21802. */
  21803. matricesIndicesExtra: Nullable<FloatArray>;
  21804. /**
  21805. * An array extending the number of possible weights when the number of indices is extended
  21806. */
  21807. matricesWeightsExtra: Nullable<FloatArray>;
  21808. /**
  21809. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21810. */
  21811. indices: Nullable<IndicesArray>;
  21812. /**
  21813. * Uses the passed data array to set the set the values for the specified kind of data
  21814. * @param data a linear array of floating numbers
  21815. * @param kind the type of data that is being set, eg positions, colors etc
  21816. */
  21817. set(data: FloatArray, kind: string): void;
  21818. /**
  21819. * Associates the vertexData to the passed Mesh.
  21820. * Sets it as updatable or not (default `false`)
  21821. * @param mesh the mesh the vertexData is applied to
  21822. * @param updatable when used and having the value true allows new data to update the vertexData
  21823. * @returns the VertexData
  21824. */
  21825. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21826. /**
  21827. * Associates the vertexData to the passed Geometry.
  21828. * Sets it as updatable or not (default `false`)
  21829. * @param geometry the geometry the vertexData is applied to
  21830. * @param updatable when used and having the value true allows new data to update the vertexData
  21831. * @returns VertexData
  21832. */
  21833. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21834. /**
  21835. * Updates the associated mesh
  21836. * @param mesh the mesh to be updated
  21837. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21838. * @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
  21839. * @returns VertexData
  21840. */
  21841. updateMesh(mesh: Mesh): VertexData;
  21842. /**
  21843. * Updates the associated geometry
  21844. * @param geometry the geometry to be updated
  21845. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21846. * @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
  21847. * @returns VertexData.
  21848. */
  21849. updateGeometry(geometry: Geometry): VertexData;
  21850. private _applyTo;
  21851. private _update;
  21852. /**
  21853. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21854. * @param matrix the transforming matrix
  21855. * @returns the VertexData
  21856. */
  21857. transform(matrix: Matrix): VertexData;
  21858. /**
  21859. * Merges the passed VertexData into the current one
  21860. * @param other the VertexData to be merged into the current one
  21861. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21862. * @returns the modified VertexData
  21863. */
  21864. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21865. private _mergeElement;
  21866. private _validate;
  21867. /**
  21868. * Serializes the VertexData
  21869. * @returns a serialized object
  21870. */
  21871. serialize(): any;
  21872. /**
  21873. * Extracts the vertexData from a mesh
  21874. * @param mesh the mesh from which to extract the VertexData
  21875. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21876. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21877. * @returns the object VertexData associated to the passed mesh
  21878. */
  21879. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21880. /**
  21881. * Extracts the vertexData from the geometry
  21882. * @param geometry the geometry from which to extract the VertexData
  21883. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21884. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21885. * @returns the object VertexData associated to the passed mesh
  21886. */
  21887. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21888. private static _ExtractFrom;
  21889. /**
  21890. * Creates the VertexData for a Ribbon
  21891. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21892. * * pathArray array of paths, each of which an array of successive Vector3
  21893. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21894. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21895. * * 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
  21896. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21897. * * 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)
  21898. * * 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)
  21899. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21900. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21901. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21902. * @returns the VertexData of the ribbon
  21903. */
  21904. static CreateRibbon(options: {
  21905. pathArray: Vector3[][];
  21906. closeArray?: boolean;
  21907. closePath?: boolean;
  21908. offset?: number;
  21909. sideOrientation?: number;
  21910. frontUVs?: Vector4;
  21911. backUVs?: Vector4;
  21912. invertUV?: boolean;
  21913. uvs?: Vector2[];
  21914. colors?: Color4[];
  21915. }): VertexData;
  21916. /**
  21917. * Creates the VertexData for a box
  21918. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21919. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21920. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21921. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21922. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21923. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21924. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21925. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21926. * * 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)
  21927. * * 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)
  21928. * @returns the VertexData of the box
  21929. */
  21930. static CreateBox(options: {
  21931. size?: number;
  21932. width?: number;
  21933. height?: number;
  21934. depth?: number;
  21935. faceUV?: Vector4[];
  21936. faceColors?: Color4[];
  21937. sideOrientation?: number;
  21938. frontUVs?: Vector4;
  21939. backUVs?: Vector4;
  21940. }): VertexData;
  21941. /**
  21942. * Creates the VertexData for a tiled box
  21943. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21944. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21945. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21946. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21947. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21948. * @returns the VertexData of the box
  21949. */
  21950. static CreateTiledBox(options: {
  21951. pattern?: number;
  21952. width?: number;
  21953. height?: number;
  21954. depth?: number;
  21955. tileSize?: number;
  21956. tileWidth?: number;
  21957. tileHeight?: number;
  21958. alignHorizontal?: number;
  21959. alignVertical?: number;
  21960. faceUV?: Vector4[];
  21961. faceColors?: Color4[];
  21962. sideOrientation?: number;
  21963. }): VertexData;
  21964. /**
  21965. * Creates the VertexData for a tiled plane
  21966. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21967. * * pattern a limited pattern arrangement depending on the number
  21968. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21969. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21970. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21971. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21972. * * 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)
  21973. * * 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)
  21974. * @returns the VertexData of the tiled plane
  21975. */
  21976. static CreateTiledPlane(options: {
  21977. pattern?: number;
  21978. tileSize?: number;
  21979. tileWidth?: number;
  21980. tileHeight?: number;
  21981. size?: number;
  21982. width?: number;
  21983. height?: number;
  21984. alignHorizontal?: number;
  21985. alignVertical?: number;
  21986. sideOrientation?: number;
  21987. frontUVs?: Vector4;
  21988. backUVs?: Vector4;
  21989. }): VertexData;
  21990. /**
  21991. * Creates the VertexData for an ellipsoid, defaults to a sphere
  21992. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21993. * * segments sets the number of horizontal strips optional, default 32
  21994. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  21995. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  21996. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  21997. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  21998. * * 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
  21999. * * 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
  22000. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22001. * * 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)
  22002. * * 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)
  22003. * @returns the VertexData of the ellipsoid
  22004. */
  22005. static CreateSphere(options: {
  22006. segments?: number;
  22007. diameter?: number;
  22008. diameterX?: number;
  22009. diameterY?: number;
  22010. diameterZ?: number;
  22011. arc?: number;
  22012. slice?: number;
  22013. sideOrientation?: number;
  22014. frontUVs?: Vector4;
  22015. backUVs?: Vector4;
  22016. }): VertexData;
  22017. /**
  22018. * Creates the VertexData for a cylinder, cone or prism
  22019. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22020. * * height sets the height (y direction) of the cylinder, optional, default 2
  22021. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22022. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22023. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22024. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22025. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22026. * * 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
  22027. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22028. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22029. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22030. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22031. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22032. * * 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)
  22033. * * 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)
  22034. * @returns the VertexData of the cylinder, cone or prism
  22035. */
  22036. static CreateCylinder(options: {
  22037. height?: number;
  22038. diameterTop?: number;
  22039. diameterBottom?: number;
  22040. diameter?: number;
  22041. tessellation?: number;
  22042. subdivisions?: number;
  22043. arc?: number;
  22044. faceColors?: Color4[];
  22045. faceUV?: Vector4[];
  22046. hasRings?: boolean;
  22047. enclose?: boolean;
  22048. sideOrientation?: number;
  22049. frontUVs?: Vector4;
  22050. backUVs?: Vector4;
  22051. }): VertexData;
  22052. /**
  22053. * Creates the VertexData for a torus
  22054. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22055. * * diameter the diameter of the torus, optional default 1
  22056. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22057. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22058. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22059. * * 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)
  22060. * * 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)
  22061. * @returns the VertexData of the torus
  22062. */
  22063. static CreateTorus(options: {
  22064. diameter?: number;
  22065. thickness?: number;
  22066. tessellation?: number;
  22067. sideOrientation?: number;
  22068. frontUVs?: Vector4;
  22069. backUVs?: Vector4;
  22070. }): VertexData;
  22071. /**
  22072. * Creates the VertexData of the LineSystem
  22073. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22074. * - lines an array of lines, each line being an array of successive Vector3
  22075. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22076. * @returns the VertexData of the LineSystem
  22077. */
  22078. static CreateLineSystem(options: {
  22079. lines: Vector3[][];
  22080. colors?: Nullable<Color4[][]>;
  22081. }): VertexData;
  22082. /**
  22083. * Create the VertexData for a DashedLines
  22084. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22085. * - points an array successive Vector3
  22086. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22087. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22088. * - dashNb the intended total number of dashes, optional, default 200
  22089. * @returns the VertexData for the DashedLines
  22090. */
  22091. static CreateDashedLines(options: {
  22092. points: Vector3[];
  22093. dashSize?: number;
  22094. gapSize?: number;
  22095. dashNb?: number;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a Ground
  22099. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22100. * - width the width (x direction) of the ground, optional, default 1
  22101. * - height the height (z direction) of the ground, optional, default 1
  22102. * - subdivisions the number of subdivisions per side, optional, default 1
  22103. * @returns the VertexData of the Ground
  22104. */
  22105. static CreateGround(options: {
  22106. width?: number;
  22107. height?: number;
  22108. subdivisions?: number;
  22109. subdivisionsX?: number;
  22110. subdivisionsY?: number;
  22111. }): VertexData;
  22112. /**
  22113. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22114. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22115. * * xmin the ground minimum X coordinate, optional, default -1
  22116. * * zmin the ground minimum Z coordinate, optional, default -1
  22117. * * xmax the ground maximum X coordinate, optional, default 1
  22118. * * zmax the ground maximum Z coordinate, optional, default 1
  22119. * * 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}
  22120. * * 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}
  22121. * @returns the VertexData of the TiledGround
  22122. */
  22123. static CreateTiledGround(options: {
  22124. xmin: number;
  22125. zmin: number;
  22126. xmax: number;
  22127. zmax: number;
  22128. subdivisions?: {
  22129. w: number;
  22130. h: number;
  22131. };
  22132. precision?: {
  22133. w: number;
  22134. h: number;
  22135. };
  22136. }): VertexData;
  22137. /**
  22138. * Creates the VertexData of the Ground designed from a heightmap
  22139. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22140. * * width the width (x direction) of the ground
  22141. * * height the height (z direction) of the ground
  22142. * * subdivisions the number of subdivisions per side
  22143. * * minHeight the minimum altitude on the ground, optional, default 0
  22144. * * maxHeight the maximum altitude on the ground, optional default 1
  22145. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22146. * * buffer the array holding the image color data
  22147. * * bufferWidth the width of image
  22148. * * bufferHeight the height of image
  22149. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22150. * @returns the VertexData of the Ground designed from a heightmap
  22151. */
  22152. static CreateGroundFromHeightMap(options: {
  22153. width: number;
  22154. height: number;
  22155. subdivisions: number;
  22156. minHeight: number;
  22157. maxHeight: number;
  22158. colorFilter: Color3;
  22159. buffer: Uint8Array;
  22160. bufferWidth: number;
  22161. bufferHeight: number;
  22162. alphaFilter: number;
  22163. }): VertexData;
  22164. /**
  22165. * Creates the VertexData for a Plane
  22166. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22167. * * size sets the width and height of the plane to the value of size, optional default 1
  22168. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22169. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22170. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22171. * * 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)
  22172. * * 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)
  22173. * @returns the VertexData of the box
  22174. */
  22175. static CreatePlane(options: {
  22176. size?: number;
  22177. width?: number;
  22178. height?: number;
  22179. sideOrientation?: number;
  22180. frontUVs?: Vector4;
  22181. backUVs?: Vector4;
  22182. }): VertexData;
  22183. /**
  22184. * Creates the VertexData of the Disc or regular Polygon
  22185. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22186. * * radius the radius of the disc, optional default 0.5
  22187. * * tessellation the number of polygon sides, optional, default 64
  22188. * * 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
  22189. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22190. * * 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)
  22191. * * 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)
  22192. * @returns the VertexData of the box
  22193. */
  22194. static CreateDisc(options: {
  22195. radius?: number;
  22196. tessellation?: number;
  22197. arc?: number;
  22198. sideOrientation?: number;
  22199. frontUVs?: Vector4;
  22200. backUVs?: Vector4;
  22201. }): VertexData;
  22202. /**
  22203. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22204. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22205. * @param polygon a mesh built from polygonTriangulation.build()
  22206. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22207. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22208. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22209. * @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)
  22210. * @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)
  22211. * @returns the VertexData of the Polygon
  22212. */
  22213. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22214. /**
  22215. * Creates the VertexData of the IcoSphere
  22216. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22217. * * radius the radius of the IcoSphere, optional default 1
  22218. * * radiusX allows stretching in the x direction, optional, default radius
  22219. * * radiusY allows stretching in the y direction, optional, default radius
  22220. * * radiusZ allows stretching in the z direction, optional, default radius
  22221. * * flat when true creates a flat shaded mesh, optional, default true
  22222. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22223. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22224. * * 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)
  22225. * * 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)
  22226. * @returns the VertexData of the IcoSphere
  22227. */
  22228. static CreateIcoSphere(options: {
  22229. radius?: number;
  22230. radiusX?: number;
  22231. radiusY?: number;
  22232. radiusZ?: number;
  22233. flat?: boolean;
  22234. subdivisions?: number;
  22235. sideOrientation?: number;
  22236. frontUVs?: Vector4;
  22237. backUVs?: Vector4;
  22238. }): VertexData;
  22239. /**
  22240. * Creates the VertexData for a Polyhedron
  22241. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22242. * * type provided types are:
  22243. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22244. * * 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)
  22245. * * size the size of the IcoSphere, optional default 1
  22246. * * sizeX allows stretching in the x direction, optional, default size
  22247. * * sizeY allows stretching in the y direction, optional, default size
  22248. * * sizeZ allows stretching in the z direction, optional, default size
  22249. * * 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
  22250. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22251. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22252. * * flat when true creates a flat shaded mesh, optional, default true
  22253. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22254. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22255. * * 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)
  22256. * * 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)
  22257. * @returns the VertexData of the Polyhedron
  22258. */
  22259. static CreatePolyhedron(options: {
  22260. type?: number;
  22261. size?: number;
  22262. sizeX?: number;
  22263. sizeY?: number;
  22264. sizeZ?: number;
  22265. custom?: any;
  22266. faceUV?: Vector4[];
  22267. faceColors?: Color4[];
  22268. flat?: boolean;
  22269. sideOrientation?: number;
  22270. frontUVs?: Vector4;
  22271. backUVs?: Vector4;
  22272. }): VertexData;
  22273. /**
  22274. * Creates the VertexData for a TorusKnot
  22275. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22276. * * radius the radius of the torus knot, optional, default 2
  22277. * * tube the thickness of the tube, optional, default 0.5
  22278. * * radialSegments the number of sides on each tube segments, optional, default 32
  22279. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22280. * * p the number of windings around the z axis, optional, default 2
  22281. * * q the number of windings around the x axis, optional, default 3
  22282. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22283. * * 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)
  22284. * * 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)
  22285. * @returns the VertexData of the Torus Knot
  22286. */
  22287. static CreateTorusKnot(options: {
  22288. radius?: number;
  22289. tube?: number;
  22290. radialSegments?: number;
  22291. tubularSegments?: number;
  22292. p?: number;
  22293. q?: number;
  22294. sideOrientation?: number;
  22295. frontUVs?: Vector4;
  22296. backUVs?: Vector4;
  22297. }): VertexData;
  22298. /**
  22299. * Compute normals for given positions and indices
  22300. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22301. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22302. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22303. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22304. * * facetNormals : optional array of facet normals (vector3)
  22305. * * facetPositions : optional array of facet positions (vector3)
  22306. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22307. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22308. * * bInfo : optional bounding info, required for facetPartitioning computation
  22309. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22310. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22311. * * useRightHandedSystem: optional boolean to for right handed system computation
  22312. * * depthSort : optional boolean to enable the facet depth sort computation
  22313. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22314. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22315. */
  22316. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22317. facetNormals?: any;
  22318. facetPositions?: any;
  22319. facetPartitioning?: any;
  22320. ratio?: number;
  22321. bInfo?: any;
  22322. bbSize?: Vector3;
  22323. subDiv?: any;
  22324. useRightHandedSystem?: boolean;
  22325. depthSort?: boolean;
  22326. distanceTo?: Vector3;
  22327. depthSortedFacets?: any;
  22328. }): void;
  22329. /** @hidden */
  22330. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22331. /**
  22332. * Applies VertexData created from the imported parameters to the geometry
  22333. * @param parsedVertexData the parsed data from an imported file
  22334. * @param geometry the geometry to apply the VertexData to
  22335. */
  22336. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22337. }
  22338. }
  22339. declare module "babylonjs/Morph/morphTarget" {
  22340. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22341. import { Observable } from "babylonjs/Misc/observable";
  22342. import { Nullable, FloatArray } from "babylonjs/types";
  22343. import { Scene } from "babylonjs/scene";
  22344. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22346. /**
  22347. * Defines a target to use with MorphTargetManager
  22348. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22349. */
  22350. export class MorphTarget implements IAnimatable {
  22351. /** defines the name of the target */
  22352. name: string;
  22353. /**
  22354. * Gets or sets the list of animations
  22355. */
  22356. animations: import("babylonjs/Animations/animation").Animation[];
  22357. private _scene;
  22358. private _positions;
  22359. private _normals;
  22360. private _tangents;
  22361. private _uvs;
  22362. private _influence;
  22363. /**
  22364. * Observable raised when the influence changes
  22365. */
  22366. onInfluenceChanged: Observable<boolean>;
  22367. /** @hidden */
  22368. _onDataLayoutChanged: Observable<void>;
  22369. /**
  22370. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22371. */
  22372. influence: number;
  22373. /**
  22374. * Gets or sets the id of the morph Target
  22375. */
  22376. id: string;
  22377. private _animationPropertiesOverride;
  22378. /**
  22379. * Gets or sets the animation properties override
  22380. */
  22381. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22382. /**
  22383. * Creates a new MorphTarget
  22384. * @param name defines the name of the target
  22385. * @param influence defines the influence to use
  22386. * @param scene defines the scene the morphtarget belongs to
  22387. */
  22388. constructor(
  22389. /** defines the name of the target */
  22390. name: string, influence?: number, scene?: Nullable<Scene>);
  22391. /**
  22392. * Gets a boolean defining if the target contains position data
  22393. */
  22394. readonly hasPositions: boolean;
  22395. /**
  22396. * Gets a boolean defining if the target contains normal data
  22397. */
  22398. readonly hasNormals: boolean;
  22399. /**
  22400. * Gets a boolean defining if the target contains tangent data
  22401. */
  22402. readonly hasTangents: boolean;
  22403. /**
  22404. * Gets a boolean defining if the target contains texture coordinates data
  22405. */
  22406. readonly hasUVs: boolean;
  22407. /**
  22408. * Affects position data to this target
  22409. * @param data defines the position data to use
  22410. */
  22411. setPositions(data: Nullable<FloatArray>): void;
  22412. /**
  22413. * Gets the position data stored in this target
  22414. * @returns a FloatArray containing the position data (or null if not present)
  22415. */
  22416. getPositions(): Nullable<FloatArray>;
  22417. /**
  22418. * Affects normal data to this target
  22419. * @param data defines the normal data to use
  22420. */
  22421. setNormals(data: Nullable<FloatArray>): void;
  22422. /**
  22423. * Gets the normal data stored in this target
  22424. * @returns a FloatArray containing the normal data (or null if not present)
  22425. */
  22426. getNormals(): Nullable<FloatArray>;
  22427. /**
  22428. * Affects tangent data to this target
  22429. * @param data defines the tangent data to use
  22430. */
  22431. setTangents(data: Nullable<FloatArray>): void;
  22432. /**
  22433. * Gets the tangent data stored in this target
  22434. * @returns a FloatArray containing the tangent data (or null if not present)
  22435. */
  22436. getTangents(): Nullable<FloatArray>;
  22437. /**
  22438. * Affects texture coordinates data to this target
  22439. * @param data defines the texture coordinates data to use
  22440. */
  22441. setUVs(data: Nullable<FloatArray>): void;
  22442. /**
  22443. * Gets the texture coordinates data stored in this target
  22444. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22445. */
  22446. getUVs(): Nullable<FloatArray>;
  22447. /**
  22448. * Serializes the current target into a Serialization object
  22449. * @returns the serialized object
  22450. */
  22451. serialize(): any;
  22452. /**
  22453. * Returns the string "MorphTarget"
  22454. * @returns "MorphTarget"
  22455. */
  22456. getClassName(): string;
  22457. /**
  22458. * Creates a new target from serialized data
  22459. * @param serializationObject defines the serialized data to use
  22460. * @returns a new MorphTarget
  22461. */
  22462. static Parse(serializationObject: any): MorphTarget;
  22463. /**
  22464. * Creates a MorphTarget from mesh data
  22465. * @param mesh defines the source mesh
  22466. * @param name defines the name to use for the new target
  22467. * @param influence defines the influence to attach to the target
  22468. * @returns a new MorphTarget
  22469. */
  22470. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22471. }
  22472. }
  22473. declare module "babylonjs/Morph/morphTargetManager" {
  22474. import { Nullable } from "babylonjs/types";
  22475. import { Scene } from "babylonjs/scene";
  22476. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22477. /**
  22478. * This class is used to deform meshes using morphing between different targets
  22479. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22480. */
  22481. export class MorphTargetManager {
  22482. private _targets;
  22483. private _targetInfluenceChangedObservers;
  22484. private _targetDataLayoutChangedObservers;
  22485. private _activeTargets;
  22486. private _scene;
  22487. private _influences;
  22488. private _supportsNormals;
  22489. private _supportsTangents;
  22490. private _supportsUVs;
  22491. private _vertexCount;
  22492. private _uniqueId;
  22493. private _tempInfluences;
  22494. /**
  22495. * Gets or sets a boolean indicating if normals must be morphed
  22496. */
  22497. enableNormalMorphing: boolean;
  22498. /**
  22499. * Gets or sets a boolean indicating if tangents must be morphed
  22500. */
  22501. enableTangentMorphing: boolean;
  22502. /**
  22503. * Gets or sets a boolean indicating if UV must be morphed
  22504. */
  22505. enableUVMorphing: boolean;
  22506. /**
  22507. * Creates a new MorphTargetManager
  22508. * @param scene defines the current scene
  22509. */
  22510. constructor(scene?: Nullable<Scene>);
  22511. /**
  22512. * Gets the unique ID of this manager
  22513. */
  22514. readonly uniqueId: number;
  22515. /**
  22516. * Gets the number of vertices handled by this manager
  22517. */
  22518. readonly vertexCount: number;
  22519. /**
  22520. * Gets a boolean indicating if this manager supports morphing of normals
  22521. */
  22522. readonly supportsNormals: boolean;
  22523. /**
  22524. * Gets a boolean indicating if this manager supports morphing of tangents
  22525. */
  22526. readonly supportsTangents: boolean;
  22527. /**
  22528. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22529. */
  22530. readonly supportsUVs: boolean;
  22531. /**
  22532. * Gets the number of targets stored in this manager
  22533. */
  22534. readonly numTargets: number;
  22535. /**
  22536. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22537. */
  22538. readonly numInfluencers: number;
  22539. /**
  22540. * Gets the list of influences (one per target)
  22541. */
  22542. readonly influences: Float32Array;
  22543. /**
  22544. * Gets the active target at specified index. An active target is a target with an influence > 0
  22545. * @param index defines the index to check
  22546. * @returns the requested target
  22547. */
  22548. getActiveTarget(index: number): MorphTarget;
  22549. /**
  22550. * Gets the target at specified index
  22551. * @param index defines the index to check
  22552. * @returns the requested target
  22553. */
  22554. getTarget(index: number): MorphTarget;
  22555. /**
  22556. * Add a new target to this manager
  22557. * @param target defines the target to add
  22558. */
  22559. addTarget(target: MorphTarget): void;
  22560. /**
  22561. * Removes a target from the manager
  22562. * @param target defines the target to remove
  22563. */
  22564. removeTarget(target: MorphTarget): void;
  22565. /**
  22566. * Serializes the current manager into a Serialization object
  22567. * @returns the serialized object
  22568. */
  22569. serialize(): any;
  22570. private _syncActiveTargets;
  22571. /**
  22572. * Syncrhonize the targets with all the meshes using this morph target manager
  22573. */
  22574. synchronize(): void;
  22575. /**
  22576. * Creates a new MorphTargetManager from serialized data
  22577. * @param serializationObject defines the serialized data
  22578. * @param scene defines the hosting scene
  22579. * @returns the new MorphTargetManager
  22580. */
  22581. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22582. }
  22583. }
  22584. declare module "babylonjs/Meshes/meshLODLevel" {
  22585. import { Mesh } from "babylonjs/Meshes/mesh";
  22586. import { Nullable } from "babylonjs/types";
  22587. /**
  22588. * Class used to represent a specific level of detail of a mesh
  22589. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22590. */
  22591. export class MeshLODLevel {
  22592. /** Defines the distance where this level should star being displayed */
  22593. distance: number;
  22594. /** Defines the mesh to use to render this level */
  22595. mesh: Nullable<Mesh>;
  22596. /**
  22597. * Creates a new LOD level
  22598. * @param distance defines the distance where this level should star being displayed
  22599. * @param mesh defines the mesh to use to render this level
  22600. */
  22601. constructor(
  22602. /** Defines the distance where this level should star being displayed */
  22603. distance: number,
  22604. /** Defines the mesh to use to render this level */
  22605. mesh: Nullable<Mesh>);
  22606. }
  22607. }
  22608. declare module "babylonjs/Meshes/groundMesh" {
  22609. import { Scene } from "babylonjs/scene";
  22610. import { Vector3 } from "babylonjs/Maths/math.vector";
  22611. import { Mesh } from "babylonjs/Meshes/mesh";
  22612. /**
  22613. * Mesh representing the gorund
  22614. */
  22615. export class GroundMesh extends Mesh {
  22616. /** If octree should be generated */
  22617. generateOctree: boolean;
  22618. private _heightQuads;
  22619. /** @hidden */
  22620. _subdivisionsX: number;
  22621. /** @hidden */
  22622. _subdivisionsY: number;
  22623. /** @hidden */
  22624. _width: number;
  22625. /** @hidden */
  22626. _height: number;
  22627. /** @hidden */
  22628. _minX: number;
  22629. /** @hidden */
  22630. _maxX: number;
  22631. /** @hidden */
  22632. _minZ: number;
  22633. /** @hidden */
  22634. _maxZ: number;
  22635. constructor(name: string, scene: Scene);
  22636. /**
  22637. * "GroundMesh"
  22638. * @returns "GroundMesh"
  22639. */
  22640. getClassName(): string;
  22641. /**
  22642. * The minimum of x and y subdivisions
  22643. */
  22644. readonly subdivisions: number;
  22645. /**
  22646. * X subdivisions
  22647. */
  22648. readonly subdivisionsX: number;
  22649. /**
  22650. * Y subdivisions
  22651. */
  22652. readonly subdivisionsY: number;
  22653. /**
  22654. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22655. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22656. * @param chunksCount the number of subdivisions for x and y
  22657. * @param octreeBlocksSize (Default: 32)
  22658. */
  22659. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22660. /**
  22661. * Returns a height (y) value in the Worl system :
  22662. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22663. * @param x x coordinate
  22664. * @param z z coordinate
  22665. * @returns the ground y position if (x, z) are outside the ground surface.
  22666. */
  22667. getHeightAtCoordinates(x: number, z: number): number;
  22668. /**
  22669. * Returns a normalized vector (Vector3) orthogonal to the ground
  22670. * at the ground coordinates (x, z) expressed in the World system.
  22671. * @param x x coordinate
  22672. * @param z z coordinate
  22673. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22674. */
  22675. getNormalAtCoordinates(x: number, z: number): Vector3;
  22676. /**
  22677. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22678. * at the ground coordinates (x, z) expressed in the World system.
  22679. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22680. * @param x x coordinate
  22681. * @param z z coordinate
  22682. * @param ref vector to store the result
  22683. * @returns the GroundMesh.
  22684. */
  22685. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22686. /**
  22687. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22688. * if the ground has been updated.
  22689. * This can be used in the render loop.
  22690. * @returns the GroundMesh.
  22691. */
  22692. updateCoordinateHeights(): GroundMesh;
  22693. private _getFacetAt;
  22694. private _initHeightQuads;
  22695. private _computeHeightQuads;
  22696. /**
  22697. * Serializes this ground mesh
  22698. * @param serializationObject object to write serialization to
  22699. */
  22700. serialize(serializationObject: any): void;
  22701. /**
  22702. * Parses a serialized ground mesh
  22703. * @param parsedMesh the serialized mesh
  22704. * @param scene the scene to create the ground mesh in
  22705. * @returns the created ground mesh
  22706. */
  22707. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22708. }
  22709. }
  22710. declare module "babylonjs/Physics/physicsJoint" {
  22711. import { Vector3 } from "babylonjs/Maths/math.vector";
  22712. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22713. /**
  22714. * Interface for Physics-Joint data
  22715. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22716. */
  22717. export interface PhysicsJointData {
  22718. /**
  22719. * The main pivot of the joint
  22720. */
  22721. mainPivot?: Vector3;
  22722. /**
  22723. * The connected pivot of the joint
  22724. */
  22725. connectedPivot?: Vector3;
  22726. /**
  22727. * The main axis of the joint
  22728. */
  22729. mainAxis?: Vector3;
  22730. /**
  22731. * The connected axis of the joint
  22732. */
  22733. connectedAxis?: Vector3;
  22734. /**
  22735. * The collision of the joint
  22736. */
  22737. collision?: boolean;
  22738. /**
  22739. * Native Oimo/Cannon/Energy data
  22740. */
  22741. nativeParams?: any;
  22742. }
  22743. /**
  22744. * This is a holder class for the physics joint created by the physics plugin
  22745. * It holds a set of functions to control the underlying joint
  22746. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22747. */
  22748. export class PhysicsJoint {
  22749. /**
  22750. * The type of the physics joint
  22751. */
  22752. type: number;
  22753. /**
  22754. * The data for the physics joint
  22755. */
  22756. jointData: PhysicsJointData;
  22757. private _physicsJoint;
  22758. protected _physicsPlugin: IPhysicsEnginePlugin;
  22759. /**
  22760. * Initializes the physics joint
  22761. * @param type The type of the physics joint
  22762. * @param jointData The data for the physics joint
  22763. */
  22764. constructor(
  22765. /**
  22766. * The type of the physics joint
  22767. */
  22768. type: number,
  22769. /**
  22770. * The data for the physics joint
  22771. */
  22772. jointData: PhysicsJointData);
  22773. /**
  22774. * Gets the physics joint
  22775. */
  22776. /**
  22777. * Sets the physics joint
  22778. */
  22779. physicsJoint: any;
  22780. /**
  22781. * Sets the physics plugin
  22782. */
  22783. physicsPlugin: IPhysicsEnginePlugin;
  22784. /**
  22785. * Execute a function that is physics-plugin specific.
  22786. * @param {Function} func the function that will be executed.
  22787. * It accepts two parameters: the physics world and the physics joint
  22788. */
  22789. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22790. /**
  22791. * Distance-Joint type
  22792. */
  22793. static DistanceJoint: number;
  22794. /**
  22795. * Hinge-Joint type
  22796. */
  22797. static HingeJoint: number;
  22798. /**
  22799. * Ball-and-Socket joint type
  22800. */
  22801. static BallAndSocketJoint: number;
  22802. /**
  22803. * Wheel-Joint type
  22804. */
  22805. static WheelJoint: number;
  22806. /**
  22807. * Slider-Joint type
  22808. */
  22809. static SliderJoint: number;
  22810. /**
  22811. * Prismatic-Joint type
  22812. */
  22813. static PrismaticJoint: number;
  22814. /**
  22815. * Universal-Joint type
  22816. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22817. */
  22818. static UniversalJoint: number;
  22819. /**
  22820. * Hinge-Joint 2 type
  22821. */
  22822. static Hinge2Joint: number;
  22823. /**
  22824. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22825. */
  22826. static PointToPointJoint: number;
  22827. /**
  22828. * Spring-Joint type
  22829. */
  22830. static SpringJoint: number;
  22831. /**
  22832. * Lock-Joint type
  22833. */
  22834. static LockJoint: number;
  22835. }
  22836. /**
  22837. * A class representing a physics distance joint
  22838. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22839. */
  22840. export class DistanceJoint extends PhysicsJoint {
  22841. /**
  22842. *
  22843. * @param jointData The data for the Distance-Joint
  22844. */
  22845. constructor(jointData: DistanceJointData);
  22846. /**
  22847. * Update the predefined distance.
  22848. * @param maxDistance The maximum preferred distance
  22849. * @param minDistance The minimum preferred distance
  22850. */
  22851. updateDistance(maxDistance: number, minDistance?: number): void;
  22852. }
  22853. /**
  22854. * Represents a Motor-Enabled Joint
  22855. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22856. */
  22857. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22858. /**
  22859. * Initializes the Motor-Enabled Joint
  22860. * @param type The type of the joint
  22861. * @param jointData The physica joint data for the joint
  22862. */
  22863. constructor(type: number, jointData: PhysicsJointData);
  22864. /**
  22865. * Set the motor values.
  22866. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22867. * @param force the force to apply
  22868. * @param maxForce max force for this motor.
  22869. */
  22870. setMotor(force?: number, maxForce?: number): void;
  22871. /**
  22872. * Set the motor's limits.
  22873. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22874. * @param upperLimit The upper limit of the motor
  22875. * @param lowerLimit The lower limit of the motor
  22876. */
  22877. setLimit(upperLimit: number, lowerLimit?: number): void;
  22878. }
  22879. /**
  22880. * This class represents a single physics Hinge-Joint
  22881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22882. */
  22883. export class HingeJoint extends MotorEnabledJoint {
  22884. /**
  22885. * Initializes the Hinge-Joint
  22886. * @param jointData The joint data for the Hinge-Joint
  22887. */
  22888. constructor(jointData: PhysicsJointData);
  22889. /**
  22890. * Set the motor values.
  22891. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22892. * @param {number} force the force to apply
  22893. * @param {number} maxForce max force for this motor.
  22894. */
  22895. setMotor(force?: number, maxForce?: number): void;
  22896. /**
  22897. * Set the motor's limits.
  22898. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22899. * @param upperLimit The upper limit of the motor
  22900. * @param lowerLimit The lower limit of the motor
  22901. */
  22902. setLimit(upperLimit: number, lowerLimit?: number): void;
  22903. }
  22904. /**
  22905. * This class represents a dual hinge physics joint (same as wheel joint)
  22906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22907. */
  22908. export class Hinge2Joint extends MotorEnabledJoint {
  22909. /**
  22910. * Initializes the Hinge2-Joint
  22911. * @param jointData The joint data for the Hinge2-Joint
  22912. */
  22913. constructor(jointData: PhysicsJointData);
  22914. /**
  22915. * Set the motor values.
  22916. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22917. * @param {number} targetSpeed the speed the motor is to reach
  22918. * @param {number} maxForce max force for this motor.
  22919. * @param {motorIndex} the motor's index, 0 or 1.
  22920. */
  22921. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22922. /**
  22923. * Set the motor limits.
  22924. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22925. * @param {number} upperLimit the upper limit
  22926. * @param {number} lowerLimit lower limit
  22927. * @param {motorIndex} the motor's index, 0 or 1.
  22928. */
  22929. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22930. }
  22931. /**
  22932. * Interface for a motor enabled joint
  22933. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22934. */
  22935. export interface IMotorEnabledJoint {
  22936. /**
  22937. * Physics joint
  22938. */
  22939. physicsJoint: any;
  22940. /**
  22941. * Sets the motor of the motor-enabled joint
  22942. * @param force The force of the motor
  22943. * @param maxForce The maximum force of the motor
  22944. * @param motorIndex The index of the motor
  22945. */
  22946. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22947. /**
  22948. * Sets the limit of the motor
  22949. * @param upperLimit The upper limit of the motor
  22950. * @param lowerLimit The lower limit of the motor
  22951. * @param motorIndex The index of the motor
  22952. */
  22953. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22954. }
  22955. /**
  22956. * Joint data for a Distance-Joint
  22957. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22958. */
  22959. export interface DistanceJointData extends PhysicsJointData {
  22960. /**
  22961. * Max distance the 2 joint objects can be apart
  22962. */
  22963. maxDistance: number;
  22964. }
  22965. /**
  22966. * Joint data from a spring joint
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export interface SpringJointData extends PhysicsJointData {
  22970. /**
  22971. * Length of the spring
  22972. */
  22973. length: number;
  22974. /**
  22975. * Stiffness of the spring
  22976. */
  22977. stiffness: number;
  22978. /**
  22979. * Damping of the spring
  22980. */
  22981. damping: number;
  22982. /** this callback will be called when applying the force to the impostors. */
  22983. forceApplicationCallback: () => void;
  22984. }
  22985. }
  22986. declare module "babylonjs/Physics/physicsRaycastResult" {
  22987. import { Vector3 } from "babylonjs/Maths/math.vector";
  22988. /**
  22989. * Holds the data for the raycast result
  22990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22991. */
  22992. export class PhysicsRaycastResult {
  22993. private _hasHit;
  22994. private _hitDistance;
  22995. private _hitNormalWorld;
  22996. private _hitPointWorld;
  22997. private _rayFromWorld;
  22998. private _rayToWorld;
  22999. /**
  23000. * Gets if there was a hit
  23001. */
  23002. readonly hasHit: boolean;
  23003. /**
  23004. * Gets the distance from the hit
  23005. */
  23006. readonly hitDistance: number;
  23007. /**
  23008. * Gets the hit normal/direction in the world
  23009. */
  23010. readonly hitNormalWorld: Vector3;
  23011. /**
  23012. * Gets the hit point in the world
  23013. */
  23014. readonly hitPointWorld: Vector3;
  23015. /**
  23016. * Gets the ray "start point" of the ray in the world
  23017. */
  23018. readonly rayFromWorld: Vector3;
  23019. /**
  23020. * Gets the ray "end point" of the ray in the world
  23021. */
  23022. readonly rayToWorld: Vector3;
  23023. /**
  23024. * Sets the hit data (normal & point in world space)
  23025. * @param hitNormalWorld defines the normal in world space
  23026. * @param hitPointWorld defines the point in world space
  23027. */
  23028. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23029. /**
  23030. * Sets the distance from the start point to the hit point
  23031. * @param distance
  23032. */
  23033. setHitDistance(distance: number): void;
  23034. /**
  23035. * Calculates the distance manually
  23036. */
  23037. calculateHitDistance(): void;
  23038. /**
  23039. * Resets all the values to default
  23040. * @param from The from point on world space
  23041. * @param to The to point on world space
  23042. */
  23043. reset(from?: Vector3, to?: Vector3): void;
  23044. }
  23045. /**
  23046. * Interface for the size containing width and height
  23047. */
  23048. interface IXYZ {
  23049. /**
  23050. * X
  23051. */
  23052. x: number;
  23053. /**
  23054. * Y
  23055. */
  23056. y: number;
  23057. /**
  23058. * Z
  23059. */
  23060. z: number;
  23061. }
  23062. }
  23063. declare module "babylonjs/Physics/IPhysicsEngine" {
  23064. import { Nullable } from "babylonjs/types";
  23065. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23066. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23067. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23068. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23069. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23070. /**
  23071. * Interface used to describe a physics joint
  23072. */
  23073. export interface PhysicsImpostorJoint {
  23074. /** Defines the main impostor to which the joint is linked */
  23075. mainImpostor: PhysicsImpostor;
  23076. /** Defines the impostor that is connected to the main impostor using this joint */
  23077. connectedImpostor: PhysicsImpostor;
  23078. /** Defines the joint itself */
  23079. joint: PhysicsJoint;
  23080. }
  23081. /** @hidden */
  23082. export interface IPhysicsEnginePlugin {
  23083. world: any;
  23084. name: string;
  23085. setGravity(gravity: Vector3): void;
  23086. setTimeStep(timeStep: number): void;
  23087. getTimeStep(): number;
  23088. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23089. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23090. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23091. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23092. removePhysicsBody(impostor: PhysicsImpostor): void;
  23093. generateJoint(joint: PhysicsImpostorJoint): void;
  23094. removeJoint(joint: PhysicsImpostorJoint): void;
  23095. isSupported(): boolean;
  23096. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23097. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23098. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23099. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23100. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23101. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23102. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23103. getBodyMass(impostor: PhysicsImpostor): number;
  23104. getBodyFriction(impostor: PhysicsImpostor): number;
  23105. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23106. getBodyRestitution(impostor: PhysicsImpostor): number;
  23107. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23108. getBodyPressure?(impostor: PhysicsImpostor): number;
  23109. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23110. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23111. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23112. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23113. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23114. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23115. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23116. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23117. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23118. sleepBody(impostor: PhysicsImpostor): void;
  23119. wakeUpBody(impostor: PhysicsImpostor): void;
  23120. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23121. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23122. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23123. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23124. getRadius(impostor: PhysicsImpostor): number;
  23125. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23126. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23127. dispose(): void;
  23128. }
  23129. /**
  23130. * Interface used to define a physics engine
  23131. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23132. */
  23133. export interface IPhysicsEngine {
  23134. /**
  23135. * Gets the gravity vector used by the simulation
  23136. */
  23137. gravity: Vector3;
  23138. /**
  23139. * Sets the gravity vector used by the simulation
  23140. * @param gravity defines the gravity vector to use
  23141. */
  23142. setGravity(gravity: Vector3): void;
  23143. /**
  23144. * Set the time step of the physics engine.
  23145. * Default is 1/60.
  23146. * To slow it down, enter 1/600 for example.
  23147. * To speed it up, 1/30
  23148. * @param newTimeStep the new timestep to apply to this world.
  23149. */
  23150. setTimeStep(newTimeStep: number): void;
  23151. /**
  23152. * Get the time step of the physics engine.
  23153. * @returns the current time step
  23154. */
  23155. getTimeStep(): number;
  23156. /**
  23157. * Release all resources
  23158. */
  23159. dispose(): void;
  23160. /**
  23161. * Gets the name of the current physics plugin
  23162. * @returns the name of the plugin
  23163. */
  23164. getPhysicsPluginName(): string;
  23165. /**
  23166. * Adding a new impostor for the impostor tracking.
  23167. * This will be done by the impostor itself.
  23168. * @param impostor the impostor to add
  23169. */
  23170. addImpostor(impostor: PhysicsImpostor): void;
  23171. /**
  23172. * Remove an impostor from the engine.
  23173. * This impostor and its mesh will not longer be updated by the physics engine.
  23174. * @param impostor the impostor to remove
  23175. */
  23176. removeImpostor(impostor: PhysicsImpostor): void;
  23177. /**
  23178. * Add a joint to the physics engine
  23179. * @param mainImpostor defines the main impostor to which the joint is added.
  23180. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23181. * @param joint defines the joint that will connect both impostors.
  23182. */
  23183. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23184. /**
  23185. * Removes a joint from the simulation
  23186. * @param mainImpostor defines the impostor used with the joint
  23187. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23188. * @param joint defines the joint to remove
  23189. */
  23190. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23191. /**
  23192. * Gets the current plugin used to run the simulation
  23193. * @returns current plugin
  23194. */
  23195. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23196. /**
  23197. * Gets the list of physic impostors
  23198. * @returns an array of PhysicsImpostor
  23199. */
  23200. getImpostors(): Array<PhysicsImpostor>;
  23201. /**
  23202. * Gets the impostor for a physics enabled object
  23203. * @param object defines the object impersonated by the impostor
  23204. * @returns the PhysicsImpostor or null if not found
  23205. */
  23206. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23207. /**
  23208. * Gets the impostor for a physics body object
  23209. * @param body defines physics body used by the impostor
  23210. * @returns the PhysicsImpostor or null if not found
  23211. */
  23212. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23213. /**
  23214. * Does a raycast in the physics world
  23215. * @param from when should the ray start?
  23216. * @param to when should the ray end?
  23217. * @returns PhysicsRaycastResult
  23218. */
  23219. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23220. /**
  23221. * Called by the scene. No need to call it.
  23222. * @param delta defines the timespam between frames
  23223. */
  23224. _step(delta: number): void;
  23225. }
  23226. }
  23227. declare module "babylonjs/Physics/physicsImpostor" {
  23228. import { Nullable, IndicesArray } from "babylonjs/types";
  23229. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23230. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23231. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23232. import { Scene } from "babylonjs/scene";
  23233. import { Bone } from "babylonjs/Bones/bone";
  23234. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23235. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23236. import { Space } from "babylonjs/Maths/math.axis";
  23237. /**
  23238. * The interface for the physics imposter parameters
  23239. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23240. */
  23241. export interface PhysicsImpostorParameters {
  23242. /**
  23243. * The mass of the physics imposter
  23244. */
  23245. mass: number;
  23246. /**
  23247. * The friction of the physics imposter
  23248. */
  23249. friction?: number;
  23250. /**
  23251. * The coefficient of restitution of the physics imposter
  23252. */
  23253. restitution?: number;
  23254. /**
  23255. * The native options of the physics imposter
  23256. */
  23257. nativeOptions?: any;
  23258. /**
  23259. * Specifies if the parent should be ignored
  23260. */
  23261. ignoreParent?: boolean;
  23262. /**
  23263. * Specifies if bi-directional transformations should be disabled
  23264. */
  23265. disableBidirectionalTransformation?: boolean;
  23266. /**
  23267. * The pressure inside the physics imposter, soft object only
  23268. */
  23269. pressure?: number;
  23270. /**
  23271. * The stiffness the physics imposter, soft object only
  23272. */
  23273. stiffness?: number;
  23274. /**
  23275. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23276. */
  23277. velocityIterations?: number;
  23278. /**
  23279. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23280. */
  23281. positionIterations?: number;
  23282. /**
  23283. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23284. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23285. * Add to fix multiple points
  23286. */
  23287. fixedPoints?: number;
  23288. /**
  23289. * The collision margin around a soft object
  23290. */
  23291. margin?: number;
  23292. /**
  23293. * The collision margin around a soft object
  23294. */
  23295. damping?: number;
  23296. /**
  23297. * The path for a rope based on an extrusion
  23298. */
  23299. path?: any;
  23300. /**
  23301. * The shape of an extrusion used for a rope based on an extrusion
  23302. */
  23303. shape?: any;
  23304. }
  23305. /**
  23306. * Interface for a physics-enabled object
  23307. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23308. */
  23309. export interface IPhysicsEnabledObject {
  23310. /**
  23311. * The position of the physics-enabled object
  23312. */
  23313. position: Vector3;
  23314. /**
  23315. * The rotation of the physics-enabled object
  23316. */
  23317. rotationQuaternion: Nullable<Quaternion>;
  23318. /**
  23319. * The scale of the physics-enabled object
  23320. */
  23321. scaling: Vector3;
  23322. /**
  23323. * The rotation of the physics-enabled object
  23324. */
  23325. rotation?: Vector3;
  23326. /**
  23327. * The parent of the physics-enabled object
  23328. */
  23329. parent?: any;
  23330. /**
  23331. * The bounding info of the physics-enabled object
  23332. * @returns The bounding info of the physics-enabled object
  23333. */
  23334. getBoundingInfo(): BoundingInfo;
  23335. /**
  23336. * Computes the world matrix
  23337. * @param force Specifies if the world matrix should be computed by force
  23338. * @returns A world matrix
  23339. */
  23340. computeWorldMatrix(force: boolean): Matrix;
  23341. /**
  23342. * Gets the world matrix
  23343. * @returns A world matrix
  23344. */
  23345. getWorldMatrix?(): Matrix;
  23346. /**
  23347. * Gets the child meshes
  23348. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23349. * @returns An array of abstract meshes
  23350. */
  23351. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23352. /**
  23353. * Gets the vertex data
  23354. * @param kind The type of vertex data
  23355. * @returns A nullable array of numbers, or a float32 array
  23356. */
  23357. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23358. /**
  23359. * Gets the indices from the mesh
  23360. * @returns A nullable array of index arrays
  23361. */
  23362. getIndices?(): Nullable<IndicesArray>;
  23363. /**
  23364. * Gets the scene from the mesh
  23365. * @returns the indices array or null
  23366. */
  23367. getScene?(): Scene;
  23368. /**
  23369. * Gets the absolute position from the mesh
  23370. * @returns the absolute position
  23371. */
  23372. getAbsolutePosition(): Vector3;
  23373. /**
  23374. * Gets the absolute pivot point from the mesh
  23375. * @returns the absolute pivot point
  23376. */
  23377. getAbsolutePivotPoint(): Vector3;
  23378. /**
  23379. * Rotates the mesh
  23380. * @param axis The axis of rotation
  23381. * @param amount The amount of rotation
  23382. * @param space The space of the rotation
  23383. * @returns The rotation transform node
  23384. */
  23385. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23386. /**
  23387. * Translates the mesh
  23388. * @param axis The axis of translation
  23389. * @param distance The distance of translation
  23390. * @param space The space of the translation
  23391. * @returns The transform node
  23392. */
  23393. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23394. /**
  23395. * Sets the absolute position of the mesh
  23396. * @param absolutePosition The absolute position of the mesh
  23397. * @returns The transform node
  23398. */
  23399. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23400. /**
  23401. * Gets the class name of the mesh
  23402. * @returns The class name
  23403. */
  23404. getClassName(): string;
  23405. }
  23406. /**
  23407. * Represents a physics imposter
  23408. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23409. */
  23410. export class PhysicsImpostor {
  23411. /**
  23412. * The physics-enabled object used as the physics imposter
  23413. */
  23414. object: IPhysicsEnabledObject;
  23415. /**
  23416. * The type of the physics imposter
  23417. */
  23418. type: number;
  23419. private _options;
  23420. private _scene?;
  23421. /**
  23422. * The default object size of the imposter
  23423. */
  23424. static DEFAULT_OBJECT_SIZE: Vector3;
  23425. /**
  23426. * The identity quaternion of the imposter
  23427. */
  23428. static IDENTITY_QUATERNION: Quaternion;
  23429. /** @hidden */
  23430. _pluginData: any;
  23431. private _physicsEngine;
  23432. private _physicsBody;
  23433. private _bodyUpdateRequired;
  23434. private _onBeforePhysicsStepCallbacks;
  23435. private _onAfterPhysicsStepCallbacks;
  23436. /** @hidden */
  23437. _onPhysicsCollideCallbacks: Array<{
  23438. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23439. otherImpostors: Array<PhysicsImpostor>;
  23440. }>;
  23441. private _deltaPosition;
  23442. private _deltaRotation;
  23443. private _deltaRotationConjugated;
  23444. /** @hidden */
  23445. _isFromLine: boolean;
  23446. private _parent;
  23447. private _isDisposed;
  23448. private static _tmpVecs;
  23449. private static _tmpQuat;
  23450. /**
  23451. * Specifies if the physics imposter is disposed
  23452. */
  23453. readonly isDisposed: boolean;
  23454. /**
  23455. * Gets the mass of the physics imposter
  23456. */
  23457. mass: number;
  23458. /**
  23459. * Gets the coefficient of friction
  23460. */
  23461. /**
  23462. * Sets the coefficient of friction
  23463. */
  23464. friction: number;
  23465. /**
  23466. * Gets the coefficient of restitution
  23467. */
  23468. /**
  23469. * Sets the coefficient of restitution
  23470. */
  23471. restitution: number;
  23472. /**
  23473. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23474. */
  23475. /**
  23476. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23477. */
  23478. pressure: number;
  23479. /**
  23480. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23481. */
  23482. /**
  23483. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23484. */
  23485. stiffness: number;
  23486. /**
  23487. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23488. */
  23489. /**
  23490. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23491. */
  23492. velocityIterations: number;
  23493. /**
  23494. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23495. */
  23496. /**
  23497. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23498. */
  23499. positionIterations: number;
  23500. /**
  23501. * The unique id of the physics imposter
  23502. * set by the physics engine when adding this impostor to the array
  23503. */
  23504. uniqueId: number;
  23505. /**
  23506. * @hidden
  23507. */
  23508. soft: boolean;
  23509. /**
  23510. * @hidden
  23511. */
  23512. segments: number;
  23513. private _joints;
  23514. /**
  23515. * Initializes the physics imposter
  23516. * @param object The physics-enabled object used as the physics imposter
  23517. * @param type The type of the physics imposter
  23518. * @param _options The options for the physics imposter
  23519. * @param _scene The Babylon scene
  23520. */
  23521. constructor(
  23522. /**
  23523. * The physics-enabled object used as the physics imposter
  23524. */
  23525. object: IPhysicsEnabledObject,
  23526. /**
  23527. * The type of the physics imposter
  23528. */
  23529. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23530. /**
  23531. * This function will completly initialize this impostor.
  23532. * It will create a new body - but only if this mesh has no parent.
  23533. * If it has, this impostor will not be used other than to define the impostor
  23534. * of the child mesh.
  23535. * @hidden
  23536. */
  23537. _init(): void;
  23538. private _getPhysicsParent;
  23539. /**
  23540. * Should a new body be generated.
  23541. * @returns boolean specifying if body initialization is required
  23542. */
  23543. isBodyInitRequired(): boolean;
  23544. /**
  23545. * Sets the updated scaling
  23546. * @param updated Specifies if the scaling is updated
  23547. */
  23548. setScalingUpdated(): void;
  23549. /**
  23550. * Force a regeneration of this or the parent's impostor's body.
  23551. * Use under cautious - This will remove all joints already implemented.
  23552. */
  23553. forceUpdate(): void;
  23554. /**
  23555. * Gets the body that holds this impostor. Either its own, or its parent.
  23556. */
  23557. /**
  23558. * Set the physics body. Used mainly by the physics engine/plugin
  23559. */
  23560. physicsBody: any;
  23561. /**
  23562. * Get the parent of the physics imposter
  23563. * @returns Physics imposter or null
  23564. */
  23565. /**
  23566. * Sets the parent of the physics imposter
  23567. */
  23568. parent: Nullable<PhysicsImpostor>;
  23569. /**
  23570. * Resets the update flags
  23571. */
  23572. resetUpdateFlags(): void;
  23573. /**
  23574. * Gets the object extend size
  23575. * @returns the object extend size
  23576. */
  23577. getObjectExtendSize(): Vector3;
  23578. /**
  23579. * Gets the object center
  23580. * @returns The object center
  23581. */
  23582. getObjectCenter(): Vector3;
  23583. /**
  23584. * Get a specific parametes from the options parameter
  23585. * @param paramName The object parameter name
  23586. * @returns The object parameter
  23587. */
  23588. getParam(paramName: string): any;
  23589. /**
  23590. * Sets a specific parameter in the options given to the physics plugin
  23591. * @param paramName The parameter name
  23592. * @param value The value of the parameter
  23593. */
  23594. setParam(paramName: string, value: number): void;
  23595. /**
  23596. * Specifically change the body's mass option. Won't recreate the physics body object
  23597. * @param mass The mass of the physics imposter
  23598. */
  23599. setMass(mass: number): void;
  23600. /**
  23601. * Gets the linear velocity
  23602. * @returns linear velocity or null
  23603. */
  23604. getLinearVelocity(): Nullable<Vector3>;
  23605. /**
  23606. * Sets the linear velocity
  23607. * @param velocity linear velocity or null
  23608. */
  23609. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23610. /**
  23611. * Gets the angular velocity
  23612. * @returns angular velocity or null
  23613. */
  23614. getAngularVelocity(): Nullable<Vector3>;
  23615. /**
  23616. * Sets the angular velocity
  23617. * @param velocity The velocity or null
  23618. */
  23619. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23620. /**
  23621. * Execute a function with the physics plugin native code
  23622. * Provide a function the will have two variables - the world object and the physics body object
  23623. * @param func The function to execute with the physics plugin native code
  23624. */
  23625. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23626. /**
  23627. * Register a function that will be executed before the physics world is stepping forward
  23628. * @param func The function to execute before the physics world is stepped forward
  23629. */
  23630. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23631. /**
  23632. * Unregister a function that will be executed before the physics world is stepping forward
  23633. * @param func The function to execute before the physics world is stepped forward
  23634. */
  23635. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23636. /**
  23637. * Register a function that will be executed after the physics step
  23638. * @param func The function to execute after physics step
  23639. */
  23640. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23641. /**
  23642. * Unregisters a function that will be executed after the physics step
  23643. * @param func The function to execute after physics step
  23644. */
  23645. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23646. /**
  23647. * register a function that will be executed when this impostor collides against a different body
  23648. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23649. * @param func Callback that is executed on collision
  23650. */
  23651. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23652. /**
  23653. * Unregisters the physics imposter on contact
  23654. * @param collideAgainst The physics object to collide against
  23655. * @param func Callback to execute on collision
  23656. */
  23657. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23658. private _tmpQuat;
  23659. private _tmpQuat2;
  23660. /**
  23661. * Get the parent rotation
  23662. * @returns The parent rotation
  23663. */
  23664. getParentsRotation(): Quaternion;
  23665. /**
  23666. * this function is executed by the physics engine.
  23667. */
  23668. beforeStep: () => void;
  23669. /**
  23670. * this function is executed by the physics engine
  23671. */
  23672. afterStep: () => void;
  23673. /**
  23674. * Legacy collision detection event support
  23675. */
  23676. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23677. /**
  23678. * event and body object due to cannon's event-based architecture.
  23679. */
  23680. onCollide: (e: {
  23681. body: any;
  23682. }) => void;
  23683. /**
  23684. * Apply a force
  23685. * @param force The force to apply
  23686. * @param contactPoint The contact point for the force
  23687. * @returns The physics imposter
  23688. */
  23689. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23690. /**
  23691. * Apply an impulse
  23692. * @param force The impulse force
  23693. * @param contactPoint The contact point for the impulse force
  23694. * @returns The physics imposter
  23695. */
  23696. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23697. /**
  23698. * A help function to create a joint
  23699. * @param otherImpostor A physics imposter used to create a joint
  23700. * @param jointType The type of joint
  23701. * @param jointData The data for the joint
  23702. * @returns The physics imposter
  23703. */
  23704. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23705. /**
  23706. * Add a joint to this impostor with a different impostor
  23707. * @param otherImpostor A physics imposter used to add a joint
  23708. * @param joint The joint to add
  23709. * @returns The physics imposter
  23710. */
  23711. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23712. /**
  23713. * Add an anchor to a cloth impostor
  23714. * @param otherImpostor rigid impostor to anchor to
  23715. * @param width ratio across width from 0 to 1
  23716. * @param height ratio up height from 0 to 1
  23717. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23718. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23719. * @returns impostor the soft imposter
  23720. */
  23721. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23722. /**
  23723. * Add a hook to a rope impostor
  23724. * @param otherImpostor rigid impostor to anchor to
  23725. * @param length ratio across rope from 0 to 1
  23726. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23727. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23728. * @returns impostor the rope imposter
  23729. */
  23730. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23731. /**
  23732. * Will keep this body still, in a sleep mode.
  23733. * @returns the physics imposter
  23734. */
  23735. sleep(): PhysicsImpostor;
  23736. /**
  23737. * Wake the body up.
  23738. * @returns The physics imposter
  23739. */
  23740. wakeUp(): PhysicsImpostor;
  23741. /**
  23742. * Clones the physics imposter
  23743. * @param newObject The physics imposter clones to this physics-enabled object
  23744. * @returns A nullable physics imposter
  23745. */
  23746. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23747. /**
  23748. * Disposes the physics imposter
  23749. */
  23750. dispose(): void;
  23751. /**
  23752. * Sets the delta position
  23753. * @param position The delta position amount
  23754. */
  23755. setDeltaPosition(position: Vector3): void;
  23756. /**
  23757. * Sets the delta rotation
  23758. * @param rotation The delta rotation amount
  23759. */
  23760. setDeltaRotation(rotation: Quaternion): void;
  23761. /**
  23762. * Gets the box size of the physics imposter and stores the result in the input parameter
  23763. * @param result Stores the box size
  23764. * @returns The physics imposter
  23765. */
  23766. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23767. /**
  23768. * Gets the radius of the physics imposter
  23769. * @returns Radius of the physics imposter
  23770. */
  23771. getRadius(): number;
  23772. /**
  23773. * Sync a bone with this impostor
  23774. * @param bone The bone to sync to the impostor.
  23775. * @param boneMesh The mesh that the bone is influencing.
  23776. * @param jointPivot The pivot of the joint / bone in local space.
  23777. * @param distToJoint Optional distance from the impostor to the joint.
  23778. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23779. */
  23780. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23781. /**
  23782. * Sync impostor to a bone
  23783. * @param bone The bone that the impostor will be synced to.
  23784. * @param boneMesh The mesh that the bone is influencing.
  23785. * @param jointPivot The pivot of the joint / bone in local space.
  23786. * @param distToJoint Optional distance from the impostor to the joint.
  23787. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23788. * @param boneAxis Optional vector3 axis the bone is aligned with
  23789. */
  23790. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23791. /**
  23792. * No-Imposter type
  23793. */
  23794. static NoImpostor: number;
  23795. /**
  23796. * Sphere-Imposter type
  23797. */
  23798. static SphereImpostor: number;
  23799. /**
  23800. * Box-Imposter type
  23801. */
  23802. static BoxImpostor: number;
  23803. /**
  23804. * Plane-Imposter type
  23805. */
  23806. static PlaneImpostor: number;
  23807. /**
  23808. * Mesh-imposter type
  23809. */
  23810. static MeshImpostor: number;
  23811. /**
  23812. * Capsule-Impostor type (Ammo.js plugin only)
  23813. */
  23814. static CapsuleImpostor: number;
  23815. /**
  23816. * Cylinder-Imposter type
  23817. */
  23818. static CylinderImpostor: number;
  23819. /**
  23820. * Particle-Imposter type
  23821. */
  23822. static ParticleImpostor: number;
  23823. /**
  23824. * Heightmap-Imposter type
  23825. */
  23826. static HeightmapImpostor: number;
  23827. /**
  23828. * ConvexHull-Impostor type (Ammo.js plugin only)
  23829. */
  23830. static ConvexHullImpostor: number;
  23831. /**
  23832. * Rope-Imposter type
  23833. */
  23834. static RopeImpostor: number;
  23835. /**
  23836. * Cloth-Imposter type
  23837. */
  23838. static ClothImpostor: number;
  23839. /**
  23840. * Softbody-Imposter type
  23841. */
  23842. static SoftbodyImpostor: number;
  23843. }
  23844. }
  23845. declare module "babylonjs/Meshes/mesh" {
  23846. import { Observable } from "babylonjs/Misc/observable";
  23847. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23848. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23849. import { Camera } from "babylonjs/Cameras/camera";
  23850. import { Scene } from "babylonjs/scene";
  23851. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23852. import { Color4 } from "babylonjs/Maths/math.color";
  23853. import { Engine } from "babylonjs/Engines/engine";
  23854. import { Node } from "babylonjs/node";
  23855. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23856. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23857. import { Buffer } from "babylonjs/Meshes/buffer";
  23858. import { Geometry } from "babylonjs/Meshes/geometry";
  23859. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23860. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23861. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23862. import { Effect } from "babylonjs/Materials/effect";
  23863. import { Material } from "babylonjs/Materials/material";
  23864. import { Skeleton } from "babylonjs/Bones/skeleton";
  23865. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23866. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23867. import { Path3D } from "babylonjs/Maths/math.path";
  23868. import { Plane } from "babylonjs/Maths/math.plane";
  23869. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23870. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23871. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23872. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23873. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23874. /**
  23875. * @hidden
  23876. **/
  23877. export class _CreationDataStorage {
  23878. closePath?: boolean;
  23879. closeArray?: boolean;
  23880. idx: number[];
  23881. dashSize: number;
  23882. gapSize: number;
  23883. path3D: Path3D;
  23884. pathArray: Vector3[][];
  23885. arc: number;
  23886. radius: number;
  23887. cap: number;
  23888. tessellation: number;
  23889. }
  23890. /**
  23891. * @hidden
  23892. **/
  23893. class _InstanceDataStorage {
  23894. visibleInstances: any;
  23895. batchCache: _InstancesBatch;
  23896. instancesBufferSize: number;
  23897. instancesBuffer: Nullable<Buffer>;
  23898. instancesData: Float32Array;
  23899. overridenInstanceCount: number;
  23900. isFrozen: boolean;
  23901. previousBatch: Nullable<_InstancesBatch>;
  23902. hardwareInstancedRendering: boolean;
  23903. sideOrientation: number;
  23904. }
  23905. /**
  23906. * @hidden
  23907. **/
  23908. export class _InstancesBatch {
  23909. mustReturn: boolean;
  23910. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23911. renderSelf: boolean[];
  23912. hardwareInstancedRendering: boolean[];
  23913. }
  23914. /**
  23915. * Class used to represent renderable models
  23916. */
  23917. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23918. /**
  23919. * Mesh side orientation : usually the external or front surface
  23920. */
  23921. static readonly FRONTSIDE: number;
  23922. /**
  23923. * Mesh side orientation : usually the internal or back surface
  23924. */
  23925. static readonly BACKSIDE: number;
  23926. /**
  23927. * Mesh side orientation : both internal and external or front and back surfaces
  23928. */
  23929. static readonly DOUBLESIDE: number;
  23930. /**
  23931. * Mesh side orientation : by default, `FRONTSIDE`
  23932. */
  23933. static readonly DEFAULTSIDE: number;
  23934. /**
  23935. * Mesh cap setting : no cap
  23936. */
  23937. static readonly NO_CAP: number;
  23938. /**
  23939. * Mesh cap setting : one cap at the beginning of the mesh
  23940. */
  23941. static readonly CAP_START: number;
  23942. /**
  23943. * Mesh cap setting : one cap at the end of the mesh
  23944. */
  23945. static readonly CAP_END: number;
  23946. /**
  23947. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23948. */
  23949. static readonly CAP_ALL: number;
  23950. /**
  23951. * Mesh pattern setting : no flip or rotate
  23952. */
  23953. static readonly NO_FLIP: number;
  23954. /**
  23955. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23956. */
  23957. static readonly FLIP_TILE: number;
  23958. /**
  23959. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23960. */
  23961. static readonly ROTATE_TILE: number;
  23962. /**
  23963. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23964. */
  23965. static readonly FLIP_ROW: number;
  23966. /**
  23967. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23968. */
  23969. static readonly ROTATE_ROW: number;
  23970. /**
  23971. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23972. */
  23973. static readonly FLIP_N_ROTATE_TILE: number;
  23974. /**
  23975. * Mesh pattern setting : rotate pattern and rotate
  23976. */
  23977. static readonly FLIP_N_ROTATE_ROW: number;
  23978. /**
  23979. * Mesh tile positioning : part tiles same on left/right or top/bottom
  23980. */
  23981. static readonly CENTER: number;
  23982. /**
  23983. * Mesh tile positioning : part tiles on left
  23984. */
  23985. static readonly LEFT: number;
  23986. /**
  23987. * Mesh tile positioning : part tiles on right
  23988. */
  23989. static readonly RIGHT: number;
  23990. /**
  23991. * Mesh tile positioning : part tiles on top
  23992. */
  23993. static readonly TOP: number;
  23994. /**
  23995. * Mesh tile positioning : part tiles on bottom
  23996. */
  23997. static readonly BOTTOM: number;
  23998. /**
  23999. * Gets the default side orientation.
  24000. * @param orientation the orientation to value to attempt to get
  24001. * @returns the default orientation
  24002. * @hidden
  24003. */
  24004. static _GetDefaultSideOrientation(orientation?: number): number;
  24005. private _internalMeshDataInfo;
  24006. /**
  24007. * An event triggered before rendering the mesh
  24008. */
  24009. readonly onBeforeRenderObservable: Observable<Mesh>;
  24010. /**
  24011. * An event triggered before binding the mesh
  24012. */
  24013. readonly onBeforeBindObservable: Observable<Mesh>;
  24014. /**
  24015. * An event triggered after rendering the mesh
  24016. */
  24017. readonly onAfterRenderObservable: Observable<Mesh>;
  24018. /**
  24019. * An event triggered before drawing the mesh
  24020. */
  24021. readonly onBeforeDrawObservable: Observable<Mesh>;
  24022. private _onBeforeDrawObserver;
  24023. /**
  24024. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24025. */
  24026. onBeforeDraw: () => void;
  24027. /**
  24028. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24029. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24030. */
  24031. delayLoadState: number;
  24032. /**
  24033. * Gets the list of instances created from this mesh
  24034. * it is not supposed to be modified manually.
  24035. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24036. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24037. */
  24038. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24039. /**
  24040. * Gets the file containing delay loading data for this mesh
  24041. */
  24042. delayLoadingFile: string;
  24043. /** @hidden */
  24044. _binaryInfo: any;
  24045. /**
  24046. * User defined function used to change how LOD level selection is done
  24047. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24048. */
  24049. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24050. /**
  24051. * Gets or sets the morph target manager
  24052. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24053. */
  24054. morphTargetManager: Nullable<MorphTargetManager>;
  24055. /** @hidden */
  24056. _creationDataStorage: Nullable<_CreationDataStorage>;
  24057. /** @hidden */
  24058. _geometry: Nullable<Geometry>;
  24059. /** @hidden */
  24060. _delayInfo: Array<string>;
  24061. /** @hidden */
  24062. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24063. /** @hidden */
  24064. _instanceDataStorage: _InstanceDataStorage;
  24065. private _effectiveMaterial;
  24066. /** @hidden */
  24067. _shouldGenerateFlatShading: boolean;
  24068. /** @hidden */
  24069. _originalBuilderSideOrientation: number;
  24070. /**
  24071. * Use this property to change the original side orientation defined at construction time
  24072. */
  24073. overrideMaterialSideOrientation: Nullable<number>;
  24074. /**
  24075. * Gets the source mesh (the one used to clone this one from)
  24076. */
  24077. readonly source: Nullable<Mesh>;
  24078. /**
  24079. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24080. */
  24081. isUnIndexed: boolean;
  24082. /**
  24083. * @constructor
  24084. * @param name The value used by scene.getMeshByName() to do a lookup.
  24085. * @param scene The scene to add this mesh to.
  24086. * @param parent The parent of this mesh, if it has one
  24087. * @param source An optional Mesh from which geometry is shared, cloned.
  24088. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24089. * When false, achieved by calling a clone(), also passing False.
  24090. * This will make creation of children, recursive.
  24091. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24092. */
  24093. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24094. /**
  24095. * Gets the class name
  24096. * @returns the string "Mesh".
  24097. */
  24098. getClassName(): string;
  24099. /** @hidden */
  24100. readonly _isMesh: boolean;
  24101. /**
  24102. * Returns a description of this mesh
  24103. * @param fullDetails define if full details about this mesh must be used
  24104. * @returns a descriptive string representing this mesh
  24105. */
  24106. toString(fullDetails?: boolean): string;
  24107. /** @hidden */
  24108. _unBindEffect(): void;
  24109. /**
  24110. * Gets a boolean indicating if this mesh has LOD
  24111. */
  24112. readonly hasLODLevels: boolean;
  24113. /**
  24114. * Gets the list of MeshLODLevel associated with the current mesh
  24115. * @returns an array of MeshLODLevel
  24116. */
  24117. getLODLevels(): MeshLODLevel[];
  24118. private _sortLODLevels;
  24119. /**
  24120. * Add a mesh as LOD level triggered at the given distance.
  24121. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24122. * @param distance The distance from the center of the object to show this level
  24123. * @param mesh The mesh to be added as LOD level (can be null)
  24124. * @return This mesh (for chaining)
  24125. */
  24126. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24127. /**
  24128. * Returns the LOD level mesh at the passed distance or null if not found.
  24129. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24130. * @param distance The distance from the center of the object to show this level
  24131. * @returns a Mesh or `null`
  24132. */
  24133. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24134. /**
  24135. * Remove a mesh from the LOD array
  24136. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24137. * @param mesh defines the mesh to be removed
  24138. * @return This mesh (for chaining)
  24139. */
  24140. removeLODLevel(mesh: Mesh): Mesh;
  24141. /**
  24142. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24143. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24144. * @param camera defines the camera to use to compute distance
  24145. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24146. * @return This mesh (for chaining)
  24147. */
  24148. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24149. /**
  24150. * Gets the mesh internal Geometry object
  24151. */
  24152. readonly geometry: Nullable<Geometry>;
  24153. /**
  24154. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24155. * @returns the total number of vertices
  24156. */
  24157. getTotalVertices(): number;
  24158. /**
  24159. * Returns the content of an associated vertex buffer
  24160. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24161. * - VertexBuffer.PositionKind
  24162. * - VertexBuffer.UVKind
  24163. * - VertexBuffer.UV2Kind
  24164. * - VertexBuffer.UV3Kind
  24165. * - VertexBuffer.UV4Kind
  24166. * - VertexBuffer.UV5Kind
  24167. * - VertexBuffer.UV6Kind
  24168. * - VertexBuffer.ColorKind
  24169. * - VertexBuffer.MatricesIndicesKind
  24170. * - VertexBuffer.MatricesIndicesExtraKind
  24171. * - VertexBuffer.MatricesWeightsKind
  24172. * - VertexBuffer.MatricesWeightsExtraKind
  24173. * @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
  24174. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24175. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24176. */
  24177. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24178. /**
  24179. * Returns the mesh VertexBuffer object from the requested `kind`
  24180. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24181. * - VertexBuffer.PositionKind
  24182. * - VertexBuffer.NormalKind
  24183. * - VertexBuffer.UVKind
  24184. * - VertexBuffer.UV2Kind
  24185. * - VertexBuffer.UV3Kind
  24186. * - VertexBuffer.UV4Kind
  24187. * - VertexBuffer.UV5Kind
  24188. * - VertexBuffer.UV6Kind
  24189. * - VertexBuffer.ColorKind
  24190. * - VertexBuffer.MatricesIndicesKind
  24191. * - VertexBuffer.MatricesIndicesExtraKind
  24192. * - VertexBuffer.MatricesWeightsKind
  24193. * - VertexBuffer.MatricesWeightsExtraKind
  24194. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24195. */
  24196. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24197. /**
  24198. * Tests if a specific vertex buffer is associated with this mesh
  24199. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24200. * - VertexBuffer.PositionKind
  24201. * - VertexBuffer.NormalKind
  24202. * - VertexBuffer.UVKind
  24203. * - VertexBuffer.UV2Kind
  24204. * - VertexBuffer.UV3Kind
  24205. * - VertexBuffer.UV4Kind
  24206. * - VertexBuffer.UV5Kind
  24207. * - VertexBuffer.UV6Kind
  24208. * - VertexBuffer.ColorKind
  24209. * - VertexBuffer.MatricesIndicesKind
  24210. * - VertexBuffer.MatricesIndicesExtraKind
  24211. * - VertexBuffer.MatricesWeightsKind
  24212. * - VertexBuffer.MatricesWeightsExtraKind
  24213. * @returns a boolean
  24214. */
  24215. isVerticesDataPresent(kind: string): boolean;
  24216. /**
  24217. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24218. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24219. * - VertexBuffer.PositionKind
  24220. * - VertexBuffer.UVKind
  24221. * - VertexBuffer.UV2Kind
  24222. * - VertexBuffer.UV3Kind
  24223. * - VertexBuffer.UV4Kind
  24224. * - VertexBuffer.UV5Kind
  24225. * - VertexBuffer.UV6Kind
  24226. * - VertexBuffer.ColorKind
  24227. * - VertexBuffer.MatricesIndicesKind
  24228. * - VertexBuffer.MatricesIndicesExtraKind
  24229. * - VertexBuffer.MatricesWeightsKind
  24230. * - VertexBuffer.MatricesWeightsExtraKind
  24231. * @returns a boolean
  24232. */
  24233. isVertexBufferUpdatable(kind: string): boolean;
  24234. /**
  24235. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24236. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24237. * - VertexBuffer.PositionKind
  24238. * - VertexBuffer.NormalKind
  24239. * - VertexBuffer.UVKind
  24240. * - VertexBuffer.UV2Kind
  24241. * - VertexBuffer.UV3Kind
  24242. * - VertexBuffer.UV4Kind
  24243. * - VertexBuffer.UV5Kind
  24244. * - VertexBuffer.UV6Kind
  24245. * - VertexBuffer.ColorKind
  24246. * - VertexBuffer.MatricesIndicesKind
  24247. * - VertexBuffer.MatricesIndicesExtraKind
  24248. * - VertexBuffer.MatricesWeightsKind
  24249. * - VertexBuffer.MatricesWeightsExtraKind
  24250. * @returns an array of strings
  24251. */
  24252. getVerticesDataKinds(): string[];
  24253. /**
  24254. * Returns a positive integer : the total number of indices in this mesh geometry.
  24255. * @returns the numner of indices or zero if the mesh has no geometry.
  24256. */
  24257. getTotalIndices(): number;
  24258. /**
  24259. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24260. * @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.
  24261. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24262. * @returns the indices array or an empty array if the mesh has no geometry
  24263. */
  24264. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24265. readonly isBlocked: boolean;
  24266. /**
  24267. * Determine if the current mesh is ready to be rendered
  24268. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24269. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24270. * @returns true if all associated assets are ready (material, textures, shaders)
  24271. */
  24272. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24273. /**
  24274. * 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.
  24275. */
  24276. readonly areNormalsFrozen: boolean;
  24277. /**
  24278. * 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.
  24279. * @returns the current mesh
  24280. */
  24281. freezeNormals(): Mesh;
  24282. /**
  24283. * 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
  24284. * @returns the current mesh
  24285. */
  24286. unfreezeNormals(): Mesh;
  24287. /**
  24288. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24289. */
  24290. overridenInstanceCount: number;
  24291. /** @hidden */
  24292. _preActivate(): Mesh;
  24293. /** @hidden */
  24294. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24295. /** @hidden */
  24296. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24297. /**
  24298. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24299. * This means the mesh underlying bounding box and sphere are recomputed.
  24300. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24301. * @returns the current mesh
  24302. */
  24303. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24304. /** @hidden */
  24305. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24306. /**
  24307. * This function will subdivide the mesh into multiple submeshes
  24308. * @param count defines the expected number of submeshes
  24309. */
  24310. subdivide(count: number): void;
  24311. /**
  24312. * Copy a FloatArray into a specific associated vertex buffer
  24313. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24314. * - VertexBuffer.PositionKind
  24315. * - VertexBuffer.UVKind
  24316. * - VertexBuffer.UV2Kind
  24317. * - VertexBuffer.UV3Kind
  24318. * - VertexBuffer.UV4Kind
  24319. * - VertexBuffer.UV5Kind
  24320. * - VertexBuffer.UV6Kind
  24321. * - VertexBuffer.ColorKind
  24322. * - VertexBuffer.MatricesIndicesKind
  24323. * - VertexBuffer.MatricesIndicesExtraKind
  24324. * - VertexBuffer.MatricesWeightsKind
  24325. * - VertexBuffer.MatricesWeightsExtraKind
  24326. * @param data defines the data source
  24327. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24328. * @param stride defines the data stride size (can be null)
  24329. * @returns the current mesh
  24330. */
  24331. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24332. /**
  24333. * Flags an associated vertex buffer as updatable
  24334. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24335. * - VertexBuffer.PositionKind
  24336. * - VertexBuffer.UVKind
  24337. * - VertexBuffer.UV2Kind
  24338. * - VertexBuffer.UV3Kind
  24339. * - VertexBuffer.UV4Kind
  24340. * - VertexBuffer.UV5Kind
  24341. * - VertexBuffer.UV6Kind
  24342. * - VertexBuffer.ColorKind
  24343. * - VertexBuffer.MatricesIndicesKind
  24344. * - VertexBuffer.MatricesIndicesExtraKind
  24345. * - VertexBuffer.MatricesWeightsKind
  24346. * - VertexBuffer.MatricesWeightsExtraKind
  24347. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24348. */
  24349. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24350. /**
  24351. * Sets the mesh global Vertex Buffer
  24352. * @param buffer defines the buffer to use
  24353. * @returns the current mesh
  24354. */
  24355. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24356. /**
  24357. * Update a specific associated vertex buffer
  24358. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24359. * - VertexBuffer.PositionKind
  24360. * - VertexBuffer.UVKind
  24361. * - VertexBuffer.UV2Kind
  24362. * - VertexBuffer.UV3Kind
  24363. * - VertexBuffer.UV4Kind
  24364. * - VertexBuffer.UV5Kind
  24365. * - VertexBuffer.UV6Kind
  24366. * - VertexBuffer.ColorKind
  24367. * - VertexBuffer.MatricesIndicesKind
  24368. * - VertexBuffer.MatricesIndicesExtraKind
  24369. * - VertexBuffer.MatricesWeightsKind
  24370. * - VertexBuffer.MatricesWeightsExtraKind
  24371. * @param data defines the data source
  24372. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24373. * @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)
  24374. * @returns the current mesh
  24375. */
  24376. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24377. /**
  24378. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24379. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24380. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24381. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24382. * @returns the current mesh
  24383. */
  24384. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24385. /**
  24386. * Creates a un-shared specific occurence of the geometry for the mesh.
  24387. * @returns the current mesh
  24388. */
  24389. makeGeometryUnique(): Mesh;
  24390. /**
  24391. * Set the index buffer of this mesh
  24392. * @param indices defines the source data
  24393. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24394. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24395. * @returns the current mesh
  24396. */
  24397. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24398. /**
  24399. * Update the current index buffer
  24400. * @param indices defines the source data
  24401. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24402. * @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)
  24403. * @returns the current mesh
  24404. */
  24405. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24406. /**
  24407. * Invert the geometry to move from a right handed system to a left handed one.
  24408. * @returns the current mesh
  24409. */
  24410. toLeftHanded(): Mesh;
  24411. /** @hidden */
  24412. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24413. /** @hidden */
  24414. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24415. /**
  24416. * Registers for this mesh a javascript function called just before the rendering process
  24417. * @param func defines the function to call before rendering this mesh
  24418. * @returns the current mesh
  24419. */
  24420. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24421. /**
  24422. * Disposes a previously registered javascript function called before the rendering
  24423. * @param func defines the function to remove
  24424. * @returns the current mesh
  24425. */
  24426. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24427. /**
  24428. * Registers for this mesh a javascript function called just after the rendering is complete
  24429. * @param func defines the function to call after rendering this mesh
  24430. * @returns the current mesh
  24431. */
  24432. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24433. /**
  24434. * Disposes a previously registered javascript function called after the rendering.
  24435. * @param func defines the function to remove
  24436. * @returns the current mesh
  24437. */
  24438. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24439. /** @hidden */
  24440. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24441. /** @hidden */
  24442. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24443. /** @hidden */
  24444. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24445. /** @hidden */
  24446. _rebuild(): void;
  24447. /** @hidden */
  24448. _freeze(): void;
  24449. /** @hidden */
  24450. _unFreeze(): void;
  24451. /**
  24452. * 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
  24453. * @param subMesh defines the subMesh to render
  24454. * @param enableAlphaMode defines if alpha mode can be changed
  24455. * @returns the current mesh
  24456. */
  24457. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24458. private _onBeforeDraw;
  24459. /**
  24460. * Renormalize the mesh and patch it up if there are no weights
  24461. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24462. * However in the case of zero weights then we set just a single influence to 1.
  24463. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24464. */
  24465. cleanMatrixWeights(): void;
  24466. private normalizeSkinFourWeights;
  24467. private normalizeSkinWeightsAndExtra;
  24468. /**
  24469. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24470. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24471. * the user know there was an issue with importing the mesh
  24472. * @returns a validation object with skinned, valid and report string
  24473. */
  24474. validateSkinning(): {
  24475. skinned: boolean;
  24476. valid: boolean;
  24477. report: string;
  24478. };
  24479. /** @hidden */
  24480. _checkDelayState(): Mesh;
  24481. private _queueLoad;
  24482. /**
  24483. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24484. * A mesh is in the frustum if its bounding box intersects the frustum
  24485. * @param frustumPlanes defines the frustum to test
  24486. * @returns true if the mesh is in the frustum planes
  24487. */
  24488. isInFrustum(frustumPlanes: Plane[]): boolean;
  24489. /**
  24490. * Sets the mesh material by the material or multiMaterial `id` property
  24491. * @param id is a string identifying the material or the multiMaterial
  24492. * @returns the current mesh
  24493. */
  24494. setMaterialByID(id: string): Mesh;
  24495. /**
  24496. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24497. * @returns an array of IAnimatable
  24498. */
  24499. getAnimatables(): IAnimatable[];
  24500. /**
  24501. * Modifies the mesh geometry according to the passed transformation matrix.
  24502. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24503. * The mesh normals are modified using the same transformation.
  24504. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24505. * @param transform defines the transform matrix to use
  24506. * @see http://doc.babylonjs.com/resources/baking_transformations
  24507. * @returns the current mesh
  24508. */
  24509. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24510. /**
  24511. * Modifies the mesh geometry according to its own current World Matrix.
  24512. * The mesh World Matrix is then reset.
  24513. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24514. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24515. * @see http://doc.babylonjs.com/resources/baking_transformations
  24516. * @returns the current mesh
  24517. */
  24518. bakeCurrentTransformIntoVertices(): Mesh;
  24519. /** @hidden */
  24520. readonly _positions: Nullable<Vector3[]>;
  24521. /** @hidden */
  24522. _resetPointsArrayCache(): Mesh;
  24523. /** @hidden */
  24524. _generatePointsArray(): boolean;
  24525. /**
  24526. * Returns a new Mesh object generated from the current mesh properties.
  24527. * This method must not get confused with createInstance()
  24528. * @param name is a string, the name given to the new mesh
  24529. * @param newParent can be any Node object (default `null`)
  24530. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24531. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24532. * @returns a new mesh
  24533. */
  24534. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24535. /**
  24536. * Releases resources associated with this mesh.
  24537. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24538. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24539. */
  24540. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24541. /**
  24542. * Modifies the mesh geometry according to a displacement map.
  24543. * 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.
  24544. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24545. * @param url is a string, the URL from the image file is to be downloaded.
  24546. * @param minHeight is the lower limit of the displacement.
  24547. * @param maxHeight is the upper limit of the displacement.
  24548. * @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.
  24549. * @param uvOffset is an optional vector2 used to offset UV.
  24550. * @param uvScale is an optional vector2 used to scale UV.
  24551. * @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.
  24552. * @returns the Mesh.
  24553. */
  24554. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24555. /**
  24556. * Modifies the mesh geometry according to a displacementMap buffer.
  24557. * 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.
  24558. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24559. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24560. * @param heightMapWidth is the width of the buffer image.
  24561. * @param heightMapHeight is the height of the buffer image.
  24562. * @param minHeight is the lower limit of the displacement.
  24563. * @param maxHeight is the upper limit of the displacement.
  24564. * @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.
  24565. * @param uvOffset is an optional vector2 used to offset UV.
  24566. * @param uvScale is an optional vector2 used to scale UV.
  24567. * @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.
  24568. * @returns the Mesh.
  24569. */
  24570. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24571. /**
  24572. * Modify the mesh to get a flat shading rendering.
  24573. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24574. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24575. * @returns current mesh
  24576. */
  24577. convertToFlatShadedMesh(): Mesh;
  24578. /**
  24579. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24580. * In other words, more vertices, no more indices and a single bigger VBO.
  24581. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24582. * @returns current mesh
  24583. */
  24584. convertToUnIndexedMesh(): Mesh;
  24585. /**
  24586. * Inverses facet orientations.
  24587. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24588. * @param flipNormals will also inverts the normals
  24589. * @returns current mesh
  24590. */
  24591. flipFaces(flipNormals?: boolean): Mesh;
  24592. /**
  24593. * Increase the number of facets and hence vertices in a mesh
  24594. * Vertex normals are interpolated from existing vertex normals
  24595. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24596. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24597. */
  24598. increaseVertices(numberPerEdge: number): void;
  24599. /**
  24600. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24601. * This will undo any application of covertToFlatShadedMesh
  24602. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24603. */
  24604. forceSharedVertices(): void;
  24605. /** @hidden */
  24606. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24607. /** @hidden */
  24608. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24609. /**
  24610. * Creates a new InstancedMesh object from the mesh model.
  24611. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24612. * @param name defines the name of the new instance
  24613. * @returns a new InstancedMesh
  24614. */
  24615. createInstance(name: string): InstancedMesh;
  24616. /**
  24617. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24618. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24619. * @returns the current mesh
  24620. */
  24621. synchronizeInstances(): Mesh;
  24622. /**
  24623. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24624. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24625. * This should be used together with the simplification to avoid disappearing triangles.
  24626. * @param successCallback an optional success callback to be called after the optimization finished.
  24627. * @returns the current mesh
  24628. */
  24629. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24630. /**
  24631. * Serialize current mesh
  24632. * @param serializationObject defines the object which will receive the serialization data
  24633. */
  24634. serialize(serializationObject: any): void;
  24635. /** @hidden */
  24636. _syncGeometryWithMorphTargetManager(): void;
  24637. /** @hidden */
  24638. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24639. /**
  24640. * Returns a new Mesh object parsed from the source provided.
  24641. * @param parsedMesh is the source
  24642. * @param scene defines the hosting scene
  24643. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24644. * @returns a new Mesh
  24645. */
  24646. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24647. /**
  24648. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24649. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24650. * @param name defines the name of the mesh to create
  24651. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24652. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24653. * @param closePath creates a seam between the first and the last points of each path of the path array
  24654. * @param offset is taken in account only if the `pathArray` is containing a single path
  24655. * @param scene defines the hosting scene
  24656. * @param updatable defines if the mesh must be flagged as updatable
  24657. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24658. * @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)
  24659. * @returns a new Mesh
  24660. */
  24661. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24662. /**
  24663. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24664. * @param name defines the name of the mesh to create
  24665. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24666. * @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
  24667. * @param scene defines the hosting scene
  24668. * @param updatable defines if the mesh must be flagged as updatable
  24669. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24670. * @returns a new Mesh
  24671. */
  24672. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24673. /**
  24674. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24675. * @param name defines the name of the mesh to create
  24676. * @param size sets the size (float) of each box side (default 1)
  24677. * @param scene defines the hosting scene
  24678. * @param updatable defines if the mesh must be flagged as updatable
  24679. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24680. * @returns a new Mesh
  24681. */
  24682. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24683. /**
  24684. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24685. * @param name defines the name of the mesh to create
  24686. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24687. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24698. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24699. * @param scene defines the hosting scene
  24700. * @returns a new Mesh
  24701. */
  24702. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24703. /**
  24704. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24705. * @param name defines the name of the mesh to create
  24706. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24707. * @param diameterTop set the top cap diameter (floats, default 1)
  24708. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24709. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24710. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24711. * @param scene defines the hosting scene
  24712. * @param updatable defines if the mesh must be flagged as updatable
  24713. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24714. * @returns a new Mesh
  24715. */
  24716. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24717. /**
  24718. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24719. * @param name defines the name of the mesh to create
  24720. * @param diameter sets the diameter size (float) of the torus (default 1)
  24721. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24722. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24723. * @param scene defines the hosting scene
  24724. * @param updatable defines if the mesh must be flagged as updatable
  24725. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24726. * @returns a new Mesh
  24727. */
  24728. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24729. /**
  24730. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24731. * @param name defines the name of the mesh to create
  24732. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24733. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24734. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24735. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24736. * @param p the number of windings on X axis (positive integers, default 2)
  24737. * @param q the number of windings on Y axis (positive integers, default 3)
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @returns a new Mesh
  24742. */
  24743. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24744. /**
  24745. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24746. * @param name defines the name of the mesh to create
  24747. * @param points is an array successive Vector3
  24748. * @param scene defines the hosting scene
  24749. * @param updatable defines if the mesh must be flagged as updatable
  24750. * @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).
  24751. * @returns a new Mesh
  24752. */
  24753. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24754. /**
  24755. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24756. * @param name defines the name of the mesh to create
  24757. * @param points is an array successive Vector3
  24758. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24759. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24760. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24761. * @param scene defines the hosting scene
  24762. * @param updatable defines if the mesh must be flagged as updatable
  24763. * @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)
  24764. * @returns a new Mesh
  24765. */
  24766. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24767. /**
  24768. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24769. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24770. * 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.
  24771. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24772. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24773. * Remember you can only change the shape positions, not their number when updating a polygon.
  24774. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24775. * @param name defines the name of the mesh to create
  24776. * @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
  24777. * @param scene defines the hosting scene
  24778. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24779. * @param updatable defines if the mesh must be flagged as updatable
  24780. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24781. * @param earcutInjection can be used to inject your own earcut reference
  24782. * @returns a new Mesh
  24783. */
  24784. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24785. /**
  24786. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24787. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24788. * @param name defines the name of the mesh to create
  24789. * @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
  24790. * @param depth defines the height of extrusion
  24791. * @param scene defines the hosting scene
  24792. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24793. * @param updatable defines if the mesh must be flagged as updatable
  24794. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24795. * @param earcutInjection can be used to inject your own earcut reference
  24796. * @returns a new Mesh
  24797. */
  24798. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24799. /**
  24800. * Creates an extruded shape mesh.
  24801. * 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
  24802. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24803. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24804. * @param name defines the name of the mesh to create
  24805. * @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
  24806. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24807. * @param scale is the value to scale the shape
  24808. * @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
  24809. * @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
  24810. * @param scene defines the hosting scene
  24811. * @param updatable defines if the mesh must be flagged as updatable
  24812. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24813. * @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)
  24814. * @returns a new Mesh
  24815. */
  24816. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24817. /**
  24818. * Creates an custom extruded shape mesh.
  24819. * The custom extrusion is a parametric shape.
  24820. * It has no predefined shape. Its final shape will depend on the input parameters.
  24821. * Please consider using the same method from the MeshBuilder class instead
  24822. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24823. * @param name defines the name of the mesh to create
  24824. * @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
  24825. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24826. * @param scaleFunction is a custom Javascript function called on each path point
  24827. * @param rotationFunction is a custom Javascript function called on each path point
  24828. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24829. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24830. * @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
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24834. * @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)
  24835. * @returns a new Mesh
  24836. */
  24837. 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;
  24838. /**
  24839. * Creates lathe mesh.
  24840. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24841. * Please consider using the same method from the MeshBuilder class instead
  24842. * @param name defines the name of the mesh to create
  24843. * @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
  24844. * @param radius is the radius value of the lathe
  24845. * @param tessellation is the side number of the lathe.
  24846. * @param scene defines the hosting scene
  24847. * @param updatable defines if the mesh must be flagged as updatable
  24848. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24849. * @returns a new Mesh
  24850. */
  24851. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24852. /**
  24853. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24854. * @param name defines the name of the mesh to create
  24855. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24856. * @param scene defines the hosting scene
  24857. * @param updatable defines if the mesh must be flagged as updatable
  24858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24859. * @returns a new Mesh
  24860. */
  24861. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24862. /**
  24863. * Creates a ground mesh.
  24864. * Please consider using the same method from the MeshBuilder class instead
  24865. * @param name defines the name of the mesh to create
  24866. * @param width set the width of the ground
  24867. * @param height set the height of the ground
  24868. * @param subdivisions sets the number of subdivisions per side
  24869. * @param scene defines the hosting scene
  24870. * @param updatable defines if the mesh must be flagged as updatable
  24871. * @returns a new Mesh
  24872. */
  24873. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24874. /**
  24875. * Creates a tiled ground mesh.
  24876. * Please consider using the same method from the MeshBuilder class instead
  24877. * @param name defines the name of the mesh to create
  24878. * @param xmin set the ground minimum X coordinate
  24879. * @param zmin set the ground minimum Y coordinate
  24880. * @param xmax set the ground maximum X coordinate
  24881. * @param zmax set the ground maximum Z coordinate
  24882. * @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
  24883. * @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
  24884. * @param scene defines the hosting scene
  24885. * @param updatable defines if the mesh must be flagged as updatable
  24886. * @returns a new Mesh
  24887. */
  24888. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24889. w: number;
  24890. h: number;
  24891. }, precision: {
  24892. w: number;
  24893. h: number;
  24894. }, scene: Scene, updatable?: boolean): Mesh;
  24895. /**
  24896. * Creates a ground mesh from a height map.
  24897. * Please consider using the same method from the MeshBuilder class instead
  24898. * @see http://doc.babylonjs.com/babylon101/height_map
  24899. * @param name defines the name of the mesh to create
  24900. * @param url sets the URL of the height map image resource
  24901. * @param width set the ground width size
  24902. * @param height set the ground height size
  24903. * @param subdivisions sets the number of subdivision per side
  24904. * @param minHeight is the minimum altitude on the ground
  24905. * @param maxHeight is the maximum altitude on the ground
  24906. * @param scene defines the hosting scene
  24907. * @param updatable defines if the mesh must be flagged as updatable
  24908. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24909. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24910. * @returns a new Mesh
  24911. */
  24912. 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;
  24913. /**
  24914. * Creates a tube mesh.
  24915. * The tube is a parametric shape.
  24916. * It has no predefined shape. Its final shape will depend on the input parameters.
  24917. * Please consider using the same method from the MeshBuilder class instead
  24918. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24919. * @param name defines the name of the mesh to create
  24920. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24921. * @param radius sets the tube radius size
  24922. * @param tessellation is the number of sides on the tubular surface
  24923. * @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
  24924. * @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
  24925. * @param scene defines the hosting scene
  24926. * @param updatable defines if the mesh must be flagged as updatable
  24927. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24928. * @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)
  24929. * @returns a new Mesh
  24930. */
  24931. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24932. (i: number, distance: number): number;
  24933. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24934. /**
  24935. * Creates a polyhedron mesh.
  24936. * Please consider using the same method from the MeshBuilder class instead.
  24937. * * 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
  24938. * * The parameter `size` (positive float, default 1) sets the polygon size
  24939. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24940. * * 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`
  24941. * * 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
  24942. * * 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)`)
  24943. * * 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
  24944. * * 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
  24945. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24946. * * 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
  24947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24948. * @param name defines the name of the mesh to create
  24949. * @param options defines the options used to create the mesh
  24950. * @param scene defines the hosting scene
  24951. * @returns a new Mesh
  24952. */
  24953. static CreatePolyhedron(name: string, options: {
  24954. type?: number;
  24955. size?: number;
  24956. sizeX?: number;
  24957. sizeY?: number;
  24958. sizeZ?: number;
  24959. custom?: any;
  24960. faceUV?: Vector4[];
  24961. faceColors?: Color4[];
  24962. updatable?: boolean;
  24963. sideOrientation?: number;
  24964. }, scene: Scene): Mesh;
  24965. /**
  24966. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24967. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24968. * * 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`)
  24969. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24970. * * 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
  24971. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24972. * * 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
  24973. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24974. * @param name defines the name of the mesh
  24975. * @param options defines the options used to create the mesh
  24976. * @param scene defines the hosting scene
  24977. * @returns a new Mesh
  24978. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  24979. */
  24980. static CreateIcoSphere(name: string, options: {
  24981. radius?: number;
  24982. flat?: boolean;
  24983. subdivisions?: number;
  24984. sideOrientation?: number;
  24985. updatable?: boolean;
  24986. }, scene: Scene): Mesh;
  24987. /**
  24988. * Creates a decal mesh.
  24989. * Please consider using the same method from the MeshBuilder class instead.
  24990. * A decal is a mesh usually applied as a model onto the surface of another mesh
  24991. * @param name defines the name of the mesh
  24992. * @param sourceMesh defines the mesh receiving the decal
  24993. * @param position sets the position of the decal in world coordinates
  24994. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  24995. * @param size sets the decal scaling
  24996. * @param angle sets the angle to rotate the decal
  24997. * @returns a new Mesh
  24998. */
  24999. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25000. /**
  25001. * Prepare internal position array for software CPU skinning
  25002. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25003. */
  25004. setPositionsForCPUSkinning(): Float32Array;
  25005. /**
  25006. * Prepare internal normal array for software CPU skinning
  25007. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25008. */
  25009. setNormalsForCPUSkinning(): Float32Array;
  25010. /**
  25011. * Updates the vertex buffer by applying transformation from the bones
  25012. * @param skeleton defines the skeleton to apply to current mesh
  25013. * @returns the current mesh
  25014. */
  25015. applySkeleton(skeleton: Skeleton): Mesh;
  25016. /**
  25017. * 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
  25018. * @param meshes defines the list of meshes to scan
  25019. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25020. */
  25021. static MinMax(meshes: AbstractMesh[]): {
  25022. min: Vector3;
  25023. max: Vector3;
  25024. };
  25025. /**
  25026. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25027. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25028. * @returns a vector3
  25029. */
  25030. static Center(meshesOrMinMaxVector: {
  25031. min: Vector3;
  25032. max: Vector3;
  25033. } | AbstractMesh[]): Vector3;
  25034. /**
  25035. * Merge the array of meshes into a single mesh for performance reasons.
  25036. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25037. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25038. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25039. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25040. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25041. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25042. * @returns a new mesh
  25043. */
  25044. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25045. /** @hidden */
  25046. addInstance(instance: InstancedMesh): void;
  25047. /** @hidden */
  25048. removeInstance(instance: InstancedMesh): void;
  25049. }
  25050. }
  25051. declare module "babylonjs/Cameras/camera" {
  25052. import { SmartArray } from "babylonjs/Misc/smartArray";
  25053. import { Observable } from "babylonjs/Misc/observable";
  25054. import { Nullable } from "babylonjs/types";
  25055. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25056. import { Scene } from "babylonjs/scene";
  25057. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25058. import { Node } from "babylonjs/node";
  25059. import { Mesh } from "babylonjs/Meshes/mesh";
  25060. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25061. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25062. import { Viewport } from "babylonjs/Maths/math.viewport";
  25063. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25064. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25065. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25066. import { Ray } from "babylonjs/Culling/ray";
  25067. /**
  25068. * This is the base class of all the camera used in the application.
  25069. * @see http://doc.babylonjs.com/features/cameras
  25070. */
  25071. export class Camera extends Node {
  25072. /** @hidden */
  25073. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25074. /**
  25075. * This is the default projection mode used by the cameras.
  25076. * It helps recreating a feeling of perspective and better appreciate depth.
  25077. * This is the best way to simulate real life cameras.
  25078. */
  25079. static readonly PERSPECTIVE_CAMERA: number;
  25080. /**
  25081. * This helps creating camera with an orthographic mode.
  25082. * 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.
  25083. */
  25084. static readonly ORTHOGRAPHIC_CAMERA: number;
  25085. /**
  25086. * This is the default FOV mode for perspective cameras.
  25087. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25088. */
  25089. static readonly FOVMODE_VERTICAL_FIXED: number;
  25090. /**
  25091. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25092. */
  25093. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25094. /**
  25095. * This specifies ther is no need for a camera rig.
  25096. * Basically only one eye is rendered corresponding to the camera.
  25097. */
  25098. static readonly RIG_MODE_NONE: number;
  25099. /**
  25100. * Simulates a camera Rig with one blue eye and one red eye.
  25101. * This can be use with 3d blue and red glasses.
  25102. */
  25103. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25104. /**
  25105. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25106. */
  25107. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25108. /**
  25109. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25110. */
  25111. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25112. /**
  25113. * Defines that both eyes of the camera will be rendered over under each other.
  25114. */
  25115. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25116. /**
  25117. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25118. */
  25119. static readonly RIG_MODE_VR: number;
  25120. /**
  25121. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25122. */
  25123. static readonly RIG_MODE_WEBVR: number;
  25124. /**
  25125. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25126. */
  25127. static readonly RIG_MODE_CUSTOM: number;
  25128. /**
  25129. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25130. */
  25131. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25132. /**
  25133. * Define the input manager associated with the camera.
  25134. */
  25135. inputs: CameraInputsManager<Camera>;
  25136. /** @hidden */
  25137. _position: Vector3;
  25138. /**
  25139. * Define the current local position of the camera in the scene
  25140. */
  25141. position: Vector3;
  25142. /**
  25143. * The vector the camera should consider as up.
  25144. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25145. */
  25146. upVector: Vector3;
  25147. /**
  25148. * Define the current limit on the left side for an orthographic camera
  25149. * In scene unit
  25150. */
  25151. orthoLeft: Nullable<number>;
  25152. /**
  25153. * Define the current limit on the right side for an orthographic camera
  25154. * In scene unit
  25155. */
  25156. orthoRight: Nullable<number>;
  25157. /**
  25158. * Define the current limit on the bottom side for an orthographic camera
  25159. * In scene unit
  25160. */
  25161. orthoBottom: Nullable<number>;
  25162. /**
  25163. * Define the current limit on the top side for an orthographic camera
  25164. * In scene unit
  25165. */
  25166. orthoTop: Nullable<number>;
  25167. /**
  25168. * Field Of View is set in Radians. (default is 0.8)
  25169. */
  25170. fov: number;
  25171. /**
  25172. * Define the minimum distance the camera can see from.
  25173. * This is important to note that the depth buffer are not infinite and the closer it starts
  25174. * the more your scene might encounter depth fighting issue.
  25175. */
  25176. minZ: number;
  25177. /**
  25178. * Define the maximum distance the camera can see to.
  25179. * This is important to note that the depth buffer are not infinite and the further it end
  25180. * the more your scene might encounter depth fighting issue.
  25181. */
  25182. maxZ: number;
  25183. /**
  25184. * Define the default inertia of the camera.
  25185. * This helps giving a smooth feeling to the camera movement.
  25186. */
  25187. inertia: number;
  25188. /**
  25189. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25190. */
  25191. mode: number;
  25192. /**
  25193. * Define wether the camera is intermediate.
  25194. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25195. */
  25196. isIntermediate: boolean;
  25197. /**
  25198. * Define the viewport of the camera.
  25199. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25200. */
  25201. viewport: Viewport;
  25202. /**
  25203. * Restricts the camera to viewing objects with the same layerMask.
  25204. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25205. */
  25206. layerMask: number;
  25207. /**
  25208. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25209. */
  25210. fovMode: number;
  25211. /**
  25212. * Rig mode of the camera.
  25213. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25214. * This is normally controlled byt the camera themselves as internal use.
  25215. */
  25216. cameraRigMode: number;
  25217. /**
  25218. * Defines the distance between both "eyes" in case of a RIG
  25219. */
  25220. interaxialDistance: number;
  25221. /**
  25222. * Defines if stereoscopic rendering is done side by side or over under.
  25223. */
  25224. isStereoscopicSideBySide: boolean;
  25225. /**
  25226. * 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
  25227. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25228. * else in the scene. (Eg. security camera)
  25229. *
  25230. * 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)
  25231. */
  25232. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25233. /**
  25234. * When set, the camera will render to this render target instead of the default canvas
  25235. *
  25236. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25237. */
  25238. outputRenderTarget: Nullable<RenderTargetTexture>;
  25239. /**
  25240. * Observable triggered when the camera view matrix has changed.
  25241. */
  25242. onViewMatrixChangedObservable: Observable<Camera>;
  25243. /**
  25244. * Observable triggered when the camera Projection matrix has changed.
  25245. */
  25246. onProjectionMatrixChangedObservable: Observable<Camera>;
  25247. /**
  25248. * Observable triggered when the inputs have been processed.
  25249. */
  25250. onAfterCheckInputsObservable: Observable<Camera>;
  25251. /**
  25252. * Observable triggered when reset has been called and applied to the camera.
  25253. */
  25254. onRestoreStateObservable: Observable<Camera>;
  25255. /** @hidden */
  25256. _cameraRigParams: any;
  25257. /** @hidden */
  25258. _rigCameras: Camera[];
  25259. /** @hidden */
  25260. _rigPostProcess: Nullable<PostProcess>;
  25261. protected _webvrViewMatrix: Matrix;
  25262. /** @hidden */
  25263. _skipRendering: boolean;
  25264. /** @hidden */
  25265. _projectionMatrix: Matrix;
  25266. /** @hidden */
  25267. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25268. /** @hidden */
  25269. _activeMeshes: SmartArray<AbstractMesh>;
  25270. protected _globalPosition: Vector3;
  25271. /** @hidden */
  25272. _computedViewMatrix: Matrix;
  25273. private _doNotComputeProjectionMatrix;
  25274. private _transformMatrix;
  25275. private _frustumPlanes;
  25276. private _refreshFrustumPlanes;
  25277. private _storedFov;
  25278. private _stateStored;
  25279. /**
  25280. * Instantiates a new camera object.
  25281. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25282. * @see http://doc.babylonjs.com/features/cameras
  25283. * @param name Defines the name of the camera in the scene
  25284. * @param position Defines the position of the camera
  25285. * @param scene Defines the scene the camera belongs too
  25286. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25287. */
  25288. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25289. /**
  25290. * Store current camera state (fov, position, etc..)
  25291. * @returns the camera
  25292. */
  25293. storeState(): Camera;
  25294. /**
  25295. * Restores the camera state values if it has been stored. You must call storeState() first
  25296. */
  25297. protected _restoreStateValues(): boolean;
  25298. /**
  25299. * Restored camera state. You must call storeState() first.
  25300. * @returns true if restored and false otherwise
  25301. */
  25302. restoreState(): boolean;
  25303. /**
  25304. * Gets the class name of the camera.
  25305. * @returns the class name
  25306. */
  25307. getClassName(): string;
  25308. /** @hidden */
  25309. readonly _isCamera: boolean;
  25310. /**
  25311. * Gets a string representation of the camera useful for debug purpose.
  25312. * @param fullDetails Defines that a more verboe level of logging is required
  25313. * @returns the string representation
  25314. */
  25315. toString(fullDetails?: boolean): string;
  25316. /**
  25317. * Gets the current world space position of the camera.
  25318. */
  25319. readonly globalPosition: Vector3;
  25320. /**
  25321. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25322. * @returns the active meshe list
  25323. */
  25324. getActiveMeshes(): SmartArray<AbstractMesh>;
  25325. /**
  25326. * Check wether a mesh is part of the current active mesh list of the camera
  25327. * @param mesh Defines the mesh to check
  25328. * @returns true if active, false otherwise
  25329. */
  25330. isActiveMesh(mesh: Mesh): boolean;
  25331. /**
  25332. * Is this camera ready to be used/rendered
  25333. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25334. * @return true if the camera is ready
  25335. */
  25336. isReady(completeCheck?: boolean): boolean;
  25337. /** @hidden */
  25338. _initCache(): void;
  25339. /** @hidden */
  25340. _updateCache(ignoreParentClass?: boolean): void;
  25341. /** @hidden */
  25342. _isSynchronized(): boolean;
  25343. /** @hidden */
  25344. _isSynchronizedViewMatrix(): boolean;
  25345. /** @hidden */
  25346. _isSynchronizedProjectionMatrix(): boolean;
  25347. /**
  25348. * Attach the input controls to a specific dom element to get the input from.
  25349. * @param element Defines the element the controls should be listened from
  25350. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25351. */
  25352. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25353. /**
  25354. * Detach the current controls from the specified dom element.
  25355. * @param element Defines the element to stop listening the inputs from
  25356. */
  25357. detachControl(element: HTMLElement): void;
  25358. /**
  25359. * Update the camera state according to the different inputs gathered during the frame.
  25360. */
  25361. update(): void;
  25362. /** @hidden */
  25363. _checkInputs(): void;
  25364. /** @hidden */
  25365. readonly rigCameras: Camera[];
  25366. /**
  25367. * Gets the post process used by the rig cameras
  25368. */
  25369. readonly rigPostProcess: Nullable<PostProcess>;
  25370. /**
  25371. * Internal, gets the first post proces.
  25372. * @returns the first post process to be run on this camera.
  25373. */
  25374. _getFirstPostProcess(): Nullable<PostProcess>;
  25375. private _cascadePostProcessesToRigCams;
  25376. /**
  25377. * Attach a post process to the camera.
  25378. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25379. * @param postProcess The post process to attach to the camera
  25380. * @param insertAt The position of the post process in case several of them are in use in the scene
  25381. * @returns the position the post process has been inserted at
  25382. */
  25383. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25384. /**
  25385. * Detach a post process to the camera.
  25386. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25387. * @param postProcess The post process to detach from the camera
  25388. */
  25389. detachPostProcess(postProcess: PostProcess): void;
  25390. /**
  25391. * Gets the current world matrix of the camera
  25392. */
  25393. getWorldMatrix(): Matrix;
  25394. /** @hidden */
  25395. _getViewMatrix(): Matrix;
  25396. /**
  25397. * Gets the current view matrix of the camera.
  25398. * @param force forces the camera to recompute the matrix without looking at the cached state
  25399. * @returns the view matrix
  25400. */
  25401. getViewMatrix(force?: boolean): Matrix;
  25402. /**
  25403. * Freeze the projection matrix.
  25404. * It will prevent the cache check of the camera projection compute and can speed up perf
  25405. * if no parameter of the camera are meant to change
  25406. * @param projection Defines manually a projection if necessary
  25407. */
  25408. freezeProjectionMatrix(projection?: Matrix): void;
  25409. /**
  25410. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25411. */
  25412. unfreezeProjectionMatrix(): void;
  25413. /**
  25414. * Gets the current projection matrix of the camera.
  25415. * @param force forces the camera to recompute the matrix without looking at the cached state
  25416. * @returns the projection matrix
  25417. */
  25418. getProjectionMatrix(force?: boolean): Matrix;
  25419. /**
  25420. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25421. * @returns a Matrix
  25422. */
  25423. getTransformationMatrix(): Matrix;
  25424. private _updateFrustumPlanes;
  25425. /**
  25426. * Checks if a cullable object (mesh...) is in the camera frustum
  25427. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25428. * @param target The object to check
  25429. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25430. * @returns true if the object is in frustum otherwise false
  25431. */
  25432. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25433. /**
  25434. * Checks if a cullable object (mesh...) is in the camera frustum
  25435. * Unlike isInFrustum this cheks the full bounding box
  25436. * @param target The object to check
  25437. * @returns true if the object is in frustum otherwise false
  25438. */
  25439. isCompletelyInFrustum(target: ICullable): boolean;
  25440. /**
  25441. * Gets a ray in the forward direction from the camera.
  25442. * @param length Defines the length of the ray to create
  25443. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25444. * @param origin Defines the start point of the ray which defaults to the camera position
  25445. * @returns the forward ray
  25446. */
  25447. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25448. /**
  25449. * Releases resources associated with this node.
  25450. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25451. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25452. */
  25453. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25454. /** @hidden */
  25455. _isLeftCamera: boolean;
  25456. /**
  25457. * Gets the left camera of a rig setup in case of Rigged Camera
  25458. */
  25459. readonly isLeftCamera: boolean;
  25460. /** @hidden */
  25461. _isRightCamera: boolean;
  25462. /**
  25463. * Gets the right camera of a rig setup in case of Rigged Camera
  25464. */
  25465. readonly isRightCamera: boolean;
  25466. /**
  25467. * Gets the left camera of a rig setup in case of Rigged Camera
  25468. */
  25469. readonly leftCamera: Nullable<FreeCamera>;
  25470. /**
  25471. * Gets the right camera of a rig setup in case of Rigged Camera
  25472. */
  25473. readonly rightCamera: Nullable<FreeCamera>;
  25474. /**
  25475. * Gets the left camera target of a rig setup in case of Rigged Camera
  25476. * @returns the target position
  25477. */
  25478. getLeftTarget(): Nullable<Vector3>;
  25479. /**
  25480. * Gets the right camera target of a rig setup in case of Rigged Camera
  25481. * @returns the target position
  25482. */
  25483. getRightTarget(): Nullable<Vector3>;
  25484. /**
  25485. * @hidden
  25486. */
  25487. setCameraRigMode(mode: number, rigParams: any): void;
  25488. /** @hidden */
  25489. static _setStereoscopicRigMode(camera: Camera): void;
  25490. /** @hidden */
  25491. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25492. /** @hidden */
  25493. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25494. /** @hidden */
  25495. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25496. /** @hidden */
  25497. _getVRProjectionMatrix(): Matrix;
  25498. protected _updateCameraRotationMatrix(): void;
  25499. protected _updateWebVRCameraRotationMatrix(): void;
  25500. /**
  25501. * This function MUST be overwritten by the different WebVR cameras available.
  25502. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25503. * @hidden
  25504. */
  25505. _getWebVRProjectionMatrix(): Matrix;
  25506. /**
  25507. * This function MUST be overwritten by the different WebVR cameras available.
  25508. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25509. * @hidden
  25510. */
  25511. _getWebVRViewMatrix(): Matrix;
  25512. /** @hidden */
  25513. setCameraRigParameter(name: string, value: any): void;
  25514. /**
  25515. * needs to be overridden by children so sub has required properties to be copied
  25516. * @hidden
  25517. */
  25518. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25519. /**
  25520. * May need to be overridden by children
  25521. * @hidden
  25522. */
  25523. _updateRigCameras(): void;
  25524. /** @hidden */
  25525. _setupInputs(): void;
  25526. /**
  25527. * Serialiaze the camera setup to a json represention
  25528. * @returns the JSON representation
  25529. */
  25530. serialize(): any;
  25531. /**
  25532. * Clones the current camera.
  25533. * @param name The cloned camera name
  25534. * @returns the cloned camera
  25535. */
  25536. clone(name: string): Camera;
  25537. /**
  25538. * Gets the direction of the camera relative to a given local axis.
  25539. * @param localAxis Defines the reference axis to provide a relative direction.
  25540. * @return the direction
  25541. */
  25542. getDirection(localAxis: Vector3): Vector3;
  25543. /**
  25544. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25545. * @param localAxis Defines the reference axis to provide a relative direction.
  25546. * @param result Defines the vector to store the result in
  25547. */
  25548. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25549. /**
  25550. * Gets a camera constructor for a given camera type
  25551. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25552. * @param name The name of the camera the result will be able to instantiate
  25553. * @param scene The scene the result will construct the camera in
  25554. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25555. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25556. * @returns a factory method to construc the camera
  25557. */
  25558. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25559. /**
  25560. * Compute the world matrix of the camera.
  25561. * @returns the camera workd matrix
  25562. */
  25563. computeWorldMatrix(): Matrix;
  25564. /**
  25565. * Parse a JSON and creates the camera from the parsed information
  25566. * @param parsedCamera The JSON to parse
  25567. * @param scene The scene to instantiate the camera in
  25568. * @returns the newly constructed camera
  25569. */
  25570. static Parse(parsedCamera: any, scene: Scene): Camera;
  25571. }
  25572. }
  25573. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25574. import { Nullable } from "babylonjs/types";
  25575. import { Scene } from "babylonjs/scene";
  25576. import { Vector4 } from "babylonjs/Maths/math.vector";
  25577. import { Mesh } from "babylonjs/Meshes/mesh";
  25578. /**
  25579. * Class containing static functions to help procedurally build meshes
  25580. */
  25581. export class DiscBuilder {
  25582. /**
  25583. * Creates a plane polygonal mesh. By default, this is a disc
  25584. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25585. * * 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
  25586. * * 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
  25587. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25588. * * 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
  25589. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25590. * @param name defines the name of the mesh
  25591. * @param options defines the options used to create the mesh
  25592. * @param scene defines the hosting scene
  25593. * @returns the plane polygonal mesh
  25594. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25595. */
  25596. static CreateDisc(name: string, options: {
  25597. radius?: number;
  25598. tessellation?: number;
  25599. arc?: number;
  25600. updatable?: boolean;
  25601. sideOrientation?: number;
  25602. frontUVs?: Vector4;
  25603. backUVs?: Vector4;
  25604. }, scene?: Nullable<Scene>): Mesh;
  25605. }
  25606. }
  25607. declare module "babylonjs/Particles/solidParticleSystem" {
  25608. import { Vector3 } from "babylonjs/Maths/math.vector";
  25609. import { Mesh } from "babylonjs/Meshes/mesh";
  25610. import { Scene, IDisposable } from "babylonjs/scene";
  25611. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25612. /**
  25613. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25614. *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.
  25615. * The SPS is also a particle system. It provides some methods to manage the particles.
  25616. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25617. *
  25618. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25619. */
  25620. export class SolidParticleSystem implements IDisposable {
  25621. /**
  25622. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25623. * Example : var p = SPS.particles[i];
  25624. */
  25625. particles: SolidParticle[];
  25626. /**
  25627. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25628. */
  25629. nbParticles: number;
  25630. /**
  25631. * If the particles must ever face the camera (default false). Useful for planar particles.
  25632. */
  25633. billboard: boolean;
  25634. /**
  25635. * Recompute normals when adding a shape
  25636. */
  25637. recomputeNormals: boolean;
  25638. /**
  25639. * This a counter ofr your own usage. It's not set by any SPS functions.
  25640. */
  25641. counter: number;
  25642. /**
  25643. * The SPS name. This name is also given to the underlying mesh.
  25644. */
  25645. name: string;
  25646. /**
  25647. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25648. */
  25649. mesh: Mesh;
  25650. /**
  25651. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25652. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25653. */
  25654. vars: any;
  25655. /**
  25656. * This array is populated when the SPS is set as 'pickable'.
  25657. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25658. * Each element of this array is an object `{idx: int, faceId: int}`.
  25659. * `idx` is the picked particle index in the `SPS.particles` array
  25660. * `faceId` is the picked face index counted within this particle.
  25661. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25662. */
  25663. pickedParticles: {
  25664. idx: number;
  25665. faceId: number;
  25666. }[];
  25667. /**
  25668. * This array is populated when `enableDepthSort` is set to true.
  25669. * Each element of this array is an instance of the class DepthSortedParticle.
  25670. */
  25671. depthSortedParticles: DepthSortedParticle[];
  25672. /**
  25673. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25674. * @hidden
  25675. */
  25676. _bSphereOnly: boolean;
  25677. /**
  25678. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25679. * @hidden
  25680. */
  25681. _bSphereRadiusFactor: number;
  25682. private _scene;
  25683. private _positions;
  25684. private _indices;
  25685. private _normals;
  25686. private _colors;
  25687. private _uvs;
  25688. private _indices32;
  25689. private _positions32;
  25690. private _normals32;
  25691. private _fixedNormal32;
  25692. private _colors32;
  25693. private _uvs32;
  25694. private _index;
  25695. private _updatable;
  25696. private _pickable;
  25697. private _isVisibilityBoxLocked;
  25698. private _alwaysVisible;
  25699. private _depthSort;
  25700. private _shapeCounter;
  25701. private _copy;
  25702. private _color;
  25703. private _computeParticleColor;
  25704. private _computeParticleTexture;
  25705. private _computeParticleRotation;
  25706. private _computeParticleVertex;
  25707. private _computeBoundingBox;
  25708. private _depthSortParticles;
  25709. private _camera;
  25710. private _mustUnrotateFixedNormals;
  25711. private _particlesIntersect;
  25712. private _needs32Bits;
  25713. /**
  25714. * Creates a SPS (Solid Particle System) object.
  25715. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25716. * @param scene (Scene) is the scene in which the SPS is added.
  25717. * @param options defines the options of the sps e.g.
  25718. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25719. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25720. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25721. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25722. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25723. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25724. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25725. */
  25726. constructor(name: string, scene: Scene, options?: {
  25727. updatable?: boolean;
  25728. isPickable?: boolean;
  25729. enableDepthSort?: boolean;
  25730. particleIntersection?: boolean;
  25731. boundingSphereOnly?: boolean;
  25732. bSphereRadiusFactor?: number;
  25733. });
  25734. /**
  25735. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25736. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25737. * @returns the created mesh
  25738. */
  25739. buildMesh(): Mesh;
  25740. /**
  25741. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25742. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25743. * Thus the particles generated from `digest()` have their property `position` set yet.
  25744. * @param mesh ( Mesh ) is the mesh to be digested
  25745. * @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
  25746. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25747. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25748. * @returns the current SPS
  25749. */
  25750. digest(mesh: Mesh, options?: {
  25751. facetNb?: number;
  25752. number?: number;
  25753. delta?: number;
  25754. }): SolidParticleSystem;
  25755. private _unrotateFixedNormals;
  25756. private _resetCopy;
  25757. private _meshBuilder;
  25758. private _posToShape;
  25759. private _uvsToShapeUV;
  25760. private _addParticle;
  25761. /**
  25762. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25763. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25764. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25765. * @param nb (positive integer) the number of particles to be created from this model
  25766. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25767. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25768. * @returns the number of shapes in the system
  25769. */
  25770. addShape(mesh: Mesh, nb: number, options?: {
  25771. positionFunction?: any;
  25772. vertexFunction?: any;
  25773. }): number;
  25774. private _rebuildParticle;
  25775. /**
  25776. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25777. * @returns the SPS.
  25778. */
  25779. rebuildMesh(): SolidParticleSystem;
  25780. /**
  25781. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25782. * This method calls `updateParticle()` for each particle of the SPS.
  25783. * For an animated SPS, it is usually called within the render loop.
  25784. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25785. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25786. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25787. * @returns the SPS.
  25788. */
  25789. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25790. /**
  25791. * Disposes the SPS.
  25792. */
  25793. dispose(): void;
  25794. /**
  25795. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25796. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25797. * @returns the SPS.
  25798. */
  25799. refreshVisibleSize(): SolidParticleSystem;
  25800. /**
  25801. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25802. * @param size the size (float) of the visibility box
  25803. * note : this doesn't lock the SPS mesh bounding box.
  25804. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25805. */
  25806. setVisibilityBox(size: number): void;
  25807. /**
  25808. * Gets whether the SPS as always visible or not
  25809. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25810. */
  25811. /**
  25812. * Sets the SPS as always visible or not
  25813. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25814. */
  25815. isAlwaysVisible: boolean;
  25816. /**
  25817. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25818. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25819. */
  25820. /**
  25821. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25822. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25823. */
  25824. isVisibilityBoxLocked: boolean;
  25825. /**
  25826. * Tells to `setParticles()` to compute the particle rotations or not.
  25827. * Default value : true. The SPS is faster when it's set to false.
  25828. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25829. */
  25830. /**
  25831. * Gets if `setParticles()` computes the particle rotations or not.
  25832. * Default value : true. The SPS is faster when it's set to false.
  25833. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25834. */
  25835. computeParticleRotation: boolean;
  25836. /**
  25837. * Tells to `setParticles()` to compute the particle colors or not.
  25838. * Default value : true. The SPS is faster when it's set to false.
  25839. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25840. */
  25841. /**
  25842. * Gets if `setParticles()` computes the particle colors or not.
  25843. * Default value : true. The SPS is faster when it's set to false.
  25844. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25845. */
  25846. computeParticleColor: boolean;
  25847. /**
  25848. * Gets if `setParticles()` computes the particle textures or not.
  25849. * Default value : true. The SPS is faster when it's set to false.
  25850. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25851. */
  25852. computeParticleTexture: boolean;
  25853. /**
  25854. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25855. * Default value : false. The SPS is faster when it's set to false.
  25856. * Note : the particle custom vertex positions aren't stored values.
  25857. */
  25858. /**
  25859. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25860. * Default value : false. The SPS is faster when it's set to false.
  25861. * Note : the particle custom vertex positions aren't stored values.
  25862. */
  25863. computeParticleVertex: boolean;
  25864. /**
  25865. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25866. */
  25867. /**
  25868. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25869. */
  25870. computeBoundingBox: boolean;
  25871. /**
  25872. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25873. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25874. * Default : `true`
  25875. */
  25876. /**
  25877. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25878. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25879. * Default : `true`
  25880. */
  25881. depthSortParticles: boolean;
  25882. /**
  25883. * This function does nothing. It may be overwritten to set all the particle first values.
  25884. * The SPS doesn't call this function, you may have to call it by your own.
  25885. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25886. */
  25887. initParticles(): void;
  25888. /**
  25889. * This function does nothing. It may be overwritten to recycle a particle.
  25890. * The SPS doesn't call this function, you may have to call it by your own.
  25891. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25892. * @param particle The particle to recycle
  25893. * @returns the recycled particle
  25894. */
  25895. recycleParticle(particle: SolidParticle): SolidParticle;
  25896. /**
  25897. * Updates a particle : this function should be overwritten by the user.
  25898. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25899. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25900. * @example : just set a particle position or velocity and recycle conditions
  25901. * @param particle The particle to update
  25902. * @returns the updated particle
  25903. */
  25904. updateParticle(particle: SolidParticle): SolidParticle;
  25905. /**
  25906. * Updates a vertex of a particle : it can be overwritten by the user.
  25907. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25908. * @param particle the current particle
  25909. * @param vertex the current index of the current particle
  25910. * @param pt the index of the current vertex in the particle shape
  25911. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25912. * @example : just set a vertex particle position
  25913. * @returns the updated vertex
  25914. */
  25915. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25916. /**
  25917. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25918. * This does nothing and may be overwritten by the user.
  25919. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25920. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25921. * @param update the boolean update value actually passed to setParticles()
  25922. */
  25923. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25924. /**
  25925. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25926. * This will be passed three parameters.
  25927. * This does nothing and may be overwritten by the user.
  25928. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25929. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25930. * @param update the boolean update value actually passed to setParticles()
  25931. */
  25932. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25933. }
  25934. }
  25935. declare module "babylonjs/Particles/solidParticle" {
  25936. import { Nullable } from "babylonjs/types";
  25937. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25938. import { Color4 } from "babylonjs/Maths/math.color";
  25939. import { Mesh } from "babylonjs/Meshes/mesh";
  25940. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25941. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25942. import { Plane } from "babylonjs/Maths/math.plane";
  25943. /**
  25944. * Represents one particle of a solid particle system.
  25945. */
  25946. export class SolidParticle {
  25947. /**
  25948. * particle global index
  25949. */
  25950. idx: number;
  25951. /**
  25952. * The color of the particle
  25953. */
  25954. color: Nullable<Color4>;
  25955. /**
  25956. * The world space position of the particle.
  25957. */
  25958. position: Vector3;
  25959. /**
  25960. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25961. */
  25962. rotation: Vector3;
  25963. /**
  25964. * The world space rotation quaternion of the particle.
  25965. */
  25966. rotationQuaternion: Nullable<Quaternion>;
  25967. /**
  25968. * The scaling of the particle.
  25969. */
  25970. scaling: Vector3;
  25971. /**
  25972. * The uvs of the particle.
  25973. */
  25974. uvs: Vector4;
  25975. /**
  25976. * The current speed of the particle.
  25977. */
  25978. velocity: Vector3;
  25979. /**
  25980. * The pivot point in the particle local space.
  25981. */
  25982. pivot: Vector3;
  25983. /**
  25984. * Must the particle be translated from its pivot point in its local space ?
  25985. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  25986. * Default : false
  25987. */
  25988. translateFromPivot: boolean;
  25989. /**
  25990. * Is the particle active or not ?
  25991. */
  25992. alive: boolean;
  25993. /**
  25994. * Is the particle visible or not ?
  25995. */
  25996. isVisible: boolean;
  25997. /**
  25998. * Index of this particle in the global "positions" array (Internal use)
  25999. * @hidden
  26000. */
  26001. _pos: number;
  26002. /**
  26003. * @hidden Index of this particle in the global "indices" array (Internal use)
  26004. */
  26005. _ind: number;
  26006. /**
  26007. * @hidden ModelShape of this particle (Internal use)
  26008. */
  26009. _model: ModelShape;
  26010. /**
  26011. * ModelShape id of this particle
  26012. */
  26013. shapeId: number;
  26014. /**
  26015. * Index of the particle in its shape id (Internal use)
  26016. */
  26017. idxInShape: number;
  26018. /**
  26019. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26020. */
  26021. _modelBoundingInfo: BoundingInfo;
  26022. /**
  26023. * @hidden Particle BoundingInfo object (Internal use)
  26024. */
  26025. _boundingInfo: BoundingInfo;
  26026. /**
  26027. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26028. */
  26029. _sps: SolidParticleSystem;
  26030. /**
  26031. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26032. */
  26033. _stillInvisible: boolean;
  26034. /**
  26035. * @hidden Last computed particle rotation matrix
  26036. */
  26037. _rotationMatrix: number[];
  26038. /**
  26039. * Parent particle Id, if any.
  26040. * Default null.
  26041. */
  26042. parentId: Nullable<number>;
  26043. /**
  26044. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26045. * The possible values are :
  26046. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26047. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26048. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26049. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26050. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26051. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26052. * */
  26053. cullingStrategy: number;
  26054. /**
  26055. * @hidden Internal global position in the SPS.
  26056. */
  26057. _globalPosition: Vector3;
  26058. /**
  26059. * Creates a Solid Particle object.
  26060. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26061. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26062. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26063. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26064. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26065. * @param shapeId (integer) is the model shape identifier in the SPS.
  26066. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26067. * @param sps defines the sps it is associated to
  26068. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26069. */
  26070. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26071. /**
  26072. * Legacy support, changed scale to scaling
  26073. */
  26074. /**
  26075. * Legacy support, changed scale to scaling
  26076. */
  26077. scale: Vector3;
  26078. /**
  26079. * Legacy support, changed quaternion to rotationQuaternion
  26080. */
  26081. /**
  26082. * Legacy support, changed quaternion to rotationQuaternion
  26083. */
  26084. quaternion: Nullable<Quaternion>;
  26085. /**
  26086. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26087. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26088. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26089. * @returns true if it intersects
  26090. */
  26091. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26092. /**
  26093. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26094. * A particle is in the frustum if its bounding box intersects the frustum
  26095. * @param frustumPlanes defines the frustum to test
  26096. * @returns true if the particle is in the frustum planes
  26097. */
  26098. isInFrustum(frustumPlanes: Plane[]): boolean;
  26099. /**
  26100. * get the rotation matrix of the particle
  26101. * @hidden
  26102. */
  26103. getRotationMatrix(m: Matrix): void;
  26104. }
  26105. /**
  26106. * Represents the shape of the model used by one particle of a solid particle system.
  26107. * SPS internal tool, don't use it manually.
  26108. */
  26109. export class ModelShape {
  26110. /**
  26111. * The shape id
  26112. * @hidden
  26113. */
  26114. shapeID: number;
  26115. /**
  26116. * flat array of model positions (internal use)
  26117. * @hidden
  26118. */
  26119. _shape: Vector3[];
  26120. /**
  26121. * flat array of model UVs (internal use)
  26122. * @hidden
  26123. */
  26124. _shapeUV: number[];
  26125. /**
  26126. * length of the shape in the model indices array (internal use)
  26127. * @hidden
  26128. */
  26129. _indicesLength: number;
  26130. /**
  26131. * Custom position function (internal use)
  26132. * @hidden
  26133. */
  26134. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26135. /**
  26136. * Custom vertex function (internal use)
  26137. * @hidden
  26138. */
  26139. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26140. /**
  26141. * 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.
  26142. * SPS internal tool, don't use it manually.
  26143. * @hidden
  26144. */
  26145. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26146. }
  26147. /**
  26148. * Represents a Depth Sorted Particle in the solid particle system.
  26149. */
  26150. export class DepthSortedParticle {
  26151. /**
  26152. * Index of the particle in the "indices" array
  26153. */
  26154. ind: number;
  26155. /**
  26156. * Length of the particle shape in the "indices" array
  26157. */
  26158. indicesLength: number;
  26159. /**
  26160. * Squared distance from the particle to the camera
  26161. */
  26162. sqDistance: number;
  26163. }
  26164. }
  26165. declare module "babylonjs/Collisions/meshCollisionData" {
  26166. import { Collider } from "babylonjs/Collisions/collider";
  26167. import { Vector3 } from "babylonjs/Maths/math.vector";
  26168. import { Nullable } from "babylonjs/types";
  26169. import { Observer } from "babylonjs/Misc/observable";
  26170. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26171. /**
  26172. * @hidden
  26173. */
  26174. export class _MeshCollisionData {
  26175. _checkCollisions: boolean;
  26176. _collisionMask: number;
  26177. _collisionGroup: number;
  26178. _collider: Nullable<Collider>;
  26179. _oldPositionForCollisions: Vector3;
  26180. _diffPositionForCollisions: Vector3;
  26181. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26182. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26183. }
  26184. }
  26185. declare module "babylonjs/Meshes/abstractMesh" {
  26186. import { Observable } from "babylonjs/Misc/observable";
  26187. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26188. import { Camera } from "babylonjs/Cameras/camera";
  26189. import { Scene, IDisposable } from "babylonjs/scene";
  26190. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26191. import { Node } from "babylonjs/node";
  26192. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26193. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26194. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26195. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26196. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26197. import { Material } from "babylonjs/Materials/material";
  26198. import { Light } from "babylonjs/Lights/light";
  26199. import { Skeleton } from "babylonjs/Bones/skeleton";
  26200. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26201. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26202. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26203. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26204. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26205. import { Plane } from "babylonjs/Maths/math.plane";
  26206. import { Ray } from "babylonjs/Culling/ray";
  26207. import { Collider } from "babylonjs/Collisions/collider";
  26208. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26209. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26210. /** @hidden */
  26211. class _FacetDataStorage {
  26212. facetPositions: Vector3[];
  26213. facetNormals: Vector3[];
  26214. facetPartitioning: number[][];
  26215. facetNb: number;
  26216. partitioningSubdivisions: number;
  26217. partitioningBBoxRatio: number;
  26218. facetDataEnabled: boolean;
  26219. facetParameters: any;
  26220. bbSize: Vector3;
  26221. subDiv: {
  26222. max: number;
  26223. X: number;
  26224. Y: number;
  26225. Z: number;
  26226. };
  26227. facetDepthSort: boolean;
  26228. facetDepthSortEnabled: boolean;
  26229. depthSortedIndices: IndicesArray;
  26230. depthSortedFacets: {
  26231. ind: number;
  26232. sqDistance: number;
  26233. }[];
  26234. facetDepthSortFunction: (f1: {
  26235. ind: number;
  26236. sqDistance: number;
  26237. }, f2: {
  26238. ind: number;
  26239. sqDistance: number;
  26240. }) => number;
  26241. facetDepthSortFrom: Vector3;
  26242. facetDepthSortOrigin: Vector3;
  26243. invertedMatrix: Matrix;
  26244. }
  26245. /**
  26246. * @hidden
  26247. **/
  26248. class _InternalAbstractMeshDataInfo {
  26249. _hasVertexAlpha: boolean;
  26250. _useVertexColors: boolean;
  26251. _numBoneInfluencers: number;
  26252. _applyFog: boolean;
  26253. _receiveShadows: boolean;
  26254. _facetData: _FacetDataStorage;
  26255. _visibility: number;
  26256. _skeleton: Nullable<Skeleton>;
  26257. _layerMask: number;
  26258. _computeBonesUsingShaders: boolean;
  26259. _isActive: boolean;
  26260. _onlyForInstances: boolean;
  26261. _isActiveIntermediate: boolean;
  26262. _onlyForInstancesIntermediate: boolean;
  26263. }
  26264. /**
  26265. * Class used to store all common mesh properties
  26266. */
  26267. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26268. /** No occlusion */
  26269. static OCCLUSION_TYPE_NONE: number;
  26270. /** Occlusion set to optimisitic */
  26271. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26272. /** Occlusion set to strict */
  26273. static OCCLUSION_TYPE_STRICT: number;
  26274. /** Use an accurante occlusion algorithm */
  26275. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26276. /** Use a conservative occlusion algorithm */
  26277. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26278. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26279. * Test order :
  26280. * Is the bounding sphere outside the frustum ?
  26281. * If not, are the bounding box vertices outside the frustum ?
  26282. * It not, then the cullable object is in the frustum.
  26283. */
  26284. static readonly CULLINGSTRATEGY_STANDARD: number;
  26285. /** Culling strategy : Bounding Sphere Only.
  26286. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26287. * It's also less accurate than the standard because some not visible objects can still be selected.
  26288. * Test : is the bounding sphere outside the frustum ?
  26289. * If not, then the cullable object is in the frustum.
  26290. */
  26291. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26292. /** Culling strategy : Optimistic Inclusion.
  26293. * This in an inclusion test first, then the standard exclusion test.
  26294. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26295. * 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.
  26296. * Anyway, it's as accurate as the standard strategy.
  26297. * Test :
  26298. * Is the cullable object bounding sphere center in the frustum ?
  26299. * If not, apply the default culling strategy.
  26300. */
  26301. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26302. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26303. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26304. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26305. * 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.
  26306. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26307. * Test :
  26308. * Is the cullable object bounding sphere center in the frustum ?
  26309. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26310. */
  26311. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26312. /**
  26313. * No billboard
  26314. */
  26315. static readonly BILLBOARDMODE_NONE: number;
  26316. /** Billboard on X axis */
  26317. static readonly BILLBOARDMODE_X: number;
  26318. /** Billboard on Y axis */
  26319. static readonly BILLBOARDMODE_Y: number;
  26320. /** Billboard on Z axis */
  26321. static readonly BILLBOARDMODE_Z: number;
  26322. /** Billboard on all axes */
  26323. static readonly BILLBOARDMODE_ALL: number;
  26324. /** @hidden */
  26325. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26326. /**
  26327. * The culling strategy to use to check whether the mesh must be rendered or not.
  26328. * This value can be changed at any time and will be used on the next render mesh selection.
  26329. * The possible values are :
  26330. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26331. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26332. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26333. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26334. * Please read each static variable documentation to get details about the culling process.
  26335. * */
  26336. cullingStrategy: number;
  26337. /**
  26338. * Gets the number of facets in the mesh
  26339. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26340. */
  26341. readonly facetNb: number;
  26342. /**
  26343. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26344. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26345. */
  26346. partitioningSubdivisions: number;
  26347. /**
  26348. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26349. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26350. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26351. */
  26352. partitioningBBoxRatio: number;
  26353. /**
  26354. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26355. * Works only for updatable meshes.
  26356. * Doesn't work with multi-materials
  26357. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26358. */
  26359. mustDepthSortFacets: boolean;
  26360. /**
  26361. * The location (Vector3) where the facet depth sort must be computed from.
  26362. * By default, the active camera position.
  26363. * Used only when facet depth sort is enabled
  26364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26365. */
  26366. facetDepthSortFrom: Vector3;
  26367. /**
  26368. * gets a boolean indicating if facetData is enabled
  26369. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26370. */
  26371. readonly isFacetDataEnabled: boolean;
  26372. /** @hidden */
  26373. _updateNonUniformScalingState(value: boolean): boolean;
  26374. /**
  26375. * An event triggered when this mesh collides with another one
  26376. */
  26377. onCollideObservable: Observable<AbstractMesh>;
  26378. /** Set a function to call when this mesh collides with another one */
  26379. onCollide: () => void;
  26380. /**
  26381. * An event triggered when the collision's position changes
  26382. */
  26383. onCollisionPositionChangeObservable: Observable<Vector3>;
  26384. /** Set a function to call when the collision's position changes */
  26385. onCollisionPositionChange: () => void;
  26386. /**
  26387. * An event triggered when material is changed
  26388. */
  26389. onMaterialChangedObservable: Observable<AbstractMesh>;
  26390. /**
  26391. * Gets or sets the orientation for POV movement & rotation
  26392. */
  26393. definedFacingForward: boolean;
  26394. /** @hidden */
  26395. _occlusionQuery: Nullable<WebGLQuery>;
  26396. /** @hidden */
  26397. _renderingGroup: Nullable<RenderingGroup>;
  26398. /**
  26399. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26400. */
  26401. /**
  26402. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26403. */
  26404. visibility: number;
  26405. /** Gets or sets the alpha index used to sort transparent meshes
  26406. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26407. */
  26408. alphaIndex: number;
  26409. /**
  26410. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26411. */
  26412. isVisible: boolean;
  26413. /**
  26414. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26415. */
  26416. isPickable: boolean;
  26417. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26418. showSubMeshesBoundingBox: boolean;
  26419. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26420. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26421. */
  26422. isBlocker: boolean;
  26423. /**
  26424. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26425. */
  26426. enablePointerMoveEvents: boolean;
  26427. /**
  26428. * Specifies the rendering group id for this mesh (0 by default)
  26429. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26430. */
  26431. renderingGroupId: number;
  26432. private _material;
  26433. /** Gets or sets current material */
  26434. material: Nullable<Material>;
  26435. /**
  26436. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26437. * @see http://doc.babylonjs.com/babylon101/shadows
  26438. */
  26439. receiveShadows: boolean;
  26440. /** Defines color to use when rendering outline */
  26441. outlineColor: Color3;
  26442. /** Define width to use when rendering outline */
  26443. outlineWidth: number;
  26444. /** Defines color to use when rendering overlay */
  26445. overlayColor: Color3;
  26446. /** Defines alpha to use when rendering overlay */
  26447. overlayAlpha: number;
  26448. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26449. hasVertexAlpha: boolean;
  26450. /** 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) */
  26451. useVertexColors: boolean;
  26452. /**
  26453. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26454. */
  26455. computeBonesUsingShaders: boolean;
  26456. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26457. numBoneInfluencers: number;
  26458. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26459. applyFog: boolean;
  26460. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26461. useOctreeForRenderingSelection: boolean;
  26462. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26463. useOctreeForPicking: boolean;
  26464. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26465. useOctreeForCollisions: boolean;
  26466. /**
  26467. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26468. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26469. */
  26470. layerMask: number;
  26471. /**
  26472. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26473. */
  26474. alwaysSelectAsActiveMesh: boolean;
  26475. /**
  26476. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26477. */
  26478. doNotSyncBoundingInfo: boolean;
  26479. /**
  26480. * Gets or sets the current action manager
  26481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26482. */
  26483. actionManager: Nullable<AbstractActionManager>;
  26484. private _meshCollisionData;
  26485. /**
  26486. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26487. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26488. */
  26489. ellipsoid: Vector3;
  26490. /**
  26491. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26492. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26493. */
  26494. ellipsoidOffset: Vector3;
  26495. /**
  26496. * Gets or sets a collision mask used to mask collisions (default is -1).
  26497. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26498. */
  26499. collisionMask: number;
  26500. /**
  26501. * Gets or sets the current collision group mask (-1 by default).
  26502. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26503. */
  26504. collisionGroup: number;
  26505. /**
  26506. * Defines edge width used when edgesRenderer is enabled
  26507. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26508. */
  26509. edgesWidth: number;
  26510. /**
  26511. * Defines edge color used when edgesRenderer is enabled
  26512. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26513. */
  26514. edgesColor: Color4;
  26515. /** @hidden */
  26516. _edgesRenderer: Nullable<IEdgesRenderer>;
  26517. /** @hidden */
  26518. _masterMesh: Nullable<AbstractMesh>;
  26519. /** @hidden */
  26520. _boundingInfo: Nullable<BoundingInfo>;
  26521. /** @hidden */
  26522. _renderId: number;
  26523. /**
  26524. * Gets or sets the list of subMeshes
  26525. * @see http://doc.babylonjs.com/how_to/multi_materials
  26526. */
  26527. subMeshes: SubMesh[];
  26528. /** @hidden */
  26529. _intersectionsInProgress: AbstractMesh[];
  26530. /** @hidden */
  26531. _unIndexed: boolean;
  26532. /** @hidden */
  26533. _lightSources: Light[];
  26534. /** Gets the list of lights affecting that mesh */
  26535. readonly lightSources: Light[];
  26536. /** @hidden */
  26537. readonly _positions: Nullable<Vector3[]>;
  26538. /** @hidden */
  26539. _waitingData: {
  26540. lods: Nullable<any>;
  26541. actions: Nullable<any>;
  26542. freezeWorldMatrix: Nullable<boolean>;
  26543. };
  26544. /** @hidden */
  26545. _bonesTransformMatrices: Nullable<Float32Array>;
  26546. /** @hidden */
  26547. _transformMatrixTexture: Nullable<RawTexture>;
  26548. /**
  26549. * Gets or sets a skeleton to apply skining transformations
  26550. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26551. */
  26552. skeleton: Nullable<Skeleton>;
  26553. /**
  26554. * An event triggered when the mesh is rebuilt.
  26555. */
  26556. onRebuildObservable: Observable<AbstractMesh>;
  26557. /**
  26558. * Creates a new AbstractMesh
  26559. * @param name defines the name of the mesh
  26560. * @param scene defines the hosting scene
  26561. */
  26562. constructor(name: string, scene?: Nullable<Scene>);
  26563. /**
  26564. * Returns the string "AbstractMesh"
  26565. * @returns "AbstractMesh"
  26566. */
  26567. getClassName(): string;
  26568. /**
  26569. * Gets a string representation of the current mesh
  26570. * @param fullDetails defines a boolean indicating if full details must be included
  26571. * @returns a string representation of the current mesh
  26572. */
  26573. toString(fullDetails?: boolean): string;
  26574. /**
  26575. * @hidden
  26576. */
  26577. protected _getEffectiveParent(): Nullable<Node>;
  26578. /** @hidden */
  26579. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26580. /** @hidden */
  26581. _rebuild(): void;
  26582. /** @hidden */
  26583. _resyncLightSources(): void;
  26584. /** @hidden */
  26585. _resyncLighSource(light: Light): void;
  26586. /** @hidden */
  26587. _unBindEffect(): void;
  26588. /** @hidden */
  26589. _removeLightSource(light: Light): void;
  26590. private _markSubMeshesAsDirty;
  26591. /** @hidden */
  26592. _markSubMeshesAsLightDirty(): void;
  26593. /** @hidden */
  26594. _markSubMeshesAsAttributesDirty(): void;
  26595. /** @hidden */
  26596. _markSubMeshesAsMiscDirty(): void;
  26597. /**
  26598. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26599. */
  26600. scaling: Vector3;
  26601. /**
  26602. * Returns true if the mesh is blocked. Implemented by child classes
  26603. */
  26604. readonly isBlocked: boolean;
  26605. /**
  26606. * Returns the mesh itself by default. Implemented by child classes
  26607. * @param camera defines the camera to use to pick the right LOD level
  26608. * @returns the currentAbstractMesh
  26609. */
  26610. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26611. /**
  26612. * Returns 0 by default. Implemented by child classes
  26613. * @returns an integer
  26614. */
  26615. getTotalVertices(): number;
  26616. /**
  26617. * Returns a positive integer : the total number of indices in this mesh geometry.
  26618. * @returns the numner of indices or zero if the mesh has no geometry.
  26619. */
  26620. getTotalIndices(): number;
  26621. /**
  26622. * Returns null by default. Implemented by child classes
  26623. * @returns null
  26624. */
  26625. getIndices(): Nullable<IndicesArray>;
  26626. /**
  26627. * Returns the array of the requested vertex data kind. Implemented by child classes
  26628. * @param kind defines the vertex data kind to use
  26629. * @returns null
  26630. */
  26631. getVerticesData(kind: string): Nullable<FloatArray>;
  26632. /**
  26633. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26634. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26635. * Note that a new underlying VertexBuffer object is created each call.
  26636. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26637. * @param kind defines vertex data kind:
  26638. * * VertexBuffer.PositionKind
  26639. * * VertexBuffer.UVKind
  26640. * * VertexBuffer.UV2Kind
  26641. * * VertexBuffer.UV3Kind
  26642. * * VertexBuffer.UV4Kind
  26643. * * VertexBuffer.UV5Kind
  26644. * * VertexBuffer.UV6Kind
  26645. * * VertexBuffer.ColorKind
  26646. * * VertexBuffer.MatricesIndicesKind
  26647. * * VertexBuffer.MatricesIndicesExtraKind
  26648. * * VertexBuffer.MatricesWeightsKind
  26649. * * VertexBuffer.MatricesWeightsExtraKind
  26650. * @param data defines the data source
  26651. * @param updatable defines if the data must be flagged as updatable (or static)
  26652. * @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
  26653. * @returns the current mesh
  26654. */
  26655. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26656. /**
  26657. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26658. * If the mesh has no geometry, it is simply returned as it is.
  26659. * @param kind defines vertex data kind:
  26660. * * VertexBuffer.PositionKind
  26661. * * VertexBuffer.UVKind
  26662. * * VertexBuffer.UV2Kind
  26663. * * VertexBuffer.UV3Kind
  26664. * * VertexBuffer.UV4Kind
  26665. * * VertexBuffer.UV5Kind
  26666. * * VertexBuffer.UV6Kind
  26667. * * VertexBuffer.ColorKind
  26668. * * VertexBuffer.MatricesIndicesKind
  26669. * * VertexBuffer.MatricesIndicesExtraKind
  26670. * * VertexBuffer.MatricesWeightsKind
  26671. * * VertexBuffer.MatricesWeightsExtraKind
  26672. * @param data defines the data source
  26673. * @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
  26674. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26675. * @returns the current mesh
  26676. */
  26677. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26678. /**
  26679. * Sets the mesh indices,
  26680. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26681. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26682. * @param totalVertices Defines the total number of vertices
  26683. * @returns the current mesh
  26684. */
  26685. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26686. /**
  26687. * Gets a boolean indicating if specific vertex data is present
  26688. * @param kind defines the vertex data kind to use
  26689. * @returns true is data kind is present
  26690. */
  26691. isVerticesDataPresent(kind: string): boolean;
  26692. /**
  26693. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26694. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26695. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26696. * @returns a BoundingInfo
  26697. */
  26698. getBoundingInfo(): BoundingInfo;
  26699. /**
  26700. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26701. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26702. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26703. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26704. * @returns the current mesh
  26705. */
  26706. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26707. /**
  26708. * Overwrite the current bounding info
  26709. * @param boundingInfo defines the new bounding info
  26710. * @returns the current mesh
  26711. */
  26712. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26713. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26714. readonly useBones: boolean;
  26715. /** @hidden */
  26716. _preActivate(): void;
  26717. /** @hidden */
  26718. _preActivateForIntermediateRendering(renderId: number): void;
  26719. /** @hidden */
  26720. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26721. /** @hidden */
  26722. _postActivate(): void;
  26723. /** @hidden */
  26724. _freeze(): void;
  26725. /** @hidden */
  26726. _unFreeze(): void;
  26727. /**
  26728. * Gets the current world matrix
  26729. * @returns a Matrix
  26730. */
  26731. getWorldMatrix(): Matrix;
  26732. /** @hidden */
  26733. _getWorldMatrixDeterminant(): number;
  26734. /**
  26735. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26736. */
  26737. readonly isAnInstance: boolean;
  26738. /**
  26739. * Perform relative position change from the point of view of behind the front of the mesh.
  26740. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26741. * Supports definition of mesh facing forward or backward
  26742. * @param amountRight defines the distance on the right axis
  26743. * @param amountUp defines the distance on the up axis
  26744. * @param amountForward defines the distance on the forward axis
  26745. * @returns the current mesh
  26746. */
  26747. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26748. /**
  26749. * Calculate relative position change from the point of view of behind the front of the mesh.
  26750. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26751. * Supports definition of mesh facing forward or backward
  26752. * @param amountRight defines the distance on the right axis
  26753. * @param amountUp defines the distance on the up axis
  26754. * @param amountForward defines the distance on the forward axis
  26755. * @returns the new displacement vector
  26756. */
  26757. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26758. /**
  26759. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26760. * Supports definition of mesh facing forward or backward
  26761. * @param flipBack defines the flip
  26762. * @param twirlClockwise defines the twirl
  26763. * @param tiltRight defines the tilt
  26764. * @returns the current mesh
  26765. */
  26766. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26767. /**
  26768. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26769. * Supports definition of mesh facing forward or backward.
  26770. * @param flipBack defines the flip
  26771. * @param twirlClockwise defines the twirl
  26772. * @param tiltRight defines the tilt
  26773. * @returns the new rotation vector
  26774. */
  26775. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26776. /**
  26777. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26778. * This means the mesh underlying bounding box and sphere are recomputed.
  26779. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26780. * @returns the current mesh
  26781. */
  26782. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26783. /** @hidden */
  26784. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26785. /** @hidden */
  26786. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26787. /** @hidden */
  26788. _updateBoundingInfo(): AbstractMesh;
  26789. /** @hidden */
  26790. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26791. /** @hidden */
  26792. protected _afterComputeWorldMatrix(): void;
  26793. /** @hidden */
  26794. readonly _effectiveMesh: AbstractMesh;
  26795. /**
  26796. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26797. * A mesh is in the frustum if its bounding box intersects the frustum
  26798. * @param frustumPlanes defines the frustum to test
  26799. * @returns true if the mesh is in the frustum planes
  26800. */
  26801. isInFrustum(frustumPlanes: Plane[]): boolean;
  26802. /**
  26803. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26804. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26805. * @param frustumPlanes defines the frustum to test
  26806. * @returns true if the mesh is completely in the frustum planes
  26807. */
  26808. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26809. /**
  26810. * True if the mesh intersects another mesh or a SolidParticle object
  26811. * @param mesh defines a target mesh or SolidParticle to test
  26812. * @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)
  26813. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26814. * @returns true if there is an intersection
  26815. */
  26816. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26817. /**
  26818. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26819. * @param point defines the point to test
  26820. * @returns true if there is an intersection
  26821. */
  26822. intersectsPoint(point: Vector3): boolean;
  26823. /**
  26824. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26825. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26826. */
  26827. checkCollisions: boolean;
  26828. /**
  26829. * Gets Collider object used to compute collisions (not physics)
  26830. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26831. */
  26832. readonly collider: Nullable<Collider>;
  26833. /**
  26834. * Move the mesh using collision engine
  26835. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26836. * @param displacement defines the requested displacement vector
  26837. * @returns the current mesh
  26838. */
  26839. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26840. private _onCollisionPositionChange;
  26841. /** @hidden */
  26842. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26843. /** @hidden */
  26844. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26845. /** @hidden */
  26846. _checkCollision(collider: Collider): AbstractMesh;
  26847. /** @hidden */
  26848. _generatePointsArray(): boolean;
  26849. /**
  26850. * Checks if the passed Ray intersects with the mesh
  26851. * @param ray defines the ray to use
  26852. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26853. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26854. * @returns the picking info
  26855. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26856. */
  26857. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26858. /**
  26859. * Clones the current mesh
  26860. * @param name defines the mesh name
  26861. * @param newParent defines the new mesh parent
  26862. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26863. * @returns the new mesh
  26864. */
  26865. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26866. /**
  26867. * Disposes all the submeshes of the current meshnp
  26868. * @returns the current mesh
  26869. */
  26870. releaseSubMeshes(): AbstractMesh;
  26871. /**
  26872. * Releases resources associated with this abstract mesh.
  26873. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26874. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26875. */
  26876. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26877. /**
  26878. * Adds the passed mesh as a child to the current mesh
  26879. * @param mesh defines the child mesh
  26880. * @returns the current mesh
  26881. */
  26882. addChild(mesh: AbstractMesh): AbstractMesh;
  26883. /**
  26884. * Removes the passed mesh from the current mesh children list
  26885. * @param mesh defines the child mesh
  26886. * @returns the current mesh
  26887. */
  26888. removeChild(mesh: AbstractMesh): AbstractMesh;
  26889. /** @hidden */
  26890. private _initFacetData;
  26891. /**
  26892. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26893. * This method can be called within the render loop.
  26894. * 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
  26895. * @returns the current mesh
  26896. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26897. */
  26898. updateFacetData(): AbstractMesh;
  26899. /**
  26900. * Returns the facetLocalNormals array.
  26901. * The normals are expressed in the mesh local spac
  26902. * @returns an array of Vector3
  26903. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26904. */
  26905. getFacetLocalNormals(): Vector3[];
  26906. /**
  26907. * Returns the facetLocalPositions array.
  26908. * The facet positions are expressed in the mesh local space
  26909. * @returns an array of Vector3
  26910. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26911. */
  26912. getFacetLocalPositions(): Vector3[];
  26913. /**
  26914. * Returns the facetLocalPartioning array
  26915. * @returns an array of array of numbers
  26916. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26917. */
  26918. getFacetLocalPartitioning(): number[][];
  26919. /**
  26920. * Returns the i-th facet position in the world system.
  26921. * This method allocates a new Vector3 per call
  26922. * @param i defines the facet index
  26923. * @returns a new Vector3
  26924. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26925. */
  26926. getFacetPosition(i: number): Vector3;
  26927. /**
  26928. * Sets the reference Vector3 with the i-th facet position in the world system
  26929. * @param i defines the facet index
  26930. * @param ref defines the target vector
  26931. * @returns the current mesh
  26932. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26933. */
  26934. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26935. /**
  26936. * Returns the i-th facet normal in the world system.
  26937. * This method allocates a new Vector3 per call
  26938. * @param i defines the facet index
  26939. * @returns a new Vector3
  26940. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26941. */
  26942. getFacetNormal(i: number): Vector3;
  26943. /**
  26944. * Sets the reference Vector3 with the i-th facet normal in the world system
  26945. * @param i defines the facet index
  26946. * @param ref defines the target vector
  26947. * @returns the current mesh
  26948. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26949. */
  26950. getFacetNormalToRef(i: number, ref: Vector3): this;
  26951. /**
  26952. * 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)
  26953. * @param x defines x coordinate
  26954. * @param y defines y coordinate
  26955. * @param z defines z coordinate
  26956. * @returns the array of facet indexes
  26957. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26958. */
  26959. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26960. /**
  26961. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26962. * @param projected sets as the (x,y,z) world projection on the facet
  26963. * @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
  26964. * @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
  26965. * @param x defines x coordinate
  26966. * @param y defines y coordinate
  26967. * @param z defines z coordinate
  26968. * @returns the face index if found (or null instead)
  26969. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26970. */
  26971. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26972. /**
  26973. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  26974. * @param projected sets as the (x,y,z) local projection on the facet
  26975. * @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
  26976. * @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
  26977. * @param x defines x coordinate
  26978. * @param y defines y coordinate
  26979. * @param z defines z coordinate
  26980. * @returns the face index if found (or null instead)
  26981. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26982. */
  26983. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26984. /**
  26985. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  26986. * @returns the parameters
  26987. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26988. */
  26989. getFacetDataParameters(): any;
  26990. /**
  26991. * Disables the feature FacetData and frees the related memory
  26992. * @returns the current mesh
  26993. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26994. */
  26995. disableFacetData(): AbstractMesh;
  26996. /**
  26997. * Updates the AbstractMesh indices array
  26998. * @param indices defines the data source
  26999. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27000. * @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)
  27001. * @returns the current mesh
  27002. */
  27003. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27004. /**
  27005. * Creates new normals data for the mesh
  27006. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27007. * @returns the current mesh
  27008. */
  27009. createNormals(updatable: boolean): AbstractMesh;
  27010. /**
  27011. * Align the mesh with a normal
  27012. * @param normal defines the normal to use
  27013. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27014. * @returns the current mesh
  27015. */
  27016. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27017. /** @hidden */
  27018. _checkOcclusionQuery(): boolean;
  27019. /**
  27020. * Disables the mesh edge rendering mode
  27021. * @returns the currentAbstractMesh
  27022. */
  27023. disableEdgesRendering(): AbstractMesh;
  27024. /**
  27025. * Enables the edge rendering mode on the mesh.
  27026. * This mode makes the mesh edges visible
  27027. * @param epsilon defines the maximal distance between two angles to detect a face
  27028. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27029. * @returns the currentAbstractMesh
  27030. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27031. */
  27032. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27033. }
  27034. }
  27035. declare module "babylonjs/Actions/actionEvent" {
  27036. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27037. import { Nullable } from "babylonjs/types";
  27038. import { Sprite } from "babylonjs/Sprites/sprite";
  27039. import { Scene } from "babylonjs/scene";
  27040. import { Vector2 } from "babylonjs/Maths/math.vector";
  27041. /**
  27042. * Interface used to define ActionEvent
  27043. */
  27044. export interface IActionEvent {
  27045. /** The mesh or sprite that triggered the action */
  27046. source: any;
  27047. /** The X mouse cursor position at the time of the event */
  27048. pointerX: number;
  27049. /** The Y mouse cursor position at the time of the event */
  27050. pointerY: number;
  27051. /** The mesh that is currently pointed at (can be null) */
  27052. meshUnderPointer: Nullable<AbstractMesh>;
  27053. /** the original (browser) event that triggered the ActionEvent */
  27054. sourceEvent?: any;
  27055. /** additional data for the event */
  27056. additionalData?: any;
  27057. }
  27058. /**
  27059. * ActionEvent is the event being sent when an action is triggered.
  27060. */
  27061. export class ActionEvent implements IActionEvent {
  27062. /** The mesh or sprite that triggered the action */
  27063. source: any;
  27064. /** The X mouse cursor position at the time of the event */
  27065. pointerX: number;
  27066. /** The Y mouse cursor position at the time of the event */
  27067. pointerY: number;
  27068. /** The mesh that is currently pointed at (can be null) */
  27069. meshUnderPointer: Nullable<AbstractMesh>;
  27070. /** the original (browser) event that triggered the ActionEvent */
  27071. sourceEvent?: any;
  27072. /** additional data for the event */
  27073. additionalData?: any;
  27074. /**
  27075. * Creates a new ActionEvent
  27076. * @param source The mesh or sprite that triggered the action
  27077. * @param pointerX The X mouse cursor position at the time of the event
  27078. * @param pointerY The Y mouse cursor position at the time of the event
  27079. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27080. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27081. * @param additionalData additional data for the event
  27082. */
  27083. constructor(
  27084. /** The mesh or sprite that triggered the action */
  27085. source: any,
  27086. /** The X mouse cursor position at the time of the event */
  27087. pointerX: number,
  27088. /** The Y mouse cursor position at the time of the event */
  27089. pointerY: number,
  27090. /** The mesh that is currently pointed at (can be null) */
  27091. meshUnderPointer: Nullable<AbstractMesh>,
  27092. /** the original (browser) event that triggered the ActionEvent */
  27093. sourceEvent?: any,
  27094. /** additional data for the event */
  27095. additionalData?: any);
  27096. /**
  27097. * Helper function to auto-create an ActionEvent from a source mesh.
  27098. * @param source The source mesh that triggered the event
  27099. * @param evt The original (browser) event
  27100. * @param additionalData additional data for the event
  27101. * @returns the new ActionEvent
  27102. */
  27103. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27104. /**
  27105. * Helper function to auto-create an ActionEvent from a source sprite
  27106. * @param source The source sprite that triggered the event
  27107. * @param scene Scene associated with the sprite
  27108. * @param evt The original (browser) event
  27109. * @param additionalData additional data for the event
  27110. * @returns the new ActionEvent
  27111. */
  27112. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27113. /**
  27114. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27115. * @param scene the scene where the event occurred
  27116. * @param evt The original (browser) event
  27117. * @returns the new ActionEvent
  27118. */
  27119. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27120. /**
  27121. * Helper function to auto-create an ActionEvent from a primitive
  27122. * @param prim defines the target primitive
  27123. * @param pointerPos defines the pointer position
  27124. * @param evt The original (browser) event
  27125. * @param additionalData additional data for the event
  27126. * @returns the new ActionEvent
  27127. */
  27128. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27129. }
  27130. }
  27131. declare module "babylonjs/Actions/abstractActionManager" {
  27132. import { IDisposable } from "babylonjs/scene";
  27133. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27134. import { IAction } from "babylonjs/Actions/action";
  27135. import { Nullable } from "babylonjs/types";
  27136. /**
  27137. * Abstract class used to decouple action Manager from scene and meshes.
  27138. * Do not instantiate.
  27139. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27140. */
  27141. export abstract class AbstractActionManager implements IDisposable {
  27142. /** Gets the list of active triggers */
  27143. static Triggers: {
  27144. [key: string]: number;
  27145. };
  27146. /** Gets the cursor to use when hovering items */
  27147. hoverCursor: string;
  27148. /** Gets the list of actions */
  27149. actions: IAction[];
  27150. /**
  27151. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27152. */
  27153. isRecursive: boolean;
  27154. /**
  27155. * Releases all associated resources
  27156. */
  27157. abstract dispose(): void;
  27158. /**
  27159. * Does this action manager has pointer triggers
  27160. */
  27161. abstract readonly hasPointerTriggers: boolean;
  27162. /**
  27163. * Does this action manager has pick triggers
  27164. */
  27165. abstract readonly hasPickTriggers: boolean;
  27166. /**
  27167. * Process a specific trigger
  27168. * @param trigger defines the trigger to process
  27169. * @param evt defines the event details to be processed
  27170. */
  27171. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27172. /**
  27173. * Does this action manager handles actions of any of the given triggers
  27174. * @param triggers defines the triggers to be tested
  27175. * @return a boolean indicating whether one (or more) of the triggers is handled
  27176. */
  27177. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27178. /**
  27179. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27180. * speed.
  27181. * @param triggerA defines the trigger to be tested
  27182. * @param triggerB defines the trigger to be tested
  27183. * @return a boolean indicating whether one (or more) of the triggers is handled
  27184. */
  27185. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27186. /**
  27187. * Does this action manager handles actions of a given trigger
  27188. * @param trigger defines the trigger to be tested
  27189. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27190. * @return whether the trigger is handled
  27191. */
  27192. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27193. /**
  27194. * Serialize this manager to a JSON object
  27195. * @param name defines the property name to store this manager
  27196. * @returns a JSON representation of this manager
  27197. */
  27198. abstract serialize(name: string): any;
  27199. /**
  27200. * Registers an action to this action manager
  27201. * @param action defines the action to be registered
  27202. * @return the action amended (prepared) after registration
  27203. */
  27204. abstract registerAction(action: IAction): Nullable<IAction>;
  27205. /**
  27206. * Unregisters an action to this action manager
  27207. * @param action defines the action to be unregistered
  27208. * @return a boolean indicating whether the action has been unregistered
  27209. */
  27210. abstract unregisterAction(action: IAction): Boolean;
  27211. /**
  27212. * Does exist one action manager with at least one trigger
  27213. **/
  27214. static readonly HasTriggers: boolean;
  27215. /**
  27216. * Does exist one action manager with at least one pick trigger
  27217. **/
  27218. static readonly HasPickTriggers: boolean;
  27219. /**
  27220. * Does exist one action manager that handles actions of a given trigger
  27221. * @param trigger defines the trigger to be tested
  27222. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27223. **/
  27224. static HasSpecificTrigger(trigger: number): boolean;
  27225. }
  27226. }
  27227. declare module "babylonjs/node" {
  27228. import { Scene } from "babylonjs/scene";
  27229. import { Nullable } from "babylonjs/types";
  27230. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27231. import { Engine } from "babylonjs/Engines/engine";
  27232. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27233. import { Observable } from "babylonjs/Misc/observable";
  27234. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27235. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27236. import { Animatable } from "babylonjs/Animations/animatable";
  27237. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27238. import { Animation } from "babylonjs/Animations/animation";
  27239. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27240. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27241. /**
  27242. * Defines how a node can be built from a string name.
  27243. */
  27244. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27245. /**
  27246. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27247. */
  27248. export class Node implements IBehaviorAware<Node> {
  27249. /** @hidden */
  27250. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27251. private static _NodeConstructors;
  27252. /**
  27253. * Add a new node constructor
  27254. * @param type defines the type name of the node to construct
  27255. * @param constructorFunc defines the constructor function
  27256. */
  27257. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27258. /**
  27259. * Returns a node constructor based on type name
  27260. * @param type defines the type name
  27261. * @param name defines the new node name
  27262. * @param scene defines the hosting scene
  27263. * @param options defines optional options to transmit to constructors
  27264. * @returns the new constructor or null
  27265. */
  27266. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27267. /**
  27268. * Gets or sets the name of the node
  27269. */
  27270. name: string;
  27271. /**
  27272. * Gets or sets the id of the node
  27273. */
  27274. id: string;
  27275. /**
  27276. * Gets or sets the unique id of the node
  27277. */
  27278. uniqueId: number;
  27279. /**
  27280. * Gets or sets a string used to store user defined state for the node
  27281. */
  27282. state: string;
  27283. /**
  27284. * Gets or sets an object used to store user defined information for the node
  27285. */
  27286. metadata: any;
  27287. /**
  27288. * For internal use only. Please do not use.
  27289. */
  27290. reservedDataStore: any;
  27291. /**
  27292. * List of inspectable custom properties (used by the Inspector)
  27293. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27294. */
  27295. inspectableCustomProperties: IInspectable[];
  27296. /**
  27297. * Gets or sets a boolean used to define if the node must be serialized
  27298. */
  27299. doNotSerialize: boolean;
  27300. /** @hidden */
  27301. _isDisposed: boolean;
  27302. /**
  27303. * Gets a list of Animations associated with the node
  27304. */
  27305. animations: import("babylonjs/Animations/animation").Animation[];
  27306. protected _ranges: {
  27307. [name: string]: Nullable<AnimationRange>;
  27308. };
  27309. /**
  27310. * Callback raised when the node is ready to be used
  27311. */
  27312. onReady: Nullable<(node: Node) => void>;
  27313. private _isEnabled;
  27314. private _isParentEnabled;
  27315. private _isReady;
  27316. /** @hidden */
  27317. _currentRenderId: number;
  27318. private _parentUpdateId;
  27319. /** @hidden */
  27320. _childUpdateId: number;
  27321. /** @hidden */
  27322. _waitingParentId: Nullable<string>;
  27323. /** @hidden */
  27324. _scene: Scene;
  27325. /** @hidden */
  27326. _cache: any;
  27327. private _parentNode;
  27328. private _children;
  27329. /** @hidden */
  27330. _worldMatrix: Matrix;
  27331. /** @hidden */
  27332. _worldMatrixDeterminant: number;
  27333. /** @hidden */
  27334. _worldMatrixDeterminantIsDirty: boolean;
  27335. /** @hidden */
  27336. private _sceneRootNodesIndex;
  27337. /**
  27338. * Gets a boolean indicating if the node has been disposed
  27339. * @returns true if the node was disposed
  27340. */
  27341. isDisposed(): boolean;
  27342. /**
  27343. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27344. * @see https://doc.babylonjs.com/how_to/parenting
  27345. */
  27346. parent: Nullable<Node>;
  27347. private addToSceneRootNodes;
  27348. private removeFromSceneRootNodes;
  27349. private _animationPropertiesOverride;
  27350. /**
  27351. * Gets or sets the animation properties override
  27352. */
  27353. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27354. /**
  27355. * Gets a string idenfifying the name of the class
  27356. * @returns "Node" string
  27357. */
  27358. getClassName(): string;
  27359. /** @hidden */
  27360. readonly _isNode: boolean;
  27361. /**
  27362. * An event triggered when the mesh is disposed
  27363. */
  27364. onDisposeObservable: Observable<Node>;
  27365. private _onDisposeObserver;
  27366. /**
  27367. * Sets a callback that will be raised when the node will be disposed
  27368. */
  27369. onDispose: () => void;
  27370. /**
  27371. * Creates a new Node
  27372. * @param name the name and id to be given to this node
  27373. * @param scene the scene this node will be added to
  27374. * @param addToRootNodes the node will be added to scene.rootNodes
  27375. */
  27376. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27377. /**
  27378. * Gets the scene of the node
  27379. * @returns a scene
  27380. */
  27381. getScene(): Scene;
  27382. /**
  27383. * Gets the engine of the node
  27384. * @returns a Engine
  27385. */
  27386. getEngine(): Engine;
  27387. private _behaviors;
  27388. /**
  27389. * Attach a behavior to the node
  27390. * @see http://doc.babylonjs.com/features/behaviour
  27391. * @param behavior defines the behavior to attach
  27392. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27393. * @returns the current Node
  27394. */
  27395. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27396. /**
  27397. * Remove an attached behavior
  27398. * @see http://doc.babylonjs.com/features/behaviour
  27399. * @param behavior defines the behavior to attach
  27400. * @returns the current Node
  27401. */
  27402. removeBehavior(behavior: Behavior<Node>): Node;
  27403. /**
  27404. * Gets the list of attached behaviors
  27405. * @see http://doc.babylonjs.com/features/behaviour
  27406. */
  27407. readonly behaviors: Behavior<Node>[];
  27408. /**
  27409. * Gets an attached behavior by name
  27410. * @param name defines the name of the behavior to look for
  27411. * @see http://doc.babylonjs.com/features/behaviour
  27412. * @returns null if behavior was not found else the requested behavior
  27413. */
  27414. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27415. /**
  27416. * Returns the latest update of the World matrix
  27417. * @returns a Matrix
  27418. */
  27419. getWorldMatrix(): Matrix;
  27420. /** @hidden */
  27421. _getWorldMatrixDeterminant(): number;
  27422. /**
  27423. * Returns directly the latest state of the mesh World matrix.
  27424. * A Matrix is returned.
  27425. */
  27426. readonly worldMatrixFromCache: Matrix;
  27427. /** @hidden */
  27428. _initCache(): void;
  27429. /** @hidden */
  27430. updateCache(force?: boolean): void;
  27431. /** @hidden */
  27432. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27433. /** @hidden */
  27434. _updateCache(ignoreParentClass?: boolean): void;
  27435. /** @hidden */
  27436. _isSynchronized(): boolean;
  27437. /** @hidden */
  27438. _markSyncedWithParent(): void;
  27439. /** @hidden */
  27440. isSynchronizedWithParent(): boolean;
  27441. /** @hidden */
  27442. isSynchronized(): boolean;
  27443. /**
  27444. * Is this node ready to be used/rendered
  27445. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27446. * @return true if the node is ready
  27447. */
  27448. isReady(completeCheck?: boolean): boolean;
  27449. /**
  27450. * Is this node enabled?
  27451. * 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
  27452. * @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
  27453. * @return whether this node (and its parent) is enabled
  27454. */
  27455. isEnabled(checkAncestors?: boolean): boolean;
  27456. /** @hidden */
  27457. protected _syncParentEnabledState(): void;
  27458. /**
  27459. * Set the enabled state of this node
  27460. * @param value defines the new enabled state
  27461. */
  27462. setEnabled(value: boolean): void;
  27463. /**
  27464. * Is this node a descendant of the given node?
  27465. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27466. * @param ancestor defines the parent node to inspect
  27467. * @returns a boolean indicating if this node is a descendant of the given node
  27468. */
  27469. isDescendantOf(ancestor: Node): boolean;
  27470. /** @hidden */
  27471. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27472. /**
  27473. * Will return all nodes that have this node as ascendant
  27474. * @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
  27475. * @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
  27476. * @return all children nodes of all types
  27477. */
  27478. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27479. /**
  27480. * Get all child-meshes of this node
  27481. * @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)
  27482. * @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
  27483. * @returns an array of AbstractMesh
  27484. */
  27485. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27486. /**
  27487. * Get all direct children of this node
  27488. * @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
  27489. * @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)
  27490. * @returns an array of Node
  27491. */
  27492. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27493. /** @hidden */
  27494. _setReady(state: boolean): void;
  27495. /**
  27496. * Get an animation by name
  27497. * @param name defines the name of the animation to look for
  27498. * @returns null if not found else the requested animation
  27499. */
  27500. getAnimationByName(name: string): Nullable<Animation>;
  27501. /**
  27502. * Creates an animation range for this node
  27503. * @param name defines the name of the range
  27504. * @param from defines the starting key
  27505. * @param to defines the end key
  27506. */
  27507. createAnimationRange(name: string, from: number, to: number): void;
  27508. /**
  27509. * Delete a specific animation range
  27510. * @param name defines the name of the range to delete
  27511. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27512. */
  27513. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27514. /**
  27515. * Get an animation range by name
  27516. * @param name defines the name of the animation range to look for
  27517. * @returns null if not found else the requested animation range
  27518. */
  27519. getAnimationRange(name: string): Nullable<AnimationRange>;
  27520. /**
  27521. * Gets the list of all animation ranges defined on this node
  27522. * @returns an array
  27523. */
  27524. getAnimationRanges(): Nullable<AnimationRange>[];
  27525. /**
  27526. * Will start the animation sequence
  27527. * @param name defines the range frames for animation sequence
  27528. * @param loop defines if the animation should loop (false by default)
  27529. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27530. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27531. * @returns the object created for this animation. If range does not exist, it will return null
  27532. */
  27533. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27534. /**
  27535. * Serialize animation ranges into a JSON compatible object
  27536. * @returns serialization object
  27537. */
  27538. serializeAnimationRanges(): any;
  27539. /**
  27540. * Computes the world matrix of the node
  27541. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27542. * @returns the world matrix
  27543. */
  27544. computeWorldMatrix(force?: boolean): Matrix;
  27545. /**
  27546. * Releases resources associated with this node.
  27547. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27548. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27549. */
  27550. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27551. /**
  27552. * Parse animation range data from a serialization object and store them into a given node
  27553. * @param node defines where to store the animation ranges
  27554. * @param parsedNode defines the serialization object to read data from
  27555. * @param scene defines the hosting scene
  27556. */
  27557. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27558. /**
  27559. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27560. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27561. * @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
  27562. * @returns the new bounding vectors
  27563. */
  27564. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27565. min: Vector3;
  27566. max: Vector3;
  27567. };
  27568. }
  27569. }
  27570. declare module "babylonjs/Animations/animation" {
  27571. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27572. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27573. import { Color3 } from "babylonjs/Maths/math.color";
  27574. import { Nullable } from "babylonjs/types";
  27575. import { Scene } from "babylonjs/scene";
  27576. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27577. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27578. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27579. import { Node } from "babylonjs/node";
  27580. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27581. import { Size } from "babylonjs/Maths/math.size";
  27582. import { Animatable } from "babylonjs/Animations/animatable";
  27583. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27584. /**
  27585. * @hidden
  27586. */
  27587. export class _IAnimationState {
  27588. key: number;
  27589. repeatCount: number;
  27590. workValue?: any;
  27591. loopMode?: number;
  27592. offsetValue?: any;
  27593. highLimitValue?: any;
  27594. }
  27595. /**
  27596. * Class used to store any kind of animation
  27597. */
  27598. export class Animation {
  27599. /**Name of the animation */
  27600. name: string;
  27601. /**Property to animate */
  27602. targetProperty: string;
  27603. /**The frames per second of the animation */
  27604. framePerSecond: number;
  27605. /**The data type of the animation */
  27606. dataType: number;
  27607. /**The loop mode of the animation */
  27608. loopMode?: number | undefined;
  27609. /**Specifies if blending should be enabled */
  27610. enableBlending?: boolean | undefined;
  27611. /**
  27612. * Use matrix interpolation instead of using direct key value when animating matrices
  27613. */
  27614. static AllowMatricesInterpolation: boolean;
  27615. /**
  27616. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27617. */
  27618. static AllowMatrixDecomposeForInterpolation: boolean;
  27619. /**
  27620. * Stores the key frames of the animation
  27621. */
  27622. private _keys;
  27623. /**
  27624. * Stores the easing function of the animation
  27625. */
  27626. private _easingFunction;
  27627. /**
  27628. * @hidden Internal use only
  27629. */
  27630. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27631. /**
  27632. * The set of event that will be linked to this animation
  27633. */
  27634. private _events;
  27635. /**
  27636. * Stores an array of target property paths
  27637. */
  27638. targetPropertyPath: string[];
  27639. /**
  27640. * Stores the blending speed of the animation
  27641. */
  27642. blendingSpeed: number;
  27643. /**
  27644. * Stores the animation ranges for the animation
  27645. */
  27646. private _ranges;
  27647. /**
  27648. * @hidden Internal use
  27649. */
  27650. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27651. /**
  27652. * Sets up an animation
  27653. * @param property The property to animate
  27654. * @param animationType The animation type to apply
  27655. * @param framePerSecond The frames per second of the animation
  27656. * @param easingFunction The easing function used in the animation
  27657. * @returns The created animation
  27658. */
  27659. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27660. /**
  27661. * Create and start an animation on a node
  27662. * @param name defines the name of the global animation that will be run on all nodes
  27663. * @param node defines the root node where the animation will take place
  27664. * @param targetProperty defines property to animate
  27665. * @param framePerSecond defines the number of frame per second yo use
  27666. * @param totalFrame defines the number of frames in total
  27667. * @param from defines the initial value
  27668. * @param to defines the final value
  27669. * @param loopMode defines which loop mode you want to use (off by default)
  27670. * @param easingFunction defines the easing function to use (linear by default)
  27671. * @param onAnimationEnd defines the callback to call when animation end
  27672. * @returns the animatable created for this animation
  27673. */
  27674. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27675. /**
  27676. * Create and start an animation on a node and its descendants
  27677. * @param name defines the name of the global animation that will be run on all nodes
  27678. * @param node defines the root node where the animation will take place
  27679. * @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
  27680. * @param targetProperty defines property to animate
  27681. * @param framePerSecond defines the number of frame per second to use
  27682. * @param totalFrame defines the number of frames in total
  27683. * @param from defines the initial value
  27684. * @param to defines the final value
  27685. * @param loopMode defines which loop mode you want to use (off by default)
  27686. * @param easingFunction defines the easing function to use (linear by default)
  27687. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27688. * @returns the list of animatables created for all nodes
  27689. * @example https://www.babylonjs-playground.com/#MH0VLI
  27690. */
  27691. 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[]>;
  27692. /**
  27693. * Creates a new animation, merges it with the existing animations and starts it
  27694. * @param name Name of the animation
  27695. * @param node Node which contains the scene that begins the animations
  27696. * @param targetProperty Specifies which property to animate
  27697. * @param framePerSecond The frames per second of the animation
  27698. * @param totalFrame The total number of frames
  27699. * @param from The frame at the beginning of the animation
  27700. * @param to The frame at the end of the animation
  27701. * @param loopMode Specifies the loop mode of the animation
  27702. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27703. * @param onAnimationEnd Callback to run once the animation is complete
  27704. * @returns Nullable animation
  27705. */
  27706. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27707. /**
  27708. * Transition property of an host to the target Value
  27709. * @param property The property to transition
  27710. * @param targetValue The target Value of the property
  27711. * @param host The object where the property to animate belongs
  27712. * @param scene Scene used to run the animation
  27713. * @param frameRate Framerate (in frame/s) to use
  27714. * @param transition The transition type we want to use
  27715. * @param duration The duration of the animation, in milliseconds
  27716. * @param onAnimationEnd Callback trigger at the end of the animation
  27717. * @returns Nullable animation
  27718. */
  27719. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27720. /**
  27721. * Return the array of runtime animations currently using this animation
  27722. */
  27723. readonly runtimeAnimations: RuntimeAnimation[];
  27724. /**
  27725. * Specifies if any of the runtime animations are currently running
  27726. */
  27727. readonly hasRunningRuntimeAnimations: boolean;
  27728. /**
  27729. * Initializes the animation
  27730. * @param name Name of the animation
  27731. * @param targetProperty Property to animate
  27732. * @param framePerSecond The frames per second of the animation
  27733. * @param dataType The data type of the animation
  27734. * @param loopMode The loop mode of the animation
  27735. * @param enableBlending Specifies if blending should be enabled
  27736. */
  27737. constructor(
  27738. /**Name of the animation */
  27739. name: string,
  27740. /**Property to animate */
  27741. targetProperty: string,
  27742. /**The frames per second of the animation */
  27743. framePerSecond: number,
  27744. /**The data type of the animation */
  27745. dataType: number,
  27746. /**The loop mode of the animation */
  27747. loopMode?: number | undefined,
  27748. /**Specifies if blending should be enabled */
  27749. enableBlending?: boolean | undefined);
  27750. /**
  27751. * Converts the animation to a string
  27752. * @param fullDetails support for multiple levels of logging within scene loading
  27753. * @returns String form of the animation
  27754. */
  27755. toString(fullDetails?: boolean): string;
  27756. /**
  27757. * Add an event to this animation
  27758. * @param event Event to add
  27759. */
  27760. addEvent(event: AnimationEvent): void;
  27761. /**
  27762. * Remove all events found at the given frame
  27763. * @param frame The frame to remove events from
  27764. */
  27765. removeEvents(frame: number): void;
  27766. /**
  27767. * Retrieves all the events from the animation
  27768. * @returns Events from the animation
  27769. */
  27770. getEvents(): AnimationEvent[];
  27771. /**
  27772. * Creates an animation range
  27773. * @param name Name of the animation range
  27774. * @param from Starting frame of the animation range
  27775. * @param to Ending frame of the animation
  27776. */
  27777. createRange(name: string, from: number, to: number): void;
  27778. /**
  27779. * Deletes an animation range by name
  27780. * @param name Name of the animation range to delete
  27781. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27782. */
  27783. deleteRange(name: string, deleteFrames?: boolean): void;
  27784. /**
  27785. * Gets the animation range by name, or null if not defined
  27786. * @param name Name of the animation range
  27787. * @returns Nullable animation range
  27788. */
  27789. getRange(name: string): Nullable<AnimationRange>;
  27790. /**
  27791. * Gets the key frames from the animation
  27792. * @returns The key frames of the animation
  27793. */
  27794. getKeys(): Array<IAnimationKey>;
  27795. /**
  27796. * Gets the highest frame rate of the animation
  27797. * @returns Highest frame rate of the animation
  27798. */
  27799. getHighestFrame(): number;
  27800. /**
  27801. * Gets the easing function of the animation
  27802. * @returns Easing function of the animation
  27803. */
  27804. getEasingFunction(): IEasingFunction;
  27805. /**
  27806. * Sets the easing function of the animation
  27807. * @param easingFunction A custom mathematical formula for animation
  27808. */
  27809. setEasingFunction(easingFunction: EasingFunction): void;
  27810. /**
  27811. * Interpolates a scalar linearly
  27812. * @param startValue Start value of the animation curve
  27813. * @param endValue End value of the animation curve
  27814. * @param gradient Scalar amount to interpolate
  27815. * @returns Interpolated scalar value
  27816. */
  27817. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27818. /**
  27819. * Interpolates a scalar cubically
  27820. * @param startValue Start value of the animation curve
  27821. * @param outTangent End tangent of the animation
  27822. * @param endValue End value of the animation curve
  27823. * @param inTangent Start tangent of the animation curve
  27824. * @param gradient Scalar amount to interpolate
  27825. * @returns Interpolated scalar value
  27826. */
  27827. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27828. /**
  27829. * Interpolates a quaternion using a spherical linear interpolation
  27830. * @param startValue Start value of the animation curve
  27831. * @param endValue End value of the animation curve
  27832. * @param gradient Scalar amount to interpolate
  27833. * @returns Interpolated quaternion value
  27834. */
  27835. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27836. /**
  27837. * Interpolates a quaternion cubically
  27838. * @param startValue Start value of the animation curve
  27839. * @param outTangent End tangent of the animation curve
  27840. * @param endValue End value of the animation curve
  27841. * @param inTangent Start tangent of the animation curve
  27842. * @param gradient Scalar amount to interpolate
  27843. * @returns Interpolated quaternion value
  27844. */
  27845. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27846. /**
  27847. * Interpolates a Vector3 linearl
  27848. * @param startValue Start value of the animation curve
  27849. * @param endValue End value of the animation curve
  27850. * @param gradient Scalar amount to interpolate
  27851. * @returns Interpolated scalar value
  27852. */
  27853. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27854. /**
  27855. * Interpolates a Vector3 cubically
  27856. * @param startValue Start value of the animation curve
  27857. * @param outTangent End tangent of the animation
  27858. * @param endValue End value of the animation curve
  27859. * @param inTangent Start tangent of the animation curve
  27860. * @param gradient Scalar amount to interpolate
  27861. * @returns InterpolatedVector3 value
  27862. */
  27863. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27864. /**
  27865. * Interpolates a Vector2 linearly
  27866. * @param startValue Start value of the animation curve
  27867. * @param endValue End value of the animation curve
  27868. * @param gradient Scalar amount to interpolate
  27869. * @returns Interpolated Vector2 value
  27870. */
  27871. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27872. /**
  27873. * Interpolates a Vector2 cubically
  27874. * @param startValue Start value of the animation curve
  27875. * @param outTangent End tangent of the animation
  27876. * @param endValue End value of the animation curve
  27877. * @param inTangent Start tangent of the animation curve
  27878. * @param gradient Scalar amount to interpolate
  27879. * @returns Interpolated Vector2 value
  27880. */
  27881. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27882. /**
  27883. * Interpolates a size linearly
  27884. * @param startValue Start value of the animation curve
  27885. * @param endValue End value of the animation curve
  27886. * @param gradient Scalar amount to interpolate
  27887. * @returns Interpolated Size value
  27888. */
  27889. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27890. /**
  27891. * Interpolates a Color3 linearly
  27892. * @param startValue Start value of the animation curve
  27893. * @param endValue End value of the animation curve
  27894. * @param gradient Scalar amount to interpolate
  27895. * @returns Interpolated Color3 value
  27896. */
  27897. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27898. /**
  27899. * @hidden Internal use only
  27900. */
  27901. _getKeyValue(value: any): any;
  27902. /**
  27903. * @hidden Internal use only
  27904. */
  27905. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27906. /**
  27907. * Defines the function to use to interpolate matrices
  27908. * @param startValue defines the start matrix
  27909. * @param endValue defines the end matrix
  27910. * @param gradient defines the gradient between both matrices
  27911. * @param result defines an optional target matrix where to store the interpolation
  27912. * @returns the interpolated matrix
  27913. */
  27914. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27915. /**
  27916. * Makes a copy of the animation
  27917. * @returns Cloned animation
  27918. */
  27919. clone(): Animation;
  27920. /**
  27921. * Sets the key frames of the animation
  27922. * @param values The animation key frames to set
  27923. */
  27924. setKeys(values: Array<IAnimationKey>): void;
  27925. /**
  27926. * Serializes the animation to an object
  27927. * @returns Serialized object
  27928. */
  27929. serialize(): any;
  27930. /**
  27931. * Float animation type
  27932. */
  27933. private static _ANIMATIONTYPE_FLOAT;
  27934. /**
  27935. * Vector3 animation type
  27936. */
  27937. private static _ANIMATIONTYPE_VECTOR3;
  27938. /**
  27939. * Quaternion animation type
  27940. */
  27941. private static _ANIMATIONTYPE_QUATERNION;
  27942. /**
  27943. * Matrix animation type
  27944. */
  27945. private static _ANIMATIONTYPE_MATRIX;
  27946. /**
  27947. * Color3 animation type
  27948. */
  27949. private static _ANIMATIONTYPE_COLOR3;
  27950. /**
  27951. * Vector2 animation type
  27952. */
  27953. private static _ANIMATIONTYPE_VECTOR2;
  27954. /**
  27955. * Size animation type
  27956. */
  27957. private static _ANIMATIONTYPE_SIZE;
  27958. /**
  27959. * Relative Loop Mode
  27960. */
  27961. private static _ANIMATIONLOOPMODE_RELATIVE;
  27962. /**
  27963. * Cycle Loop Mode
  27964. */
  27965. private static _ANIMATIONLOOPMODE_CYCLE;
  27966. /**
  27967. * Constant Loop Mode
  27968. */
  27969. private static _ANIMATIONLOOPMODE_CONSTANT;
  27970. /**
  27971. * Get the float animation type
  27972. */
  27973. static readonly ANIMATIONTYPE_FLOAT: number;
  27974. /**
  27975. * Get the Vector3 animation type
  27976. */
  27977. static readonly ANIMATIONTYPE_VECTOR3: number;
  27978. /**
  27979. * Get the Vector2 animation type
  27980. */
  27981. static readonly ANIMATIONTYPE_VECTOR2: number;
  27982. /**
  27983. * Get the Size animation type
  27984. */
  27985. static readonly ANIMATIONTYPE_SIZE: number;
  27986. /**
  27987. * Get the Quaternion animation type
  27988. */
  27989. static readonly ANIMATIONTYPE_QUATERNION: number;
  27990. /**
  27991. * Get the Matrix animation type
  27992. */
  27993. static readonly ANIMATIONTYPE_MATRIX: number;
  27994. /**
  27995. * Get the Color3 animation type
  27996. */
  27997. static readonly ANIMATIONTYPE_COLOR3: number;
  27998. /**
  27999. * Get the Relative Loop Mode
  28000. */
  28001. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28002. /**
  28003. * Get the Cycle Loop Mode
  28004. */
  28005. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28006. /**
  28007. * Get the Constant Loop Mode
  28008. */
  28009. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28010. /** @hidden */
  28011. static _UniversalLerp(left: any, right: any, amount: number): any;
  28012. /**
  28013. * Parses an animation object and creates an animation
  28014. * @param parsedAnimation Parsed animation object
  28015. * @returns Animation object
  28016. */
  28017. static Parse(parsedAnimation: any): Animation;
  28018. /**
  28019. * Appends the serialized animations from the source animations
  28020. * @param source Source containing the animations
  28021. * @param destination Target to store the animations
  28022. */
  28023. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28024. }
  28025. }
  28026. declare module "babylonjs/Animations/animatable.interface" {
  28027. import { Nullable } from "babylonjs/types";
  28028. import { Animation } from "babylonjs/Animations/animation";
  28029. /**
  28030. * Interface containing an array of animations
  28031. */
  28032. export interface IAnimatable {
  28033. /**
  28034. * Array of animations
  28035. */
  28036. animations: Nullable<Array<Animation>>;
  28037. }
  28038. }
  28039. declare module "babylonjs/Materials/fresnelParameters" {
  28040. import { Color3 } from "babylonjs/Maths/math.color";
  28041. /**
  28042. * This represents all the required information to add a fresnel effect on a material:
  28043. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28044. */
  28045. export class FresnelParameters {
  28046. private _isEnabled;
  28047. /**
  28048. * Define if the fresnel effect is enable or not.
  28049. */
  28050. isEnabled: boolean;
  28051. /**
  28052. * Define the color used on edges (grazing angle)
  28053. */
  28054. leftColor: Color3;
  28055. /**
  28056. * Define the color used on center
  28057. */
  28058. rightColor: Color3;
  28059. /**
  28060. * Define bias applied to computed fresnel term
  28061. */
  28062. bias: number;
  28063. /**
  28064. * Defined the power exponent applied to fresnel term
  28065. */
  28066. power: number;
  28067. /**
  28068. * Clones the current fresnel and its valuues
  28069. * @returns a clone fresnel configuration
  28070. */
  28071. clone(): FresnelParameters;
  28072. /**
  28073. * Serializes the current fresnel parameters to a JSON representation.
  28074. * @return the JSON serialization
  28075. */
  28076. serialize(): any;
  28077. /**
  28078. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28079. * @param parsedFresnelParameters Define the JSON representation
  28080. * @returns the parsed parameters
  28081. */
  28082. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28083. }
  28084. }
  28085. declare module "babylonjs/Misc/decorators" {
  28086. import { Nullable } from "babylonjs/types";
  28087. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28088. import { Scene } from "babylonjs/scene";
  28089. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28090. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28091. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28092. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28093. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28094. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28095. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28096. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28097. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28098. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28099. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28100. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28101. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28102. /**
  28103. * Decorator used to define property that can be serialized as reference to a camera
  28104. * @param sourceName defines the name of the property to decorate
  28105. */
  28106. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28107. /**
  28108. * Class used to help serialization objects
  28109. */
  28110. export class SerializationHelper {
  28111. /** @hidden */
  28112. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28113. /** @hidden */
  28114. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28115. /** @hidden */
  28116. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28117. /** @hidden */
  28118. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28119. /**
  28120. * Appends the serialized animations from the source animations
  28121. * @param source Source containing the animations
  28122. * @param destination Target to store the animations
  28123. */
  28124. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28125. /**
  28126. * Static function used to serialized a specific entity
  28127. * @param entity defines the entity to serialize
  28128. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28129. * @returns a JSON compatible object representing the serialization of the entity
  28130. */
  28131. static Serialize<T>(entity: T, serializationObject?: any): any;
  28132. /**
  28133. * Creates a new entity from a serialization data object
  28134. * @param creationFunction defines a function used to instanciated the new entity
  28135. * @param source defines the source serialization data
  28136. * @param scene defines the hosting scene
  28137. * @param rootUrl defines the root url for resources
  28138. * @returns a new entity
  28139. */
  28140. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28141. /**
  28142. * Clones an object
  28143. * @param creationFunction defines the function used to instanciate the new object
  28144. * @param source defines the source object
  28145. * @returns the cloned object
  28146. */
  28147. static Clone<T>(creationFunction: () => T, source: T): T;
  28148. /**
  28149. * Instanciates a new object based on a source one (some data will be shared between both object)
  28150. * @param creationFunction defines the function used to instanciate the new object
  28151. * @param source defines the source object
  28152. * @returns the new object
  28153. */
  28154. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28155. }
  28156. }
  28157. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28158. import { Nullable } from "babylonjs/types";
  28159. /**
  28160. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28161. */
  28162. export interface CubeMapInfo {
  28163. /**
  28164. * The pixel array for the front face.
  28165. * This is stored in format, left to right, up to down format.
  28166. */
  28167. front: Nullable<ArrayBufferView>;
  28168. /**
  28169. * The pixel array for the back face.
  28170. * This is stored in format, left to right, up to down format.
  28171. */
  28172. back: Nullable<ArrayBufferView>;
  28173. /**
  28174. * The pixel array for the left face.
  28175. * This is stored in format, left to right, up to down format.
  28176. */
  28177. left: Nullable<ArrayBufferView>;
  28178. /**
  28179. * The pixel array for the right face.
  28180. * This is stored in format, left to right, up to down format.
  28181. */
  28182. right: Nullable<ArrayBufferView>;
  28183. /**
  28184. * The pixel array for the up face.
  28185. * This is stored in format, left to right, up to down format.
  28186. */
  28187. up: Nullable<ArrayBufferView>;
  28188. /**
  28189. * The pixel array for the down face.
  28190. * This is stored in format, left to right, up to down format.
  28191. */
  28192. down: Nullable<ArrayBufferView>;
  28193. /**
  28194. * The size of the cubemap stored.
  28195. *
  28196. * Each faces will be size * size pixels.
  28197. */
  28198. size: number;
  28199. /**
  28200. * The format of the texture.
  28201. *
  28202. * RGBA, RGB.
  28203. */
  28204. format: number;
  28205. /**
  28206. * The type of the texture data.
  28207. *
  28208. * UNSIGNED_INT, FLOAT.
  28209. */
  28210. type: number;
  28211. /**
  28212. * Specifies whether the texture is in gamma space.
  28213. */
  28214. gammaSpace: boolean;
  28215. }
  28216. /**
  28217. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28218. */
  28219. export class PanoramaToCubeMapTools {
  28220. private static FACE_FRONT;
  28221. private static FACE_BACK;
  28222. private static FACE_RIGHT;
  28223. private static FACE_LEFT;
  28224. private static FACE_DOWN;
  28225. private static FACE_UP;
  28226. /**
  28227. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28228. *
  28229. * @param float32Array The source data.
  28230. * @param inputWidth The width of the input panorama.
  28231. * @param inputHeight The height of the input panorama.
  28232. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28233. * @return The cubemap data
  28234. */
  28235. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28236. private static CreateCubemapTexture;
  28237. private static CalcProjectionSpherical;
  28238. }
  28239. }
  28240. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28241. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28242. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28243. import { Nullable } from "babylonjs/types";
  28244. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28245. /**
  28246. * Helper class dealing with the extraction of spherical polynomial dataArray
  28247. * from a cube map.
  28248. */
  28249. export class CubeMapToSphericalPolynomialTools {
  28250. private static FileFaces;
  28251. /**
  28252. * Converts a texture to the according Spherical Polynomial data.
  28253. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28254. *
  28255. * @param texture The texture to extract the information from.
  28256. * @return The Spherical Polynomial data.
  28257. */
  28258. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28259. /**
  28260. * Converts a cubemap to the according Spherical Polynomial data.
  28261. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28262. *
  28263. * @param cubeInfo The Cube map to extract the information from.
  28264. * @return The Spherical Polynomial data.
  28265. */
  28266. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28267. }
  28268. }
  28269. declare module "babylonjs/Misc/guid" {
  28270. /**
  28271. * Class used to manipulate GUIDs
  28272. */
  28273. export class GUID {
  28274. /**
  28275. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28276. * Be aware Math.random() could cause collisions, but:
  28277. * "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"
  28278. * @returns a pseudo random id
  28279. */
  28280. static RandomId(): string;
  28281. }
  28282. }
  28283. declare module "babylonjs/Materials/Textures/baseTexture" {
  28284. import { Observable } from "babylonjs/Misc/observable";
  28285. import { Nullable } from "babylonjs/types";
  28286. import { Scene } from "babylonjs/scene";
  28287. import { Matrix } from "babylonjs/Maths/math.vector";
  28288. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28289. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28290. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28291. import { ISize } from "babylonjs/Maths/math.size";
  28292. /**
  28293. * Base class of all the textures in babylon.
  28294. * It groups all the common properties the materials, post process, lights... might need
  28295. * in order to make a correct use of the texture.
  28296. */
  28297. export class BaseTexture implements IAnimatable {
  28298. /**
  28299. * Default anisotropic filtering level for the application.
  28300. * It is set to 4 as a good tradeoff between perf and quality.
  28301. */
  28302. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28303. /**
  28304. * Gets or sets the unique id of the texture
  28305. */
  28306. uniqueId: number;
  28307. /**
  28308. * Define the name of the texture.
  28309. */
  28310. name: string;
  28311. /**
  28312. * Gets or sets an object used to store user defined information.
  28313. */
  28314. metadata: any;
  28315. /**
  28316. * For internal use only. Please do not use.
  28317. */
  28318. reservedDataStore: any;
  28319. private _hasAlpha;
  28320. /**
  28321. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28322. */
  28323. hasAlpha: boolean;
  28324. /**
  28325. * Defines if the alpha value should be determined via the rgb values.
  28326. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28327. */
  28328. getAlphaFromRGB: boolean;
  28329. /**
  28330. * Intensity or strength of the texture.
  28331. * It is commonly used by materials to fine tune the intensity of the texture
  28332. */
  28333. level: number;
  28334. /**
  28335. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28336. * This is part of the texture as textures usually maps to one uv set.
  28337. */
  28338. coordinatesIndex: number;
  28339. private _coordinatesMode;
  28340. /**
  28341. * How a texture is mapped.
  28342. *
  28343. * | Value | Type | Description |
  28344. * | ----- | ----------------------------------- | ----------- |
  28345. * | 0 | EXPLICIT_MODE | |
  28346. * | 1 | SPHERICAL_MODE | |
  28347. * | 2 | PLANAR_MODE | |
  28348. * | 3 | CUBIC_MODE | |
  28349. * | 4 | PROJECTION_MODE | |
  28350. * | 5 | SKYBOX_MODE | |
  28351. * | 6 | INVCUBIC_MODE | |
  28352. * | 7 | EQUIRECTANGULAR_MODE | |
  28353. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28354. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28355. */
  28356. coordinatesMode: number;
  28357. /**
  28358. * | Value | Type | Description |
  28359. * | ----- | ------------------ | ----------- |
  28360. * | 0 | CLAMP_ADDRESSMODE | |
  28361. * | 1 | WRAP_ADDRESSMODE | |
  28362. * | 2 | MIRROR_ADDRESSMODE | |
  28363. */
  28364. wrapU: number;
  28365. /**
  28366. * | Value | Type | Description |
  28367. * | ----- | ------------------ | ----------- |
  28368. * | 0 | CLAMP_ADDRESSMODE | |
  28369. * | 1 | WRAP_ADDRESSMODE | |
  28370. * | 2 | MIRROR_ADDRESSMODE | |
  28371. */
  28372. wrapV: number;
  28373. /**
  28374. * | Value | Type | Description |
  28375. * | ----- | ------------------ | ----------- |
  28376. * | 0 | CLAMP_ADDRESSMODE | |
  28377. * | 1 | WRAP_ADDRESSMODE | |
  28378. * | 2 | MIRROR_ADDRESSMODE | |
  28379. */
  28380. wrapR: number;
  28381. /**
  28382. * With compliant hardware and browser (supporting anisotropic filtering)
  28383. * this defines the level of anisotropic filtering in the texture.
  28384. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28385. */
  28386. anisotropicFilteringLevel: number;
  28387. /**
  28388. * Define if the texture is a cube texture or if false a 2d texture.
  28389. */
  28390. isCube: boolean;
  28391. /**
  28392. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28393. */
  28394. is3D: boolean;
  28395. /**
  28396. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28397. * HDR texture are usually stored in linear space.
  28398. * This only impacts the PBR and Background materials
  28399. */
  28400. gammaSpace: boolean;
  28401. /**
  28402. * Gets whether or not the texture contains RGBD data.
  28403. */
  28404. readonly isRGBD: boolean;
  28405. /**
  28406. * Is Z inverted in the texture (useful in a cube texture).
  28407. */
  28408. invertZ: boolean;
  28409. /**
  28410. * Are mip maps generated for this texture or not.
  28411. */
  28412. readonly noMipmap: boolean;
  28413. /**
  28414. * @hidden
  28415. */
  28416. lodLevelInAlpha: boolean;
  28417. /**
  28418. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28419. */
  28420. lodGenerationOffset: number;
  28421. /**
  28422. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28423. */
  28424. lodGenerationScale: number;
  28425. /**
  28426. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28427. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28428. * average roughness values.
  28429. */
  28430. linearSpecularLOD: boolean;
  28431. /**
  28432. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28433. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28434. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28435. */
  28436. irradianceTexture: Nullable<BaseTexture>;
  28437. /**
  28438. * Define if the texture is a render target.
  28439. */
  28440. isRenderTarget: boolean;
  28441. /**
  28442. * Define the unique id of the texture in the scene.
  28443. */
  28444. readonly uid: string;
  28445. /**
  28446. * Return a string representation of the texture.
  28447. * @returns the texture as a string
  28448. */
  28449. toString(): string;
  28450. /**
  28451. * Get the class name of the texture.
  28452. * @returns "BaseTexture"
  28453. */
  28454. getClassName(): string;
  28455. /**
  28456. * Define the list of animation attached to the texture.
  28457. */
  28458. animations: import("babylonjs/Animations/animation").Animation[];
  28459. /**
  28460. * An event triggered when the texture is disposed.
  28461. */
  28462. onDisposeObservable: Observable<BaseTexture>;
  28463. private _onDisposeObserver;
  28464. /**
  28465. * Callback triggered when the texture has been disposed.
  28466. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28467. */
  28468. onDispose: () => void;
  28469. /**
  28470. * Define the current state of the loading sequence when in delayed load mode.
  28471. */
  28472. delayLoadState: number;
  28473. private _scene;
  28474. /** @hidden */
  28475. _texture: Nullable<InternalTexture>;
  28476. private _uid;
  28477. /**
  28478. * Define if the texture is preventinga material to render or not.
  28479. * If not and the texture is not ready, the engine will use a default black texture instead.
  28480. */
  28481. readonly isBlocking: boolean;
  28482. /**
  28483. * Instantiates a new BaseTexture.
  28484. * Base class of all the textures in babylon.
  28485. * It groups all the common properties the materials, post process, lights... might need
  28486. * in order to make a correct use of the texture.
  28487. * @param scene Define the scene the texture blongs to
  28488. */
  28489. constructor(scene: Nullable<Scene>);
  28490. /**
  28491. * Get the scene the texture belongs to.
  28492. * @returns the scene or null if undefined
  28493. */
  28494. getScene(): Nullable<Scene>;
  28495. /**
  28496. * Get the texture transform matrix used to offset tile the texture for istance.
  28497. * @returns the transformation matrix
  28498. */
  28499. getTextureMatrix(): Matrix;
  28500. /**
  28501. * Get the texture reflection matrix used to rotate/transform the reflection.
  28502. * @returns the reflection matrix
  28503. */
  28504. getReflectionTextureMatrix(): Matrix;
  28505. /**
  28506. * Get the underlying lower level texture from Babylon.
  28507. * @returns the insternal texture
  28508. */
  28509. getInternalTexture(): Nullable<InternalTexture>;
  28510. /**
  28511. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28512. * @returns true if ready or not blocking
  28513. */
  28514. isReadyOrNotBlocking(): boolean;
  28515. /**
  28516. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28517. * @returns true if fully ready
  28518. */
  28519. isReady(): boolean;
  28520. private _cachedSize;
  28521. /**
  28522. * Get the size of the texture.
  28523. * @returns the texture size.
  28524. */
  28525. getSize(): ISize;
  28526. /**
  28527. * Get the base size of the texture.
  28528. * It can be different from the size if the texture has been resized for POT for instance
  28529. * @returns the base size
  28530. */
  28531. getBaseSize(): ISize;
  28532. /**
  28533. * Update the sampling mode of the texture.
  28534. * Default is Trilinear mode.
  28535. *
  28536. * | Value | Type | Description |
  28537. * | ----- | ------------------ | ----------- |
  28538. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28539. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28540. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28541. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28542. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28543. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28544. * | 7 | NEAREST_LINEAR | |
  28545. * | 8 | NEAREST_NEAREST | |
  28546. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28547. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28548. * | 11 | LINEAR_LINEAR | |
  28549. * | 12 | LINEAR_NEAREST | |
  28550. *
  28551. * > _mag_: magnification filter (close to the viewer)
  28552. * > _min_: minification filter (far from the viewer)
  28553. * > _mip_: filter used between mip map levels
  28554. *@param samplingMode Define the new sampling mode of the texture
  28555. */
  28556. updateSamplingMode(samplingMode: number): void;
  28557. /**
  28558. * Scales the texture if is `canRescale()`
  28559. * @param ratio the resize factor we want to use to rescale
  28560. */
  28561. scale(ratio: number): void;
  28562. /**
  28563. * Get if the texture can rescale.
  28564. */
  28565. readonly canRescale: boolean;
  28566. /** @hidden */
  28567. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28568. /** @hidden */
  28569. _rebuild(): void;
  28570. /**
  28571. * Triggers the load sequence in delayed load mode.
  28572. */
  28573. delayLoad(): void;
  28574. /**
  28575. * Clones the texture.
  28576. * @returns the cloned texture
  28577. */
  28578. clone(): Nullable<BaseTexture>;
  28579. /**
  28580. * Get the texture underlying type (INT, FLOAT...)
  28581. */
  28582. readonly textureType: number;
  28583. /**
  28584. * Get the texture underlying format (RGB, RGBA...)
  28585. */
  28586. readonly textureFormat: number;
  28587. /**
  28588. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28589. * This will returns an RGBA array buffer containing either in values (0-255) or
  28590. * float values (0-1) depending of the underlying buffer type.
  28591. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28592. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28593. * @param buffer defines a user defined buffer to fill with data (can be null)
  28594. * @returns The Array buffer containing the pixels data.
  28595. */
  28596. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28597. /**
  28598. * Release and destroy the underlying lower level texture aka internalTexture.
  28599. */
  28600. releaseInternalTexture(): void;
  28601. /**
  28602. * Get the polynomial representation of the texture data.
  28603. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28604. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28605. */
  28606. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28607. /** @hidden */
  28608. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28609. /** @hidden */
  28610. readonly _lodTextureMid: Nullable<BaseTexture>;
  28611. /** @hidden */
  28612. readonly _lodTextureLow: Nullable<BaseTexture>;
  28613. /**
  28614. * Dispose the texture and release its associated resources.
  28615. */
  28616. dispose(): void;
  28617. /**
  28618. * Serialize the texture into a JSON representation that can be parsed later on.
  28619. * @returns the JSON representation of the texture
  28620. */
  28621. serialize(): any;
  28622. /**
  28623. * Helper function to be called back once a list of texture contains only ready textures.
  28624. * @param textures Define the list of textures to wait for
  28625. * @param callback Define the callback triggered once the entire list will be ready
  28626. */
  28627. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28628. }
  28629. }
  28630. declare module "babylonjs/Materials/Textures/internalTexture" {
  28631. import { Observable } from "babylonjs/Misc/observable";
  28632. import { Nullable, int } from "babylonjs/types";
  28633. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28634. import { Engine } from "babylonjs/Engines/engine";
  28635. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28636. /**
  28637. * Class used to store data associated with WebGL texture data for the engine
  28638. * This class should not be used directly
  28639. */
  28640. export class InternalTexture {
  28641. /** @hidden */
  28642. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28643. /**
  28644. * The source of the texture data is unknown
  28645. */
  28646. static DATASOURCE_UNKNOWN: number;
  28647. /**
  28648. * Texture data comes from an URL
  28649. */
  28650. static DATASOURCE_URL: number;
  28651. /**
  28652. * Texture data is only used for temporary storage
  28653. */
  28654. static DATASOURCE_TEMP: number;
  28655. /**
  28656. * Texture data comes from raw data (ArrayBuffer)
  28657. */
  28658. static DATASOURCE_RAW: number;
  28659. /**
  28660. * Texture content is dynamic (video or dynamic texture)
  28661. */
  28662. static DATASOURCE_DYNAMIC: number;
  28663. /**
  28664. * Texture content is generated by rendering to it
  28665. */
  28666. static DATASOURCE_RENDERTARGET: number;
  28667. /**
  28668. * Texture content is part of a multi render target process
  28669. */
  28670. static DATASOURCE_MULTIRENDERTARGET: number;
  28671. /**
  28672. * Texture data comes from a cube data file
  28673. */
  28674. static DATASOURCE_CUBE: number;
  28675. /**
  28676. * Texture data comes from a raw cube data
  28677. */
  28678. static DATASOURCE_CUBERAW: number;
  28679. /**
  28680. * Texture data come from a prefiltered cube data file
  28681. */
  28682. static DATASOURCE_CUBEPREFILTERED: number;
  28683. /**
  28684. * Texture content is raw 3D data
  28685. */
  28686. static DATASOURCE_RAW3D: number;
  28687. /**
  28688. * Texture content is a depth texture
  28689. */
  28690. static DATASOURCE_DEPTHTEXTURE: number;
  28691. /**
  28692. * Texture data comes from a raw cube data encoded with RGBD
  28693. */
  28694. static DATASOURCE_CUBERAW_RGBD: number;
  28695. /**
  28696. * Defines if the texture is ready
  28697. */
  28698. isReady: boolean;
  28699. /**
  28700. * Defines if the texture is a cube texture
  28701. */
  28702. isCube: boolean;
  28703. /**
  28704. * Defines if the texture contains 3D data
  28705. */
  28706. is3D: boolean;
  28707. /**
  28708. * Defines if the texture contains multiview data
  28709. */
  28710. isMultiview: boolean;
  28711. /**
  28712. * Gets the URL used to load this texture
  28713. */
  28714. url: string;
  28715. /**
  28716. * Gets the sampling mode of the texture
  28717. */
  28718. samplingMode: number;
  28719. /**
  28720. * Gets a boolean indicating if the texture needs mipmaps generation
  28721. */
  28722. generateMipMaps: boolean;
  28723. /**
  28724. * Gets the number of samples used by the texture (WebGL2+ only)
  28725. */
  28726. samples: number;
  28727. /**
  28728. * Gets the type of the texture (int, float...)
  28729. */
  28730. type: number;
  28731. /**
  28732. * Gets the format of the texture (RGB, RGBA...)
  28733. */
  28734. format: number;
  28735. /**
  28736. * Observable called when the texture is loaded
  28737. */
  28738. onLoadedObservable: Observable<InternalTexture>;
  28739. /**
  28740. * Gets the width of the texture
  28741. */
  28742. width: number;
  28743. /**
  28744. * Gets the height of the texture
  28745. */
  28746. height: number;
  28747. /**
  28748. * Gets the depth of the texture
  28749. */
  28750. depth: number;
  28751. /**
  28752. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28753. */
  28754. baseWidth: number;
  28755. /**
  28756. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28757. */
  28758. baseHeight: number;
  28759. /**
  28760. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28761. */
  28762. baseDepth: number;
  28763. /**
  28764. * Gets a boolean indicating if the texture is inverted on Y axis
  28765. */
  28766. invertY: boolean;
  28767. /** @hidden */
  28768. _invertVScale: boolean;
  28769. /** @hidden */
  28770. _associatedChannel: number;
  28771. /** @hidden */
  28772. _dataSource: number;
  28773. /** @hidden */
  28774. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28775. /** @hidden */
  28776. _bufferView: Nullable<ArrayBufferView>;
  28777. /** @hidden */
  28778. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28779. /** @hidden */
  28780. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28781. /** @hidden */
  28782. _size: number;
  28783. /** @hidden */
  28784. _extension: string;
  28785. /** @hidden */
  28786. _files: Nullable<string[]>;
  28787. /** @hidden */
  28788. _workingCanvas: Nullable<HTMLCanvasElement>;
  28789. /** @hidden */
  28790. _workingContext: Nullable<CanvasRenderingContext2D>;
  28791. /** @hidden */
  28792. _framebuffer: Nullable<WebGLFramebuffer>;
  28793. /** @hidden */
  28794. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28795. /** @hidden */
  28796. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28797. /** @hidden */
  28798. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28799. /** @hidden */
  28800. _attachments: Nullable<number[]>;
  28801. /** @hidden */
  28802. _cachedCoordinatesMode: Nullable<number>;
  28803. /** @hidden */
  28804. _cachedWrapU: Nullable<number>;
  28805. /** @hidden */
  28806. _cachedWrapV: Nullable<number>;
  28807. /** @hidden */
  28808. _cachedWrapR: Nullable<number>;
  28809. /** @hidden */
  28810. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28811. /** @hidden */
  28812. _isDisabled: boolean;
  28813. /** @hidden */
  28814. _compression: Nullable<string>;
  28815. /** @hidden */
  28816. _generateStencilBuffer: boolean;
  28817. /** @hidden */
  28818. _generateDepthBuffer: boolean;
  28819. /** @hidden */
  28820. _comparisonFunction: number;
  28821. /** @hidden */
  28822. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28823. /** @hidden */
  28824. _lodGenerationScale: number;
  28825. /** @hidden */
  28826. _lodGenerationOffset: number;
  28827. /** @hidden */
  28828. _colorTextureArray: Nullable<WebGLTexture>;
  28829. /** @hidden */
  28830. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28831. /** @hidden */
  28832. _lodTextureHigh: Nullable<BaseTexture>;
  28833. /** @hidden */
  28834. _lodTextureMid: Nullable<BaseTexture>;
  28835. /** @hidden */
  28836. _lodTextureLow: Nullable<BaseTexture>;
  28837. /** @hidden */
  28838. _isRGBD: boolean;
  28839. /** @hidden */
  28840. _linearSpecularLOD: boolean;
  28841. /** @hidden */
  28842. _irradianceTexture: Nullable<BaseTexture>;
  28843. /** @hidden */
  28844. _webGLTexture: Nullable<WebGLTexture>;
  28845. /** @hidden */
  28846. _references: number;
  28847. private _engine;
  28848. /**
  28849. * Gets the Engine the texture belongs to.
  28850. * @returns The babylon engine
  28851. */
  28852. getEngine(): Engine;
  28853. /**
  28854. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28855. */
  28856. readonly dataSource: number;
  28857. /**
  28858. * Creates a new InternalTexture
  28859. * @param engine defines the engine to use
  28860. * @param dataSource defines the type of data that will be used
  28861. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28862. */
  28863. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28864. /**
  28865. * Increments the number of references (ie. the number of Texture that point to it)
  28866. */
  28867. incrementReferences(): void;
  28868. /**
  28869. * Change the size of the texture (not the size of the content)
  28870. * @param width defines the new width
  28871. * @param height defines the new height
  28872. * @param depth defines the new depth (1 by default)
  28873. */
  28874. updateSize(width: int, height: int, depth?: int): void;
  28875. /** @hidden */
  28876. _rebuild(): void;
  28877. /** @hidden */
  28878. _swapAndDie(target: InternalTexture): void;
  28879. /**
  28880. * Dispose the current allocated resources
  28881. */
  28882. dispose(): void;
  28883. }
  28884. }
  28885. declare module "babylonjs/Materials/effect" {
  28886. import { Observable } from "babylonjs/Misc/observable";
  28887. import { Nullable } from "babylonjs/types";
  28888. import { IDisposable } from "babylonjs/scene";
  28889. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28890. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28891. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28892. import { Engine } from "babylonjs/Engines/engine";
  28893. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28894. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28895. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28896. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28897. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28898. /**
  28899. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28900. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28901. */
  28902. export class EffectFallbacks {
  28903. private _defines;
  28904. private _currentRank;
  28905. private _maxRank;
  28906. private _mesh;
  28907. /**
  28908. * Removes the fallback from the bound mesh.
  28909. */
  28910. unBindMesh(): void;
  28911. /**
  28912. * Adds a fallback on the specified property.
  28913. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28914. * @param define The name of the define in the shader
  28915. */
  28916. addFallback(rank: number, define: string): void;
  28917. /**
  28918. * Sets the mesh to use CPU skinning when needing to fallback.
  28919. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28920. * @param mesh The mesh to use the fallbacks.
  28921. */
  28922. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28923. /**
  28924. * Checks to see if more fallbacks are still availible.
  28925. */
  28926. readonly isMoreFallbacks: boolean;
  28927. /**
  28928. * Removes the defines that should be removed when falling back.
  28929. * @param currentDefines defines the current define statements for the shader.
  28930. * @param effect defines the current effect we try to compile
  28931. * @returns The resulting defines with defines of the current rank removed.
  28932. */
  28933. reduce(currentDefines: string, effect: Effect): string;
  28934. }
  28935. /**
  28936. * Options to be used when creating an effect.
  28937. */
  28938. export class EffectCreationOptions {
  28939. /**
  28940. * Atrributes that will be used in the shader.
  28941. */
  28942. attributes: string[];
  28943. /**
  28944. * Uniform varible names that will be set in the shader.
  28945. */
  28946. uniformsNames: string[];
  28947. /**
  28948. * Uniform buffer varible names that will be set in the shader.
  28949. */
  28950. uniformBuffersNames: string[];
  28951. /**
  28952. * Sampler texture variable names that will be set in the shader.
  28953. */
  28954. samplers: string[];
  28955. /**
  28956. * Define statements that will be set in the shader.
  28957. */
  28958. defines: any;
  28959. /**
  28960. * Possible fallbacks for this effect to improve performance when needed.
  28961. */
  28962. fallbacks: Nullable<EffectFallbacks>;
  28963. /**
  28964. * Callback that will be called when the shader is compiled.
  28965. */
  28966. onCompiled: Nullable<(effect: Effect) => void>;
  28967. /**
  28968. * Callback that will be called if an error occurs during shader compilation.
  28969. */
  28970. onError: Nullable<(effect: Effect, errors: string) => void>;
  28971. /**
  28972. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  28973. */
  28974. indexParameters: any;
  28975. /**
  28976. * Max number of lights that can be used in the shader.
  28977. */
  28978. maxSimultaneousLights: number;
  28979. /**
  28980. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  28981. */
  28982. transformFeedbackVaryings: Nullable<string[]>;
  28983. }
  28984. /**
  28985. * Effect containing vertex and fragment shader that can be executed on an object.
  28986. */
  28987. export class Effect implements IDisposable {
  28988. /**
  28989. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  28990. */
  28991. static ShadersRepository: string;
  28992. /**
  28993. * Name of the effect.
  28994. */
  28995. name: any;
  28996. /**
  28997. * String container all the define statements that should be set on the shader.
  28998. */
  28999. defines: string;
  29000. /**
  29001. * Callback that will be called when the shader is compiled.
  29002. */
  29003. onCompiled: Nullable<(effect: Effect) => void>;
  29004. /**
  29005. * Callback that will be called if an error occurs during shader compilation.
  29006. */
  29007. onError: Nullable<(effect: Effect, errors: string) => void>;
  29008. /**
  29009. * Callback that will be called when effect is bound.
  29010. */
  29011. onBind: Nullable<(effect: Effect) => void>;
  29012. /**
  29013. * Unique ID of the effect.
  29014. */
  29015. uniqueId: number;
  29016. /**
  29017. * Observable that will be called when the shader is compiled.
  29018. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29019. */
  29020. onCompileObservable: Observable<Effect>;
  29021. /**
  29022. * Observable that will be called if an error occurs during shader compilation.
  29023. */
  29024. onErrorObservable: Observable<Effect>;
  29025. /** @hidden */
  29026. _onBindObservable: Nullable<Observable<Effect>>;
  29027. /**
  29028. * Observable that will be called when effect is bound.
  29029. */
  29030. readonly onBindObservable: Observable<Effect>;
  29031. /** @hidden */
  29032. _bonesComputationForcedToCPU: boolean;
  29033. private static _uniqueIdSeed;
  29034. private _engine;
  29035. private _uniformBuffersNames;
  29036. private _uniformsNames;
  29037. private _samplerList;
  29038. private _samplers;
  29039. private _isReady;
  29040. private _compilationError;
  29041. private _attributesNames;
  29042. private _attributes;
  29043. private _uniforms;
  29044. /**
  29045. * Key for the effect.
  29046. * @hidden
  29047. */
  29048. _key: string;
  29049. private _indexParameters;
  29050. private _fallbacks;
  29051. private _vertexSourceCode;
  29052. private _fragmentSourceCode;
  29053. private _vertexSourceCodeOverride;
  29054. private _fragmentSourceCodeOverride;
  29055. private _transformFeedbackVaryings;
  29056. /**
  29057. * Compiled shader to webGL program.
  29058. * @hidden
  29059. */
  29060. _pipelineContext: Nullable<IPipelineContext>;
  29061. private _valueCache;
  29062. private static _baseCache;
  29063. /**
  29064. * Instantiates an effect.
  29065. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29066. * @param baseName Name of the effect.
  29067. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29068. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29069. * @param samplers List of sampler variables that will be passed to the shader.
  29070. * @param engine Engine to be used to render the effect
  29071. * @param defines Define statements to be added to the shader.
  29072. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29073. * @param onCompiled Callback that will be called when the shader is compiled.
  29074. * @param onError Callback that will be called if an error occurs during shader compilation.
  29075. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29076. */
  29077. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29078. private _useFinalCode;
  29079. /**
  29080. * Unique key for this effect
  29081. */
  29082. readonly key: string;
  29083. /**
  29084. * If the effect has been compiled and prepared.
  29085. * @returns if the effect is compiled and prepared.
  29086. */
  29087. isReady(): boolean;
  29088. /**
  29089. * The engine the effect was initialized with.
  29090. * @returns the engine.
  29091. */
  29092. getEngine(): Engine;
  29093. /**
  29094. * The pipeline context for this effect
  29095. * @returns the associated pipeline context
  29096. */
  29097. getPipelineContext(): Nullable<IPipelineContext>;
  29098. /**
  29099. * The set of names of attribute variables for the shader.
  29100. * @returns An array of attribute names.
  29101. */
  29102. getAttributesNames(): string[];
  29103. /**
  29104. * Returns the attribute at the given index.
  29105. * @param index The index of the attribute.
  29106. * @returns The location of the attribute.
  29107. */
  29108. getAttributeLocation(index: number): number;
  29109. /**
  29110. * Returns the attribute based on the name of the variable.
  29111. * @param name of the attribute to look up.
  29112. * @returns the attribute location.
  29113. */
  29114. getAttributeLocationByName(name: string): number;
  29115. /**
  29116. * The number of attributes.
  29117. * @returns the numnber of attributes.
  29118. */
  29119. getAttributesCount(): number;
  29120. /**
  29121. * Gets the index of a uniform variable.
  29122. * @param uniformName of the uniform to look up.
  29123. * @returns the index.
  29124. */
  29125. getUniformIndex(uniformName: string): number;
  29126. /**
  29127. * Returns the attribute based on the name of the variable.
  29128. * @param uniformName of the uniform to look up.
  29129. * @returns the location of the uniform.
  29130. */
  29131. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29132. /**
  29133. * Returns an array of sampler variable names
  29134. * @returns The array of sampler variable neames.
  29135. */
  29136. getSamplers(): string[];
  29137. /**
  29138. * The error from the last compilation.
  29139. * @returns the error string.
  29140. */
  29141. getCompilationError(): string;
  29142. /**
  29143. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29144. * @param func The callback to be used.
  29145. */
  29146. executeWhenCompiled(func: (effect: Effect) => void): void;
  29147. private _checkIsReady;
  29148. /** @hidden */
  29149. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29150. /** @hidden */
  29151. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29152. /** @hidden */
  29153. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29154. /**
  29155. * Recompiles the webGL program
  29156. * @param vertexSourceCode The source code for the vertex shader.
  29157. * @param fragmentSourceCode The source code for the fragment shader.
  29158. * @param onCompiled Callback called when completed.
  29159. * @param onError Callback called on error.
  29160. * @hidden
  29161. */
  29162. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29163. /**
  29164. * Prepares the effect
  29165. * @hidden
  29166. */
  29167. _prepareEffect(): void;
  29168. /**
  29169. * Checks if the effect is supported. (Must be called after compilation)
  29170. */
  29171. readonly isSupported: boolean;
  29172. /**
  29173. * Binds a texture to the engine to be used as output of the shader.
  29174. * @param channel Name of the output variable.
  29175. * @param texture Texture to bind.
  29176. * @hidden
  29177. */
  29178. _bindTexture(channel: string, texture: InternalTexture): void;
  29179. /**
  29180. * Sets a texture on the engine to be used in the shader.
  29181. * @param channel Name of the sampler variable.
  29182. * @param texture Texture to set.
  29183. */
  29184. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29185. /**
  29186. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29187. * @param channel Name of the sampler variable.
  29188. * @param texture Texture to set.
  29189. */
  29190. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29191. /**
  29192. * Sets an array of textures on the engine to be used in the shader.
  29193. * @param channel Name of the variable.
  29194. * @param textures Textures to set.
  29195. */
  29196. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29197. /**
  29198. * 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)
  29199. * @param channel Name of the sampler variable.
  29200. * @param postProcess Post process to get the input texture from.
  29201. */
  29202. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29203. /**
  29204. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29205. * 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)
  29206. * @param channel Name of the sampler variable.
  29207. * @param postProcess Post process to get the output texture from.
  29208. */
  29209. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29210. /** @hidden */
  29211. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29212. /** @hidden */
  29213. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29214. /** @hidden */
  29215. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29216. /** @hidden */
  29217. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29218. /**
  29219. * Binds a buffer to a uniform.
  29220. * @param buffer Buffer to bind.
  29221. * @param name Name of the uniform variable to bind to.
  29222. */
  29223. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29224. /**
  29225. * Binds block to a uniform.
  29226. * @param blockName Name of the block to bind.
  29227. * @param index Index to bind.
  29228. */
  29229. bindUniformBlock(blockName: string, index: number): void;
  29230. /**
  29231. * Sets an interger value on a uniform variable.
  29232. * @param uniformName Name of the variable.
  29233. * @param value Value to be set.
  29234. * @returns this effect.
  29235. */
  29236. setInt(uniformName: string, value: number): Effect;
  29237. /**
  29238. * Sets an int array on a uniform variable.
  29239. * @param uniformName Name of the variable.
  29240. * @param array array to be set.
  29241. * @returns this effect.
  29242. */
  29243. setIntArray(uniformName: string, array: Int32Array): Effect;
  29244. /**
  29245. * 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)
  29246. * @param uniformName Name of the variable.
  29247. * @param array array to be set.
  29248. * @returns this effect.
  29249. */
  29250. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29251. /**
  29252. * 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)
  29253. * @param uniformName Name of the variable.
  29254. * @param array array to be set.
  29255. * @returns this effect.
  29256. */
  29257. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29258. /**
  29259. * 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)
  29260. * @param uniformName Name of the variable.
  29261. * @param array array to be set.
  29262. * @returns this effect.
  29263. */
  29264. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29265. /**
  29266. * Sets an float array on a uniform variable.
  29267. * @param uniformName Name of the variable.
  29268. * @param array array to be set.
  29269. * @returns this effect.
  29270. */
  29271. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29272. /**
  29273. * 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)
  29274. * @param uniformName Name of the variable.
  29275. * @param array array to be set.
  29276. * @returns this effect.
  29277. */
  29278. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29279. /**
  29280. * 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)
  29281. * @param uniformName Name of the variable.
  29282. * @param array array to be set.
  29283. * @returns this effect.
  29284. */
  29285. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29286. /**
  29287. * 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)
  29288. * @param uniformName Name of the variable.
  29289. * @param array array to be set.
  29290. * @returns this effect.
  29291. */
  29292. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29293. /**
  29294. * Sets an array on a uniform variable.
  29295. * @param uniformName Name of the variable.
  29296. * @param array array to be set.
  29297. * @returns this effect.
  29298. */
  29299. setArray(uniformName: string, array: number[]): Effect;
  29300. /**
  29301. * 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)
  29302. * @param uniformName Name of the variable.
  29303. * @param array array to be set.
  29304. * @returns this effect.
  29305. */
  29306. setArray2(uniformName: string, array: number[]): Effect;
  29307. /**
  29308. * 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)
  29309. * @param uniformName Name of the variable.
  29310. * @param array array to be set.
  29311. * @returns this effect.
  29312. */
  29313. setArray3(uniformName: string, array: number[]): Effect;
  29314. /**
  29315. * 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)
  29316. * @param uniformName Name of the variable.
  29317. * @param array array to be set.
  29318. * @returns this effect.
  29319. */
  29320. setArray4(uniformName: string, array: number[]): Effect;
  29321. /**
  29322. * Sets matrices on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param matrices matrices to be set.
  29325. * @returns this effect.
  29326. */
  29327. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29328. /**
  29329. * Sets matrix on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param matrix matrix to be set.
  29332. * @returns this effect.
  29333. */
  29334. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29335. /**
  29336. * 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)
  29337. * @param uniformName Name of the variable.
  29338. * @param matrix matrix to be set.
  29339. * @returns this effect.
  29340. */
  29341. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29342. /**
  29343. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29344. * @param uniformName Name of the variable.
  29345. * @param matrix matrix to be set.
  29346. * @returns this effect.
  29347. */
  29348. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29349. /**
  29350. * Sets a float on a uniform variable.
  29351. * @param uniformName Name of the variable.
  29352. * @param value value to be set.
  29353. * @returns this effect.
  29354. */
  29355. setFloat(uniformName: string, value: number): Effect;
  29356. /**
  29357. * Sets a boolean on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param bool value to be set.
  29360. * @returns this effect.
  29361. */
  29362. setBool(uniformName: string, bool: boolean): Effect;
  29363. /**
  29364. * Sets a Vector2 on a uniform variable.
  29365. * @param uniformName Name of the variable.
  29366. * @param vector2 vector2 to be set.
  29367. * @returns this effect.
  29368. */
  29369. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29370. /**
  29371. * Sets a float2 on a uniform variable.
  29372. * @param uniformName Name of the variable.
  29373. * @param x First float in float2.
  29374. * @param y Second float in float2.
  29375. * @returns this effect.
  29376. */
  29377. setFloat2(uniformName: string, x: number, y: number): Effect;
  29378. /**
  29379. * Sets a Vector3 on a uniform variable.
  29380. * @param uniformName Name of the variable.
  29381. * @param vector3 Value to be set.
  29382. * @returns this effect.
  29383. */
  29384. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29385. /**
  29386. * Sets a float3 on a uniform variable.
  29387. * @param uniformName Name of the variable.
  29388. * @param x First float in float3.
  29389. * @param y Second float in float3.
  29390. * @param z Third float in float3.
  29391. * @returns this effect.
  29392. */
  29393. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29394. /**
  29395. * Sets a Vector4 on a uniform variable.
  29396. * @param uniformName Name of the variable.
  29397. * @param vector4 Value to be set.
  29398. * @returns this effect.
  29399. */
  29400. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29401. /**
  29402. * Sets a float4 on a uniform variable.
  29403. * @param uniformName Name of the variable.
  29404. * @param x First float in float4.
  29405. * @param y Second float in float4.
  29406. * @param z Third float in float4.
  29407. * @param w Fourth float in float4.
  29408. * @returns this effect.
  29409. */
  29410. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29411. /**
  29412. * Sets a Color3 on a uniform variable.
  29413. * @param uniformName Name of the variable.
  29414. * @param color3 Value to be set.
  29415. * @returns this effect.
  29416. */
  29417. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29418. /**
  29419. * Sets a Color4 on a uniform variable.
  29420. * @param uniformName Name of the variable.
  29421. * @param color3 Value to be set.
  29422. * @param alpha Alpha value to be set.
  29423. * @returns this effect.
  29424. */
  29425. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29426. /**
  29427. * Sets a Color4 on a uniform variable
  29428. * @param uniformName defines the name of the variable
  29429. * @param color4 defines the value to be set
  29430. * @returns this effect.
  29431. */
  29432. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29433. /** Release all associated resources */
  29434. dispose(): void;
  29435. /**
  29436. * This function will add a new shader to the shader store
  29437. * @param name the name of the shader
  29438. * @param pixelShader optional pixel shader content
  29439. * @param vertexShader optional vertex shader content
  29440. */
  29441. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29442. /**
  29443. * Store of each shader (The can be looked up using effect.key)
  29444. */
  29445. static ShadersStore: {
  29446. [key: string]: string;
  29447. };
  29448. /**
  29449. * Store of each included file for a shader (The can be looked up using effect.key)
  29450. */
  29451. static IncludesShadersStore: {
  29452. [key: string]: string;
  29453. };
  29454. /**
  29455. * Resets the cache of effects.
  29456. */
  29457. static ResetCache(): void;
  29458. }
  29459. }
  29460. declare module "babylonjs/Materials/uniformBuffer" {
  29461. import { Nullable, FloatArray } from "babylonjs/types";
  29462. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29463. import { Engine } from "babylonjs/Engines/engine";
  29464. import { Effect } from "babylonjs/Materials/effect";
  29465. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29466. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29467. import { Color3 } from "babylonjs/Maths/math.color";
  29468. /**
  29469. * Uniform buffer objects.
  29470. *
  29471. * Handles blocks of uniform on the GPU.
  29472. *
  29473. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29474. *
  29475. * For more information, please refer to :
  29476. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29477. */
  29478. export class UniformBuffer {
  29479. private _engine;
  29480. private _buffer;
  29481. private _data;
  29482. private _bufferData;
  29483. private _dynamic?;
  29484. private _uniformLocations;
  29485. private _uniformSizes;
  29486. private _uniformLocationPointer;
  29487. private _needSync;
  29488. private _noUBO;
  29489. private _currentEffect;
  29490. private static _MAX_UNIFORM_SIZE;
  29491. private static _tempBuffer;
  29492. /**
  29493. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29494. * This is dynamic to allow compat with webgl 1 and 2.
  29495. * You will need to pass the name of the uniform as well as the value.
  29496. */
  29497. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29498. /**
  29499. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29500. * This is dynamic to allow compat with webgl 1 and 2.
  29501. * You will need to pass the name of the uniform as well as the value.
  29502. */
  29503. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29504. /**
  29505. * Lambda to Update a single float in a uniform buffer.
  29506. * This is dynamic to allow compat with webgl 1 and 2.
  29507. * You will need to pass the name of the uniform as well as the value.
  29508. */
  29509. updateFloat: (name: string, x: number) => void;
  29510. /**
  29511. * Lambda to Update a vec2 of float in a uniform buffer.
  29512. * This is dynamic to allow compat with webgl 1 and 2.
  29513. * You will need to pass the name of the uniform as well as the value.
  29514. */
  29515. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29516. /**
  29517. * Lambda to Update a vec3 of float in a uniform buffer.
  29518. * This is dynamic to allow compat with webgl 1 and 2.
  29519. * You will need to pass the name of the uniform as well as the value.
  29520. */
  29521. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29522. /**
  29523. * Lambda to Update a vec4 of float in a uniform buffer.
  29524. * This is dynamic to allow compat with webgl 1 and 2.
  29525. * You will need to pass the name of the uniform as well as the value.
  29526. */
  29527. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29528. /**
  29529. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29530. * This is dynamic to allow compat with webgl 1 and 2.
  29531. * You will need to pass the name of the uniform as well as the value.
  29532. */
  29533. updateMatrix: (name: string, mat: Matrix) => void;
  29534. /**
  29535. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29536. * This is dynamic to allow compat with webgl 1 and 2.
  29537. * You will need to pass the name of the uniform as well as the value.
  29538. */
  29539. updateVector3: (name: string, vector: Vector3) => void;
  29540. /**
  29541. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29542. * This is dynamic to allow compat with webgl 1 and 2.
  29543. * You will need to pass the name of the uniform as well as the value.
  29544. */
  29545. updateVector4: (name: string, vector: Vector4) => void;
  29546. /**
  29547. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29548. * This is dynamic to allow compat with webgl 1 and 2.
  29549. * You will need to pass the name of the uniform as well as the value.
  29550. */
  29551. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29552. /**
  29553. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29554. * This is dynamic to allow compat with webgl 1 and 2.
  29555. * You will need to pass the name of the uniform as well as the value.
  29556. */
  29557. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29558. /**
  29559. * Instantiates a new Uniform buffer objects.
  29560. *
  29561. * Handles blocks of uniform on the GPU.
  29562. *
  29563. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29564. *
  29565. * For more information, please refer to :
  29566. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29567. * @param engine Define the engine the buffer is associated with
  29568. * @param data Define the data contained in the buffer
  29569. * @param dynamic Define if the buffer is updatable
  29570. */
  29571. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29572. /**
  29573. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29574. * or just falling back on setUniformXXX calls.
  29575. */
  29576. readonly useUbo: boolean;
  29577. /**
  29578. * Indicates if the WebGL underlying uniform buffer is in sync
  29579. * with the javascript cache data.
  29580. */
  29581. readonly isSync: boolean;
  29582. /**
  29583. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29584. * Also, a dynamic UniformBuffer will disable cache verification and always
  29585. * update the underlying WebGL uniform buffer to the GPU.
  29586. * @returns if Dynamic, otherwise false
  29587. */
  29588. isDynamic(): boolean;
  29589. /**
  29590. * The data cache on JS side.
  29591. * @returns the underlying data as a float array
  29592. */
  29593. getData(): Float32Array;
  29594. /**
  29595. * The underlying WebGL Uniform buffer.
  29596. * @returns the webgl buffer
  29597. */
  29598. getBuffer(): Nullable<DataBuffer>;
  29599. /**
  29600. * std140 layout specifies how to align data within an UBO structure.
  29601. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29602. * for specs.
  29603. */
  29604. private _fillAlignment;
  29605. /**
  29606. * Adds an uniform in the buffer.
  29607. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29608. * for the layout to be correct !
  29609. * @param name Name of the uniform, as used in the uniform block in the shader.
  29610. * @param size Data size, or data directly.
  29611. */
  29612. addUniform(name: string, size: number | number[]): void;
  29613. /**
  29614. * Adds a Matrix 4x4 to the uniform buffer.
  29615. * @param name Name of the uniform, as used in the uniform block in the shader.
  29616. * @param mat A 4x4 matrix.
  29617. */
  29618. addMatrix(name: string, mat: Matrix): void;
  29619. /**
  29620. * Adds a vec2 to the uniform buffer.
  29621. * @param name Name of the uniform, as used in the uniform block in the shader.
  29622. * @param x Define the x component value of the vec2
  29623. * @param y Define the y component value of the vec2
  29624. */
  29625. addFloat2(name: string, x: number, y: number): void;
  29626. /**
  29627. * Adds a vec3 to the uniform buffer.
  29628. * @param name Name of the uniform, as used in the uniform block in the shader.
  29629. * @param x Define the x component value of the vec3
  29630. * @param y Define the y component value of the vec3
  29631. * @param z Define the z component value of the vec3
  29632. */
  29633. addFloat3(name: string, x: number, y: number, z: number): void;
  29634. /**
  29635. * Adds a vec3 to the uniform buffer.
  29636. * @param name Name of the uniform, as used in the uniform block in the shader.
  29637. * @param color Define the vec3 from a Color
  29638. */
  29639. addColor3(name: string, color: Color3): void;
  29640. /**
  29641. * Adds a vec4 to the uniform buffer.
  29642. * @param name Name of the uniform, as used in the uniform block in the shader.
  29643. * @param color Define the rgb components from a Color
  29644. * @param alpha Define the a component of the vec4
  29645. */
  29646. addColor4(name: string, color: Color3, alpha: number): void;
  29647. /**
  29648. * Adds a vec3 to the uniform buffer.
  29649. * @param name Name of the uniform, as used in the uniform block in the shader.
  29650. * @param vector Define the vec3 components from a Vector
  29651. */
  29652. addVector3(name: string, vector: Vector3): void;
  29653. /**
  29654. * Adds a Matrix 3x3 to the uniform buffer.
  29655. * @param name Name of the uniform, as used in the uniform block in the shader.
  29656. */
  29657. addMatrix3x3(name: string): void;
  29658. /**
  29659. * Adds a Matrix 2x2 to the uniform buffer.
  29660. * @param name Name of the uniform, as used in the uniform block in the shader.
  29661. */
  29662. addMatrix2x2(name: string): void;
  29663. /**
  29664. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29665. */
  29666. create(): void;
  29667. /** @hidden */
  29668. _rebuild(): void;
  29669. /**
  29670. * Updates the WebGL Uniform Buffer on the GPU.
  29671. * If the `dynamic` flag is set to true, no cache comparison is done.
  29672. * Otherwise, the buffer will be updated only if the cache differs.
  29673. */
  29674. update(): void;
  29675. /**
  29676. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29677. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29678. * @param data Define the flattened data
  29679. * @param size Define the size of the data.
  29680. */
  29681. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29682. private _updateMatrix3x3ForUniform;
  29683. private _updateMatrix3x3ForEffect;
  29684. private _updateMatrix2x2ForEffect;
  29685. private _updateMatrix2x2ForUniform;
  29686. private _updateFloatForEffect;
  29687. private _updateFloatForUniform;
  29688. private _updateFloat2ForEffect;
  29689. private _updateFloat2ForUniform;
  29690. private _updateFloat3ForEffect;
  29691. private _updateFloat3ForUniform;
  29692. private _updateFloat4ForEffect;
  29693. private _updateFloat4ForUniform;
  29694. private _updateMatrixForEffect;
  29695. private _updateMatrixForUniform;
  29696. private _updateVector3ForEffect;
  29697. private _updateVector3ForUniform;
  29698. private _updateVector4ForEffect;
  29699. private _updateVector4ForUniform;
  29700. private _updateColor3ForEffect;
  29701. private _updateColor3ForUniform;
  29702. private _updateColor4ForEffect;
  29703. private _updateColor4ForUniform;
  29704. /**
  29705. * Sets a sampler uniform on the effect.
  29706. * @param name Define the name of the sampler.
  29707. * @param texture Define the texture to set in the sampler
  29708. */
  29709. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29710. /**
  29711. * Directly updates the value of the uniform in the cache AND on the GPU.
  29712. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29713. * @param data Define the flattened data
  29714. */
  29715. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29716. /**
  29717. * Binds this uniform buffer to an effect.
  29718. * @param effect Define the effect to bind the buffer to
  29719. * @param name Name of the uniform block in the shader.
  29720. */
  29721. bindToEffect(effect: Effect, name: string): void;
  29722. /**
  29723. * Disposes the uniform buffer.
  29724. */
  29725. dispose(): void;
  29726. }
  29727. }
  29728. declare module "babylonjs/Audio/analyser" {
  29729. import { Scene } from "babylonjs/scene";
  29730. /**
  29731. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29732. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29733. */
  29734. export class Analyser {
  29735. /**
  29736. * Gets or sets the smoothing
  29737. * @ignorenaming
  29738. */
  29739. SMOOTHING: number;
  29740. /**
  29741. * Gets or sets the FFT table size
  29742. * @ignorenaming
  29743. */
  29744. FFT_SIZE: number;
  29745. /**
  29746. * Gets or sets the bar graph amplitude
  29747. * @ignorenaming
  29748. */
  29749. BARGRAPHAMPLITUDE: number;
  29750. /**
  29751. * Gets or sets the position of the debug canvas
  29752. * @ignorenaming
  29753. */
  29754. DEBUGCANVASPOS: {
  29755. x: number;
  29756. y: number;
  29757. };
  29758. /**
  29759. * Gets or sets the debug canvas size
  29760. * @ignorenaming
  29761. */
  29762. DEBUGCANVASSIZE: {
  29763. width: number;
  29764. height: number;
  29765. };
  29766. private _byteFreqs;
  29767. private _byteTime;
  29768. private _floatFreqs;
  29769. private _webAudioAnalyser;
  29770. private _debugCanvas;
  29771. private _debugCanvasContext;
  29772. private _scene;
  29773. private _registerFunc;
  29774. private _audioEngine;
  29775. /**
  29776. * Creates a new analyser
  29777. * @param scene defines hosting scene
  29778. */
  29779. constructor(scene: Scene);
  29780. /**
  29781. * Get the number of data values you will have to play with for the visualization
  29782. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29783. * @returns a number
  29784. */
  29785. getFrequencyBinCount(): number;
  29786. /**
  29787. * Gets the current frequency data as a byte array
  29788. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29789. * @returns a Uint8Array
  29790. */
  29791. getByteFrequencyData(): Uint8Array;
  29792. /**
  29793. * Gets the current waveform as a byte array
  29794. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29795. * @returns a Uint8Array
  29796. */
  29797. getByteTimeDomainData(): Uint8Array;
  29798. /**
  29799. * Gets the current frequency data as a float array
  29800. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29801. * @returns a Float32Array
  29802. */
  29803. getFloatFrequencyData(): Float32Array;
  29804. /**
  29805. * Renders the debug canvas
  29806. */
  29807. drawDebugCanvas(): void;
  29808. /**
  29809. * Stops rendering the debug canvas and removes it
  29810. */
  29811. stopDebugCanvas(): void;
  29812. /**
  29813. * Connects two audio nodes
  29814. * @param inputAudioNode defines first node to connect
  29815. * @param outputAudioNode defines second node to connect
  29816. */
  29817. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29818. /**
  29819. * Releases all associated resources
  29820. */
  29821. dispose(): void;
  29822. }
  29823. }
  29824. declare module "babylonjs/Audio/audioEngine" {
  29825. import { IDisposable } from "babylonjs/scene";
  29826. import { Analyser } from "babylonjs/Audio/analyser";
  29827. import { Nullable } from "babylonjs/types";
  29828. import { Observable } from "babylonjs/Misc/observable";
  29829. /**
  29830. * This represents an audio engine and it is responsible
  29831. * to play, synchronize and analyse sounds throughout the application.
  29832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29833. */
  29834. export interface IAudioEngine extends IDisposable {
  29835. /**
  29836. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29837. */
  29838. readonly canUseWebAudio: boolean;
  29839. /**
  29840. * Gets the current AudioContext if available.
  29841. */
  29842. readonly audioContext: Nullable<AudioContext>;
  29843. /**
  29844. * The master gain node defines the global audio volume of your audio engine.
  29845. */
  29846. readonly masterGain: GainNode;
  29847. /**
  29848. * Gets whether or not mp3 are supported by your browser.
  29849. */
  29850. readonly isMP3supported: boolean;
  29851. /**
  29852. * Gets whether or not ogg are supported by your browser.
  29853. */
  29854. readonly isOGGsupported: boolean;
  29855. /**
  29856. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29857. * @ignoreNaming
  29858. */
  29859. WarnedWebAudioUnsupported: boolean;
  29860. /**
  29861. * Defines if the audio engine relies on a custom unlocked button.
  29862. * In this case, the embedded button will not be displayed.
  29863. */
  29864. useCustomUnlockedButton: boolean;
  29865. /**
  29866. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29867. */
  29868. readonly unlocked: boolean;
  29869. /**
  29870. * Event raised when audio has been unlocked on the browser.
  29871. */
  29872. onAudioUnlockedObservable: Observable<AudioEngine>;
  29873. /**
  29874. * Event raised when audio has been locked on the browser.
  29875. */
  29876. onAudioLockedObservable: Observable<AudioEngine>;
  29877. /**
  29878. * Flags the audio engine in Locked state.
  29879. * This happens due to new browser policies preventing audio to autoplay.
  29880. */
  29881. lock(): void;
  29882. /**
  29883. * Unlocks the audio engine once a user action has been done on the dom.
  29884. * This is helpful to resume play once browser policies have been satisfied.
  29885. */
  29886. unlock(): void;
  29887. }
  29888. /**
  29889. * This represents the default audio engine used in babylon.
  29890. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29891. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29892. */
  29893. export class AudioEngine implements IAudioEngine {
  29894. private _audioContext;
  29895. private _audioContextInitialized;
  29896. private _muteButton;
  29897. private _hostElement;
  29898. /**
  29899. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29900. */
  29901. canUseWebAudio: boolean;
  29902. /**
  29903. * The master gain node defines the global audio volume of your audio engine.
  29904. */
  29905. masterGain: GainNode;
  29906. /**
  29907. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29908. * @ignoreNaming
  29909. */
  29910. WarnedWebAudioUnsupported: boolean;
  29911. /**
  29912. * Gets whether or not mp3 are supported by your browser.
  29913. */
  29914. isMP3supported: boolean;
  29915. /**
  29916. * Gets whether or not ogg are supported by your browser.
  29917. */
  29918. isOGGsupported: boolean;
  29919. /**
  29920. * Gets whether audio has been unlocked on the device.
  29921. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29922. * a user interaction has happened.
  29923. */
  29924. unlocked: boolean;
  29925. /**
  29926. * Defines if the audio engine relies on a custom unlocked button.
  29927. * In this case, the embedded button will not be displayed.
  29928. */
  29929. useCustomUnlockedButton: boolean;
  29930. /**
  29931. * Event raised when audio has been unlocked on the browser.
  29932. */
  29933. onAudioUnlockedObservable: Observable<AudioEngine>;
  29934. /**
  29935. * Event raised when audio has been locked on the browser.
  29936. */
  29937. onAudioLockedObservable: Observable<AudioEngine>;
  29938. /**
  29939. * Gets the current AudioContext if available.
  29940. */
  29941. readonly audioContext: Nullable<AudioContext>;
  29942. private _connectedAnalyser;
  29943. /**
  29944. * Instantiates a new audio engine.
  29945. *
  29946. * There should be only one per page as some browsers restrict the number
  29947. * of audio contexts you can create.
  29948. * @param hostElement defines the host element where to display the mute icon if necessary
  29949. */
  29950. constructor(hostElement?: Nullable<HTMLElement>);
  29951. /**
  29952. * Flags the audio engine in Locked state.
  29953. * This happens due to new browser policies preventing audio to autoplay.
  29954. */
  29955. lock(): void;
  29956. /**
  29957. * Unlocks the audio engine once a user action has been done on the dom.
  29958. * This is helpful to resume play once browser policies have been satisfied.
  29959. */
  29960. unlock(): void;
  29961. private _resumeAudioContext;
  29962. private _initializeAudioContext;
  29963. private _tryToRun;
  29964. private _triggerRunningState;
  29965. private _triggerSuspendedState;
  29966. private _displayMuteButton;
  29967. private _moveButtonToTopLeft;
  29968. private _onResize;
  29969. private _hideMuteButton;
  29970. /**
  29971. * Destroy and release the resources associated with the audio ccontext.
  29972. */
  29973. dispose(): void;
  29974. /**
  29975. * Gets the global volume sets on the master gain.
  29976. * @returns the global volume if set or -1 otherwise
  29977. */
  29978. getGlobalVolume(): number;
  29979. /**
  29980. * Sets the global volume of your experience (sets on the master gain).
  29981. * @param newVolume Defines the new global volume of the application
  29982. */
  29983. setGlobalVolume(newVolume: number): void;
  29984. /**
  29985. * Connect the audio engine to an audio analyser allowing some amazing
  29986. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  29987. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  29988. * @param analyser The analyser to connect to the engine
  29989. */
  29990. connectToAnalyser(analyser: Analyser): void;
  29991. }
  29992. }
  29993. declare module "babylonjs/Loading/loadingScreen" {
  29994. /**
  29995. * Interface used to present a loading screen while loading a scene
  29996. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  29997. */
  29998. export interface ILoadingScreen {
  29999. /**
  30000. * Function called to display the loading screen
  30001. */
  30002. displayLoadingUI: () => void;
  30003. /**
  30004. * Function called to hide the loading screen
  30005. */
  30006. hideLoadingUI: () => void;
  30007. /**
  30008. * Gets or sets the color to use for the background
  30009. */
  30010. loadingUIBackgroundColor: string;
  30011. /**
  30012. * Gets or sets the text to display while loading
  30013. */
  30014. loadingUIText: string;
  30015. }
  30016. /**
  30017. * Class used for the default loading screen
  30018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30019. */
  30020. export class DefaultLoadingScreen implements ILoadingScreen {
  30021. private _renderingCanvas;
  30022. private _loadingText;
  30023. private _loadingDivBackgroundColor;
  30024. private _loadingDiv;
  30025. private _loadingTextDiv;
  30026. /** Gets or sets the logo url to use for the default loading screen */
  30027. static DefaultLogoUrl: string;
  30028. /** Gets or sets the spinner url to use for the default loading screen */
  30029. static DefaultSpinnerUrl: string;
  30030. /**
  30031. * Creates a new default loading screen
  30032. * @param _renderingCanvas defines the canvas used to render the scene
  30033. * @param _loadingText defines the default text to display
  30034. * @param _loadingDivBackgroundColor defines the default background color
  30035. */
  30036. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30037. /**
  30038. * Function called to display the loading screen
  30039. */
  30040. displayLoadingUI(): void;
  30041. /**
  30042. * Function called to hide the loading screen
  30043. */
  30044. hideLoadingUI(): void;
  30045. /**
  30046. * Gets or sets the text to display while loading
  30047. */
  30048. loadingUIText: string;
  30049. /**
  30050. * Gets or sets the color to use for the background
  30051. */
  30052. loadingUIBackgroundColor: string;
  30053. private _resizeLoadingUI;
  30054. }
  30055. }
  30056. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30057. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30058. import { Engine } from "babylonjs/Engines/engine";
  30059. import { Nullable } from "babylonjs/types";
  30060. /** @hidden */
  30061. export class WebGLPipelineContext implements IPipelineContext {
  30062. engine: Engine;
  30063. program: Nullable<WebGLProgram>;
  30064. context?: WebGLRenderingContext;
  30065. vertexShader?: WebGLShader;
  30066. fragmentShader?: WebGLShader;
  30067. isParallelCompiled: boolean;
  30068. onCompiled?: () => void;
  30069. transformFeedback?: WebGLTransformFeedback | null;
  30070. readonly isAsync: boolean;
  30071. readonly isReady: boolean;
  30072. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30073. }
  30074. }
  30075. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30076. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30077. /** @hidden */
  30078. export class WebGLDataBuffer extends DataBuffer {
  30079. private _buffer;
  30080. constructor(resource: WebGLBuffer);
  30081. readonly underlyingResource: any;
  30082. }
  30083. }
  30084. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30085. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30086. /** @hidden */
  30087. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30088. attributeProcessor(attribute: string): string;
  30089. varyingProcessor(varying: string, isFragment: boolean): string;
  30090. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30091. }
  30092. }
  30093. declare module "babylonjs/Misc/perfCounter" {
  30094. /**
  30095. * This class is used to track a performance counter which is number based.
  30096. * The user has access to many properties which give statistics of different nature.
  30097. *
  30098. * The implementer can track two kinds of Performance Counter: time and count.
  30099. * 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.
  30100. * 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.
  30101. */
  30102. export class PerfCounter {
  30103. /**
  30104. * Gets or sets a global boolean to turn on and off all the counters
  30105. */
  30106. static Enabled: boolean;
  30107. /**
  30108. * Returns the smallest value ever
  30109. */
  30110. readonly min: number;
  30111. /**
  30112. * Returns the biggest value ever
  30113. */
  30114. readonly max: number;
  30115. /**
  30116. * Returns the average value since the performance counter is running
  30117. */
  30118. readonly average: number;
  30119. /**
  30120. * Returns the average value of the last second the counter was monitored
  30121. */
  30122. readonly lastSecAverage: number;
  30123. /**
  30124. * Returns the current value
  30125. */
  30126. readonly current: number;
  30127. /**
  30128. * Gets the accumulated total
  30129. */
  30130. readonly total: number;
  30131. /**
  30132. * Gets the total value count
  30133. */
  30134. readonly count: number;
  30135. /**
  30136. * Creates a new counter
  30137. */
  30138. constructor();
  30139. /**
  30140. * Call this method to start monitoring a new frame.
  30141. * 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.
  30142. */
  30143. fetchNewFrame(): void;
  30144. /**
  30145. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30146. * @param newCount the count value to add to the monitored count
  30147. * @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.
  30148. */
  30149. addCount(newCount: number, fetchResult: boolean): void;
  30150. /**
  30151. * Start monitoring this performance counter
  30152. */
  30153. beginMonitoring(): void;
  30154. /**
  30155. * Compute the time lapsed since the previous beginMonitoring() call.
  30156. * @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
  30157. */
  30158. endMonitoring(newFrame?: boolean): void;
  30159. private _fetchResult;
  30160. private _startMonitoringTime;
  30161. private _min;
  30162. private _max;
  30163. private _average;
  30164. private _current;
  30165. private _totalValueCount;
  30166. private _totalAccumulated;
  30167. private _lastSecAverage;
  30168. private _lastSecAccumulated;
  30169. private _lastSecTime;
  30170. private _lastSecValueCount;
  30171. }
  30172. }
  30173. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30174. /**
  30175. * Interface for any object that can request an animation frame
  30176. */
  30177. export interface ICustomAnimationFrameRequester {
  30178. /**
  30179. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30180. */
  30181. renderFunction?: Function;
  30182. /**
  30183. * Called to request the next frame to render to
  30184. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30185. */
  30186. requestAnimationFrame: Function;
  30187. /**
  30188. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30189. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30190. */
  30191. requestID?: number;
  30192. }
  30193. }
  30194. declare module "babylonjs/Materials/Textures/videoTexture" {
  30195. import { Observable } from "babylonjs/Misc/observable";
  30196. import { Nullable } from "babylonjs/types";
  30197. import { Scene } from "babylonjs/scene";
  30198. import { Texture } from "babylonjs/Materials/Textures/texture";
  30199. /**
  30200. * Settings for finer control over video usage
  30201. */
  30202. export interface VideoTextureSettings {
  30203. /**
  30204. * Applies `autoplay` to video, if specified
  30205. */
  30206. autoPlay?: boolean;
  30207. /**
  30208. * Applies `loop` to video, if specified
  30209. */
  30210. loop?: boolean;
  30211. /**
  30212. * Automatically updates internal texture from video at every frame in the render loop
  30213. */
  30214. autoUpdateTexture: boolean;
  30215. /**
  30216. * Image src displayed during the video loading or until the user interacts with the video.
  30217. */
  30218. poster?: string;
  30219. }
  30220. /**
  30221. * If you want to display a video in your scene, this is the special texture for that.
  30222. * This special texture works similar to other textures, with the exception of a few parameters.
  30223. * @see https://doc.babylonjs.com/how_to/video_texture
  30224. */
  30225. export class VideoTexture extends Texture {
  30226. /**
  30227. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30228. */
  30229. readonly autoUpdateTexture: boolean;
  30230. /**
  30231. * The video instance used by the texture internally
  30232. */
  30233. readonly video: HTMLVideoElement;
  30234. private _onUserActionRequestedObservable;
  30235. /**
  30236. * Event triggerd when a dom action is required by the user to play the video.
  30237. * This happens due to recent changes in browser policies preventing video to auto start.
  30238. */
  30239. readonly onUserActionRequestedObservable: Observable<Texture>;
  30240. private _generateMipMaps;
  30241. private _engine;
  30242. private _stillImageCaptured;
  30243. private _displayingPosterTexture;
  30244. private _settings;
  30245. private _createInternalTextureOnEvent;
  30246. /**
  30247. * Creates a video texture.
  30248. * If you want to display a video in your scene, this is the special texture for that.
  30249. * This special texture works similar to other textures, with the exception of a few parameters.
  30250. * @see https://doc.babylonjs.com/how_to/video_texture
  30251. * @param name optional name, will detect from video source, if not defined
  30252. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30253. * @param scene is obviously the current scene.
  30254. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30255. * @param invertY is false by default but can be used to invert video on Y axis
  30256. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30257. * @param settings allows finer control over video usage
  30258. */
  30259. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30260. private _getName;
  30261. private _getVideo;
  30262. private _createInternalTexture;
  30263. private reset;
  30264. /**
  30265. * @hidden Internal method to initiate `update`.
  30266. */
  30267. _rebuild(): void;
  30268. /**
  30269. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30270. */
  30271. update(): void;
  30272. /**
  30273. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30274. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30275. */
  30276. updateTexture(isVisible: boolean): void;
  30277. protected _updateInternalTexture: () => void;
  30278. /**
  30279. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30280. * @param url New url.
  30281. */
  30282. updateURL(url: string): void;
  30283. /**
  30284. * Dispose the texture and release its associated resources.
  30285. */
  30286. dispose(): void;
  30287. /**
  30288. * Creates a video texture straight from a stream.
  30289. * @param scene Define the scene the texture should be created in
  30290. * @param stream Define the stream the texture should be created from
  30291. * @returns The created video texture as a promise
  30292. */
  30293. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30294. /**
  30295. * Creates a video texture straight from your WebCam video feed.
  30296. * @param scene Define the scene the texture should be created in
  30297. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30298. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30299. * @returns The created video texture as a promise
  30300. */
  30301. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30302. minWidth: number;
  30303. maxWidth: number;
  30304. minHeight: number;
  30305. maxHeight: number;
  30306. deviceId: string;
  30307. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30308. /**
  30309. * Creates a video texture straight from your WebCam video feed.
  30310. * @param scene Define the scene the texture should be created in
  30311. * @param onReady Define a callback to triggered once the texture will be ready
  30312. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30313. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30314. */
  30315. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30316. minWidth: number;
  30317. maxWidth: number;
  30318. minHeight: number;
  30319. maxHeight: number;
  30320. deviceId: string;
  30321. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30322. }
  30323. }
  30324. declare module "babylonjs/Engines/engine" {
  30325. import { Observable } from "babylonjs/Misc/observable";
  30326. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30327. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30328. import { Scene } from "babylonjs/scene";
  30329. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30330. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30331. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30332. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30333. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30334. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30335. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30336. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30337. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30338. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30339. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30340. import { WebRequest } from "babylonjs/Misc/webRequest";
  30341. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30342. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30343. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30344. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30345. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30346. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30347. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30348. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30349. import { Material } from "babylonjs/Materials/material";
  30350. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30351. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30352. /**
  30353. * Defines the interface used by objects containing a viewport (like a camera)
  30354. */
  30355. interface IViewportOwnerLike {
  30356. /**
  30357. * Gets or sets the viewport
  30358. */
  30359. viewport: IViewportLike;
  30360. }
  30361. /**
  30362. * Interface for attribute information associated with buffer instanciation
  30363. */
  30364. export class InstancingAttributeInfo {
  30365. /**
  30366. * Index/offset of the attribute in the vertex shader
  30367. */
  30368. index: number;
  30369. /**
  30370. * size of the attribute, 1, 2, 3 or 4
  30371. */
  30372. attributeSize: number;
  30373. /**
  30374. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30375. * default is FLOAT
  30376. */
  30377. attribyteType: number;
  30378. /**
  30379. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30380. */
  30381. normalized: boolean;
  30382. /**
  30383. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30384. */
  30385. offset: number;
  30386. /**
  30387. * Name of the GLSL attribute, for debugging purpose only
  30388. */
  30389. attributeName: string;
  30390. }
  30391. /**
  30392. * Define options used to create a depth texture
  30393. */
  30394. export class DepthTextureCreationOptions {
  30395. /** Specifies whether or not a stencil should be allocated in the texture */
  30396. generateStencil?: boolean;
  30397. /** Specifies whether or not bilinear filtering is enable on the texture */
  30398. bilinearFiltering?: boolean;
  30399. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30400. comparisonFunction?: number;
  30401. /** Specifies if the created texture is a cube texture */
  30402. isCube?: boolean;
  30403. }
  30404. /**
  30405. * Class used to describe the capabilities of the engine relatively to the current browser
  30406. */
  30407. export class EngineCapabilities {
  30408. /** Maximum textures units per fragment shader */
  30409. maxTexturesImageUnits: number;
  30410. /** Maximum texture units per vertex shader */
  30411. maxVertexTextureImageUnits: number;
  30412. /** Maximum textures units in the entire pipeline */
  30413. maxCombinedTexturesImageUnits: number;
  30414. /** Maximum texture size */
  30415. maxTextureSize: number;
  30416. /** Maximum cube texture size */
  30417. maxCubemapTextureSize: number;
  30418. /** Maximum render texture size */
  30419. maxRenderTextureSize: number;
  30420. /** Maximum number of vertex attributes */
  30421. maxVertexAttribs: number;
  30422. /** Maximum number of varyings */
  30423. maxVaryingVectors: number;
  30424. /** Maximum number of uniforms per vertex shader */
  30425. maxVertexUniformVectors: number;
  30426. /** Maximum number of uniforms per fragment shader */
  30427. maxFragmentUniformVectors: number;
  30428. /** Defines if standard derivates (dx/dy) are supported */
  30429. standardDerivatives: boolean;
  30430. /** Defines if s3tc texture compression is supported */
  30431. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30432. /** Defines if pvrtc texture compression is supported */
  30433. pvrtc: any;
  30434. /** Defines if etc1 texture compression is supported */
  30435. etc1: any;
  30436. /** Defines if etc2 texture compression is supported */
  30437. etc2: any;
  30438. /** Defines if astc texture compression is supported */
  30439. astc: any;
  30440. /** Defines if float textures are supported */
  30441. textureFloat: boolean;
  30442. /** Defines if vertex array objects are supported */
  30443. vertexArrayObject: boolean;
  30444. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30445. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30446. /** Gets the maximum level of anisotropy supported */
  30447. maxAnisotropy: number;
  30448. /** Defines if instancing is supported */
  30449. instancedArrays: boolean;
  30450. /** Defines if 32 bits indices are supported */
  30451. uintIndices: boolean;
  30452. /** Defines if high precision shaders are supported */
  30453. highPrecisionShaderSupported: boolean;
  30454. /** Defines if depth reading in the fragment shader is supported */
  30455. fragmentDepthSupported: boolean;
  30456. /** Defines if float texture linear filtering is supported*/
  30457. textureFloatLinearFiltering: boolean;
  30458. /** Defines if rendering to float textures is supported */
  30459. textureFloatRender: boolean;
  30460. /** Defines if half float textures are supported*/
  30461. textureHalfFloat: boolean;
  30462. /** Defines if half float texture linear filtering is supported*/
  30463. textureHalfFloatLinearFiltering: boolean;
  30464. /** Defines if rendering to half float textures is supported */
  30465. textureHalfFloatRender: boolean;
  30466. /** Defines if textureLOD shader command is supported */
  30467. textureLOD: boolean;
  30468. /** Defines if draw buffers extension is supported */
  30469. drawBuffersExtension: boolean;
  30470. /** Defines if depth textures are supported */
  30471. depthTextureExtension: boolean;
  30472. /** Defines if float color buffer are supported */
  30473. colorBufferFloat: boolean;
  30474. /** Gets disjoint timer query extension (null if not supported) */
  30475. timerQuery: EXT_disjoint_timer_query;
  30476. /** Defines if timestamp can be used with timer query */
  30477. canUseTimestampForTimerQuery: boolean;
  30478. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30479. multiview: any;
  30480. /** Function used to let the system compiles shaders in background */
  30481. parallelShaderCompile: {
  30482. COMPLETION_STATUS_KHR: number;
  30483. };
  30484. }
  30485. /** Interface defining initialization parameters for Engine class */
  30486. export interface EngineOptions extends WebGLContextAttributes {
  30487. /**
  30488. * Defines if the engine should no exceed a specified device ratio
  30489. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30490. */
  30491. limitDeviceRatio?: number;
  30492. /**
  30493. * Defines if webvr should be enabled automatically
  30494. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30495. */
  30496. autoEnableWebVR?: boolean;
  30497. /**
  30498. * Defines if webgl2 should be turned off even if supported
  30499. * @see http://doc.babylonjs.com/features/webgl2
  30500. */
  30501. disableWebGL2Support?: boolean;
  30502. /**
  30503. * Defines if webaudio should be initialized as well
  30504. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30505. */
  30506. audioEngine?: boolean;
  30507. /**
  30508. * Defines if animations should run using a deterministic lock step
  30509. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30510. */
  30511. deterministicLockstep?: boolean;
  30512. /** Defines the maximum steps to use with deterministic lock step mode */
  30513. lockstepMaxSteps?: number;
  30514. /**
  30515. * Defines that engine should ignore context lost events
  30516. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30517. */
  30518. doNotHandleContextLost?: boolean;
  30519. /**
  30520. * Defines that engine should ignore modifying touch action attribute and style
  30521. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30522. */
  30523. doNotHandleTouchAction?: boolean;
  30524. /**
  30525. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30526. */
  30527. useHighPrecisionFloats?: boolean;
  30528. }
  30529. /**
  30530. * Defines the interface used by display changed events
  30531. */
  30532. export interface IDisplayChangedEventArgs {
  30533. /** Gets the vrDisplay object (if any) */
  30534. vrDisplay: Nullable<any>;
  30535. /** Gets a boolean indicating if webVR is supported */
  30536. vrSupported: boolean;
  30537. }
  30538. /**
  30539. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30540. */
  30541. export class Engine {
  30542. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30543. static ExceptionList: ({
  30544. key: string;
  30545. capture: string;
  30546. captureConstraint: number;
  30547. targets: string[];
  30548. } | {
  30549. key: string;
  30550. capture: null;
  30551. captureConstraint: null;
  30552. targets: string[];
  30553. })[];
  30554. /** Gets the list of created engines */
  30555. static readonly Instances: Engine[];
  30556. /**
  30557. * Gets the latest created engine
  30558. */
  30559. static readonly LastCreatedEngine: Nullable<Engine>;
  30560. /**
  30561. * Gets the latest created scene
  30562. */
  30563. static readonly LastCreatedScene: Nullable<Scene>;
  30564. /**
  30565. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30566. * @param flag defines which part of the materials must be marked as dirty
  30567. * @param predicate defines a predicate used to filter which materials should be affected
  30568. */
  30569. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30570. /** @hidden */
  30571. static _TextureLoaders: IInternalTextureLoader[];
  30572. /** Defines that alpha blending is disabled */
  30573. static readonly ALPHA_DISABLE: number;
  30574. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30575. static readonly ALPHA_ADD: number;
  30576. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30577. static readonly ALPHA_COMBINE: number;
  30578. /** Defines that alpha blending to DEST - SRC * DEST */
  30579. static readonly ALPHA_SUBTRACT: number;
  30580. /** Defines that alpha blending to SRC * DEST */
  30581. static readonly ALPHA_MULTIPLY: number;
  30582. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30583. static readonly ALPHA_MAXIMIZED: number;
  30584. /** Defines that alpha blending to SRC + DEST */
  30585. static readonly ALPHA_ONEONE: number;
  30586. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30587. static readonly ALPHA_PREMULTIPLIED: number;
  30588. /**
  30589. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30590. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30591. */
  30592. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30593. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30594. static readonly ALPHA_INTERPOLATE: number;
  30595. /**
  30596. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30597. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30598. */
  30599. static readonly ALPHA_SCREENMODE: number;
  30600. /** Defines that the ressource is not delayed*/
  30601. static readonly DELAYLOADSTATE_NONE: number;
  30602. /** Defines that the ressource was successfully delay loaded */
  30603. static readonly DELAYLOADSTATE_LOADED: number;
  30604. /** Defines that the ressource is currently delay loading */
  30605. static readonly DELAYLOADSTATE_LOADING: number;
  30606. /** Defines that the ressource is delayed and has not started loading */
  30607. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30608. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30609. static readonly NEVER: number;
  30610. /** 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 */
  30611. static readonly ALWAYS: number;
  30612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30613. static readonly LESS: number;
  30614. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30615. static readonly EQUAL: number;
  30616. /** 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 */
  30617. static readonly LEQUAL: number;
  30618. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30619. static readonly GREATER: number;
  30620. /** 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 */
  30621. static readonly GEQUAL: number;
  30622. /** 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 */
  30623. static readonly NOTEQUAL: number;
  30624. /** Passed to stencilOperation to specify that stencil value must be kept */
  30625. static readonly KEEP: number;
  30626. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30627. static readonly REPLACE: number;
  30628. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30629. static readonly INCR: number;
  30630. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30631. static readonly DECR: number;
  30632. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30633. static readonly INVERT: number;
  30634. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30635. static readonly INCR_WRAP: number;
  30636. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30637. static readonly DECR_WRAP: number;
  30638. /** Texture is not repeating outside of 0..1 UVs */
  30639. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30640. /** Texture is repeating outside of 0..1 UVs */
  30641. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30642. /** Texture is repeating and mirrored */
  30643. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30644. /** ALPHA */
  30645. static readonly TEXTUREFORMAT_ALPHA: number;
  30646. /** LUMINANCE */
  30647. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30648. /** LUMINANCE_ALPHA */
  30649. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30650. /** RGB */
  30651. static readonly TEXTUREFORMAT_RGB: number;
  30652. /** RGBA */
  30653. static readonly TEXTUREFORMAT_RGBA: number;
  30654. /** RED */
  30655. static readonly TEXTUREFORMAT_RED: number;
  30656. /** RED (2nd reference) */
  30657. static readonly TEXTUREFORMAT_R: number;
  30658. /** RG */
  30659. static readonly TEXTUREFORMAT_RG: number;
  30660. /** RED_INTEGER */
  30661. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30662. /** RED_INTEGER (2nd reference) */
  30663. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30664. /** RG_INTEGER */
  30665. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30666. /** RGB_INTEGER */
  30667. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30668. /** RGBA_INTEGER */
  30669. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30670. /** UNSIGNED_BYTE */
  30671. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30672. /** UNSIGNED_BYTE (2nd reference) */
  30673. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30674. /** FLOAT */
  30675. static readonly TEXTURETYPE_FLOAT: number;
  30676. /** HALF_FLOAT */
  30677. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30678. /** BYTE */
  30679. static readonly TEXTURETYPE_BYTE: number;
  30680. /** SHORT */
  30681. static readonly TEXTURETYPE_SHORT: number;
  30682. /** UNSIGNED_SHORT */
  30683. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30684. /** INT */
  30685. static readonly TEXTURETYPE_INT: number;
  30686. /** UNSIGNED_INT */
  30687. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30688. /** UNSIGNED_SHORT_4_4_4_4 */
  30689. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30690. /** UNSIGNED_SHORT_5_5_5_1 */
  30691. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30692. /** UNSIGNED_SHORT_5_6_5 */
  30693. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30694. /** UNSIGNED_INT_2_10_10_10_REV */
  30695. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30696. /** UNSIGNED_INT_24_8 */
  30697. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30698. /** UNSIGNED_INT_10F_11F_11F_REV */
  30699. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30700. /** UNSIGNED_INT_5_9_9_9_REV */
  30701. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30702. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30703. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30704. /** nearest is mag = nearest and min = nearest and mip = linear */
  30705. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30706. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30707. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30708. /** Trilinear is mag = linear and min = linear and mip = linear */
  30709. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30710. /** nearest is mag = nearest and min = nearest and mip = linear */
  30711. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30712. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30713. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30714. /** Trilinear is mag = linear and min = linear and mip = linear */
  30715. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30716. /** mag = nearest and min = nearest and mip = nearest */
  30717. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30718. /** mag = nearest and min = linear and mip = nearest */
  30719. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30720. /** mag = nearest and min = linear and mip = linear */
  30721. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30722. /** mag = nearest and min = linear and mip = none */
  30723. static readonly TEXTURE_NEAREST_LINEAR: number;
  30724. /** mag = nearest and min = nearest and mip = none */
  30725. static readonly TEXTURE_NEAREST_NEAREST: number;
  30726. /** mag = linear and min = nearest and mip = nearest */
  30727. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30728. /** mag = linear and min = nearest and mip = linear */
  30729. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30730. /** mag = linear and min = linear and mip = none */
  30731. static readonly TEXTURE_LINEAR_LINEAR: number;
  30732. /** mag = linear and min = nearest and mip = none */
  30733. static readonly TEXTURE_LINEAR_NEAREST: number;
  30734. /** Explicit coordinates mode */
  30735. static readonly TEXTURE_EXPLICIT_MODE: number;
  30736. /** Spherical coordinates mode */
  30737. static readonly TEXTURE_SPHERICAL_MODE: number;
  30738. /** Planar coordinates mode */
  30739. static readonly TEXTURE_PLANAR_MODE: number;
  30740. /** Cubic coordinates mode */
  30741. static readonly TEXTURE_CUBIC_MODE: number;
  30742. /** Projection coordinates mode */
  30743. static readonly TEXTURE_PROJECTION_MODE: number;
  30744. /** Skybox coordinates mode */
  30745. static readonly TEXTURE_SKYBOX_MODE: number;
  30746. /** Inverse Cubic coordinates mode */
  30747. static readonly TEXTURE_INVCUBIC_MODE: number;
  30748. /** Equirectangular coordinates mode */
  30749. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30750. /** Equirectangular Fixed coordinates mode */
  30751. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30752. /** Equirectangular Fixed Mirrored coordinates mode */
  30753. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30754. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30755. static readonly SCALEMODE_FLOOR: number;
  30756. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30757. static readonly SCALEMODE_NEAREST: number;
  30758. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30759. static readonly SCALEMODE_CEILING: number;
  30760. /**
  30761. * Returns the current npm package of the sdk
  30762. */
  30763. static readonly NpmPackage: string;
  30764. /**
  30765. * Returns the current version of the framework
  30766. */
  30767. static readonly Version: string;
  30768. /**
  30769. * Returns a string describing the current engine
  30770. */
  30771. readonly description: string;
  30772. /**
  30773. * Gets or sets the epsilon value used by collision engine
  30774. */
  30775. static CollisionsEpsilon: number;
  30776. /**
  30777. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30778. */
  30779. static ShadersRepository: string;
  30780. /**
  30781. * Method called to create the default loading screen.
  30782. * This can be overriden in your own app.
  30783. * @param canvas The rendering canvas element
  30784. * @returns The loading screen
  30785. */
  30786. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30787. /**
  30788. * Method called to create the default rescale post process on each engine.
  30789. */
  30790. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30791. /** @hidden */
  30792. _shaderProcessor: IShaderProcessor;
  30793. /**
  30794. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30795. */
  30796. forcePOTTextures: boolean;
  30797. /**
  30798. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30799. */
  30800. isFullscreen: boolean;
  30801. /**
  30802. * Gets a boolean indicating if the pointer is currently locked
  30803. */
  30804. isPointerLock: boolean;
  30805. /**
  30806. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30807. */
  30808. cullBackFaces: boolean;
  30809. /**
  30810. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30811. */
  30812. renderEvenInBackground: boolean;
  30813. /**
  30814. * Gets or sets a boolean indicating that cache can be kept between frames
  30815. */
  30816. preventCacheWipeBetweenFrames: boolean;
  30817. /**
  30818. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30819. **/
  30820. enableOfflineSupport: boolean;
  30821. /**
  30822. * 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)
  30823. **/
  30824. disableManifestCheck: boolean;
  30825. /**
  30826. * Gets the list of created scenes
  30827. */
  30828. scenes: Scene[];
  30829. /**
  30830. * Event raised when a new scene is created
  30831. */
  30832. onNewSceneAddedObservable: Observable<Scene>;
  30833. /**
  30834. * Gets the list of created postprocesses
  30835. */
  30836. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30837. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30838. validateShaderPrograms: boolean;
  30839. /**
  30840. * Observable event triggered each time the rendering canvas is resized
  30841. */
  30842. onResizeObservable: Observable<Engine>;
  30843. /**
  30844. * Observable event triggered each time the canvas loses focus
  30845. */
  30846. onCanvasBlurObservable: Observable<Engine>;
  30847. /**
  30848. * Observable event triggered each time the canvas gains focus
  30849. */
  30850. onCanvasFocusObservable: Observable<Engine>;
  30851. /**
  30852. * Observable event triggered each time the canvas receives pointerout event
  30853. */
  30854. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30855. /**
  30856. * Observable event triggered before each texture is initialized
  30857. */
  30858. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30859. /**
  30860. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30861. */
  30862. disableUniformBuffers: boolean;
  30863. /** @hidden */
  30864. _uniformBuffers: UniformBuffer[];
  30865. /**
  30866. * Gets a boolean indicating that the engine supports uniform buffers
  30867. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30868. */
  30869. readonly supportsUniformBuffers: boolean;
  30870. /**
  30871. * Observable raised when the engine begins a new frame
  30872. */
  30873. onBeginFrameObservable: Observable<Engine>;
  30874. /**
  30875. * If set, will be used to request the next animation frame for the render loop
  30876. */
  30877. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30878. /**
  30879. * Observable raised when the engine ends the current frame
  30880. */
  30881. onEndFrameObservable: Observable<Engine>;
  30882. /**
  30883. * Observable raised when the engine is about to compile a shader
  30884. */
  30885. onBeforeShaderCompilationObservable: Observable<Engine>;
  30886. /**
  30887. * Observable raised when the engine has jsut compiled a shader
  30888. */
  30889. onAfterShaderCompilationObservable: Observable<Engine>;
  30890. /** @hidden */
  30891. _gl: WebGLRenderingContext;
  30892. private _renderingCanvas;
  30893. private _windowIsBackground;
  30894. private _webGLVersion;
  30895. protected _highPrecisionShadersAllowed: boolean;
  30896. /** @hidden */
  30897. readonly _shouldUseHighPrecisionShader: boolean;
  30898. /**
  30899. * Gets a boolean indicating that only power of 2 textures are supported
  30900. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30901. */
  30902. readonly needPOTTextures: boolean;
  30903. /** @hidden */
  30904. _badOS: boolean;
  30905. /** @hidden */
  30906. _badDesktopOS: boolean;
  30907. /**
  30908. * Gets the audio engine
  30909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30910. * @ignorenaming
  30911. */
  30912. static audioEngine: IAudioEngine;
  30913. /**
  30914. * Default AudioEngine factory responsible of creating the Audio Engine.
  30915. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30916. */
  30917. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30918. /**
  30919. * Default offline support factory responsible of creating a tool used to store data locally.
  30920. * By default, this will create a Database object if the workload has been embedded.
  30921. */
  30922. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30923. private _onFocus;
  30924. private _onBlur;
  30925. private _onCanvasPointerOut;
  30926. private _onCanvasBlur;
  30927. private _onCanvasFocus;
  30928. private _onFullscreenChange;
  30929. private _onPointerLockChange;
  30930. private _hardwareScalingLevel;
  30931. /** @hidden */
  30932. _caps: EngineCapabilities;
  30933. private _pointerLockRequested;
  30934. private _isStencilEnable;
  30935. private _colorWrite;
  30936. private _loadingScreen;
  30937. /** @hidden */
  30938. _drawCalls: PerfCounter;
  30939. private _glVersion;
  30940. private _glRenderer;
  30941. private _glVendor;
  30942. private _videoTextureSupported;
  30943. private _renderingQueueLaunched;
  30944. private _activeRenderLoops;
  30945. private _deterministicLockstep;
  30946. private _lockstepMaxSteps;
  30947. /**
  30948. * Observable signaled when a context lost event is raised
  30949. */
  30950. onContextLostObservable: Observable<Engine>;
  30951. /**
  30952. * Observable signaled when a context restored event is raised
  30953. */
  30954. onContextRestoredObservable: Observable<Engine>;
  30955. private _onContextLost;
  30956. private _onContextRestored;
  30957. private _contextWasLost;
  30958. /** @hidden */
  30959. _doNotHandleContextLost: boolean;
  30960. /**
  30961. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30962. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30963. */
  30964. doNotHandleContextLost: boolean;
  30965. private _performanceMonitor;
  30966. private _fps;
  30967. private _deltaTime;
  30968. /**
  30969. * Turn this value on if you want to pause FPS computation when in background
  30970. */
  30971. disablePerformanceMonitorInBackground: boolean;
  30972. /**
  30973. * Gets the performance monitor attached to this engine
  30974. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  30975. */
  30976. readonly performanceMonitor: PerformanceMonitor;
  30977. /**
  30978. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30979. */
  30980. disableVertexArrayObjects: boolean;
  30981. /** @hidden */
  30982. protected _depthCullingState: _DepthCullingState;
  30983. /** @hidden */
  30984. protected _stencilState: _StencilState;
  30985. /** @hidden */
  30986. protected _alphaState: _AlphaState;
  30987. /** @hidden */
  30988. protected _alphaMode: number;
  30989. /** @hidden */
  30990. _internalTexturesCache: InternalTexture[];
  30991. /** @hidden */
  30992. protected _activeChannel: number;
  30993. private _currentTextureChannel;
  30994. /** @hidden */
  30995. protected _boundTexturesCache: {
  30996. [key: string]: Nullable<InternalTexture>;
  30997. };
  30998. /** @hidden */
  30999. protected _currentEffect: Nullable<Effect>;
  31000. /** @hidden */
  31001. protected _currentProgram: Nullable<WebGLProgram>;
  31002. private _compiledEffects;
  31003. private _vertexAttribArraysEnabled;
  31004. /** @hidden */
  31005. protected _cachedViewport: Nullable<IViewportLike>;
  31006. private _cachedVertexArrayObject;
  31007. /** @hidden */
  31008. protected _cachedVertexBuffers: any;
  31009. /** @hidden */
  31010. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31011. /** @hidden */
  31012. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31013. /** @hidden */
  31014. _currentRenderTarget: Nullable<InternalTexture>;
  31015. private _uintIndicesCurrentlySet;
  31016. private _currentBoundBuffer;
  31017. /** @hidden */
  31018. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31019. private _currentBufferPointers;
  31020. private _currentInstanceLocations;
  31021. private _currentInstanceBuffers;
  31022. private _textureUnits;
  31023. /** @hidden */
  31024. _workingCanvas: Nullable<HTMLCanvasElement>;
  31025. /** @hidden */
  31026. _workingContext: Nullable<CanvasRenderingContext2D>;
  31027. private _rescalePostProcess;
  31028. private _dummyFramebuffer;
  31029. private _externalData;
  31030. /** @hidden */
  31031. _bindedRenderFunction: any;
  31032. private _vaoRecordInProgress;
  31033. private _mustWipeVertexAttributes;
  31034. private _emptyTexture;
  31035. private _emptyCubeTexture;
  31036. private _emptyTexture3D;
  31037. /** @hidden */
  31038. _frameHandler: number;
  31039. private _nextFreeTextureSlots;
  31040. private _maxSimultaneousTextures;
  31041. private _activeRequests;
  31042. private _texturesSupported;
  31043. /** @hidden */
  31044. _textureFormatInUse: Nullable<string>;
  31045. /**
  31046. * Gets the list of texture formats supported
  31047. */
  31048. readonly texturesSupported: Array<string>;
  31049. /**
  31050. * Gets the list of texture formats in use
  31051. */
  31052. readonly textureFormatInUse: Nullable<string>;
  31053. /**
  31054. * Gets the current viewport
  31055. */
  31056. readonly currentViewport: Nullable<IViewportLike>;
  31057. /**
  31058. * Gets the default empty texture
  31059. */
  31060. readonly emptyTexture: InternalTexture;
  31061. /**
  31062. * Gets the default empty 3D texture
  31063. */
  31064. readonly emptyTexture3D: InternalTexture;
  31065. /**
  31066. * Gets the default empty cube texture
  31067. */
  31068. readonly emptyCubeTexture: InternalTexture;
  31069. /**
  31070. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31071. */
  31072. readonly premultipliedAlpha: boolean;
  31073. /**
  31074. * Creates a new engine
  31075. * @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
  31076. * @param antialias defines enable antialiasing (default: false)
  31077. * @param options defines further options to be sent to the getContext() function
  31078. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31079. */
  31080. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31081. /**
  31082. * Initializes a webVR display and starts listening to display change events
  31083. * The onVRDisplayChangedObservable will be notified upon these changes
  31084. * @returns The onVRDisplayChangedObservable
  31085. */
  31086. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31087. /** @hidden */
  31088. _prepareVRComponent(): void;
  31089. /** @hidden */
  31090. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31091. /** @hidden */
  31092. _submitVRFrame(): void;
  31093. /**
  31094. * Call this function to leave webVR mode
  31095. * Will do nothing if webVR is not supported or if there is no webVR device
  31096. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31097. */
  31098. disableVR(): void;
  31099. /**
  31100. * Gets a boolean indicating that the system is in VR mode and is presenting
  31101. * @returns true if VR mode is engaged
  31102. */
  31103. isVRPresenting(): boolean;
  31104. /** @hidden */
  31105. _requestVRFrame(): void;
  31106. private _disableTouchAction;
  31107. private _rebuildInternalTextures;
  31108. private _rebuildEffects;
  31109. /**
  31110. * Gets a boolean indicating if all created effects are ready
  31111. * @returns true if all effects are ready
  31112. */
  31113. areAllEffectsReady(): boolean;
  31114. private _rebuildBuffers;
  31115. private _initGLContext;
  31116. /**
  31117. * Gets version of the current webGL context
  31118. */
  31119. readonly webGLVersion: number;
  31120. /**
  31121. * Gets a string idenfifying the name of the class
  31122. * @returns "Engine" string
  31123. */
  31124. getClassName(): string;
  31125. /**
  31126. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31127. */
  31128. readonly isStencilEnable: boolean;
  31129. /** @hidden */
  31130. _prepareWorkingCanvas(): void;
  31131. /**
  31132. * Reset the texture cache to empty state
  31133. */
  31134. resetTextureCache(): void;
  31135. /**
  31136. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31137. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31138. * @returns true if engine is in deterministic lock step mode
  31139. */
  31140. isDeterministicLockStep(): boolean;
  31141. /**
  31142. * Gets the max steps when engine is running in deterministic lock step
  31143. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31144. * @returns the max steps
  31145. */
  31146. getLockstepMaxSteps(): number;
  31147. /**
  31148. * Gets an object containing information about the current webGL context
  31149. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31150. */
  31151. getGlInfo(): {
  31152. vendor: string;
  31153. renderer: string;
  31154. version: string;
  31155. };
  31156. /**
  31157. * Gets current aspect ratio
  31158. * @param viewportOwner defines the camera to use to get the aspect ratio
  31159. * @param useScreen defines if screen size must be used (or the current render target if any)
  31160. * @returns a number defining the aspect ratio
  31161. */
  31162. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31163. /**
  31164. * Gets current screen aspect ratio
  31165. * @returns a number defining the aspect ratio
  31166. */
  31167. getScreenAspectRatio(): number;
  31168. /**
  31169. * Gets the current render width
  31170. * @param useScreen defines if screen size must be used (or the current render target if any)
  31171. * @returns a number defining the current render width
  31172. */
  31173. getRenderWidth(useScreen?: boolean): number;
  31174. /**
  31175. * Gets the current render height
  31176. * @param useScreen defines if screen size must be used (or the current render target if any)
  31177. * @returns a number defining the current render height
  31178. */
  31179. getRenderHeight(useScreen?: boolean): number;
  31180. /**
  31181. * Gets the HTML canvas attached with the current webGL context
  31182. * @returns a HTML canvas
  31183. */
  31184. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31185. /**
  31186. * Gets the client rect of the HTML canvas attached with the current webGL context
  31187. * @returns a client rectanglee
  31188. */
  31189. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31190. /**
  31191. * Defines the hardware scaling level.
  31192. * By default the hardware scaling level is computed from the window device ratio.
  31193. * 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.
  31194. * @param level defines the level to use
  31195. */
  31196. setHardwareScalingLevel(level: number): void;
  31197. /**
  31198. * Gets the current hardware scaling level.
  31199. * By default the hardware scaling level is computed from the window device ratio.
  31200. * 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.
  31201. * @returns a number indicating the current hardware scaling level
  31202. */
  31203. getHardwareScalingLevel(): number;
  31204. /**
  31205. * Gets the list of loaded textures
  31206. * @returns an array containing all loaded textures
  31207. */
  31208. getLoadedTexturesCache(): InternalTexture[];
  31209. /**
  31210. * Gets the object containing all engine capabilities
  31211. * @returns the EngineCapabilities object
  31212. */
  31213. getCaps(): EngineCapabilities;
  31214. /**
  31215. * Gets the current depth function
  31216. * @returns a number defining the depth function
  31217. */
  31218. getDepthFunction(): Nullable<number>;
  31219. /**
  31220. * Sets the current depth function
  31221. * @param depthFunc defines the function to use
  31222. */
  31223. setDepthFunction(depthFunc: number): void;
  31224. /**
  31225. * Sets the current depth function to GREATER
  31226. */
  31227. setDepthFunctionToGreater(): void;
  31228. /**
  31229. * Sets the current depth function to GEQUAL
  31230. */
  31231. setDepthFunctionToGreaterOrEqual(): void;
  31232. /**
  31233. * Sets the current depth function to LESS
  31234. */
  31235. setDepthFunctionToLess(): void;
  31236. private _cachedStencilBuffer;
  31237. private _cachedStencilFunction;
  31238. private _cachedStencilMask;
  31239. private _cachedStencilOperationPass;
  31240. private _cachedStencilOperationFail;
  31241. private _cachedStencilOperationDepthFail;
  31242. private _cachedStencilReference;
  31243. /**
  31244. * Caches the the state of the stencil buffer
  31245. */
  31246. cacheStencilState(): void;
  31247. /**
  31248. * Restores the state of the stencil buffer
  31249. */
  31250. restoreStencilState(): void;
  31251. /**
  31252. * Sets the current depth function to LEQUAL
  31253. */
  31254. setDepthFunctionToLessOrEqual(): void;
  31255. /**
  31256. * Gets a boolean indicating if stencil buffer is enabled
  31257. * @returns the current stencil buffer state
  31258. */
  31259. getStencilBuffer(): boolean;
  31260. /**
  31261. * Enable or disable the stencil buffer
  31262. * @param enable defines if the stencil buffer must be enabled or disabled
  31263. */
  31264. setStencilBuffer(enable: boolean): void;
  31265. /**
  31266. * Gets the current stencil mask
  31267. * @returns a number defining the new stencil mask to use
  31268. */
  31269. getStencilMask(): number;
  31270. /**
  31271. * Sets the current stencil mask
  31272. * @param mask defines the new stencil mask to use
  31273. */
  31274. setStencilMask(mask: number): void;
  31275. /**
  31276. * Gets the current stencil function
  31277. * @returns a number defining the stencil function to use
  31278. */
  31279. getStencilFunction(): number;
  31280. /**
  31281. * Gets the current stencil reference value
  31282. * @returns a number defining the stencil reference value to use
  31283. */
  31284. getStencilFunctionReference(): number;
  31285. /**
  31286. * Gets the current stencil mask
  31287. * @returns a number defining the stencil mask to use
  31288. */
  31289. getStencilFunctionMask(): number;
  31290. /**
  31291. * Sets the current stencil function
  31292. * @param stencilFunc defines the new stencil function to use
  31293. */
  31294. setStencilFunction(stencilFunc: number): void;
  31295. /**
  31296. * Sets the current stencil reference
  31297. * @param reference defines the new stencil reference to use
  31298. */
  31299. setStencilFunctionReference(reference: number): void;
  31300. /**
  31301. * Sets the current stencil mask
  31302. * @param mask defines the new stencil mask to use
  31303. */
  31304. setStencilFunctionMask(mask: number): void;
  31305. /**
  31306. * Gets the current stencil operation when stencil fails
  31307. * @returns a number defining stencil operation to use when stencil fails
  31308. */
  31309. getStencilOperationFail(): number;
  31310. /**
  31311. * Gets the current stencil operation when depth fails
  31312. * @returns a number defining stencil operation to use when depth fails
  31313. */
  31314. getStencilOperationDepthFail(): number;
  31315. /**
  31316. * Gets the current stencil operation when stencil passes
  31317. * @returns a number defining stencil operation to use when stencil passes
  31318. */
  31319. getStencilOperationPass(): number;
  31320. /**
  31321. * Sets the stencil operation to use when stencil fails
  31322. * @param operation defines the stencil operation to use when stencil fails
  31323. */
  31324. setStencilOperationFail(operation: number): void;
  31325. /**
  31326. * Sets the stencil operation to use when depth fails
  31327. * @param operation defines the stencil operation to use when depth fails
  31328. */
  31329. setStencilOperationDepthFail(operation: number): void;
  31330. /**
  31331. * Sets the stencil operation to use when stencil passes
  31332. * @param operation defines the stencil operation to use when stencil passes
  31333. */
  31334. setStencilOperationPass(operation: number): void;
  31335. /**
  31336. * Sets a boolean indicating if the dithering state is enabled or disabled
  31337. * @param value defines the dithering state
  31338. */
  31339. setDitheringState(value: boolean): void;
  31340. /**
  31341. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31342. * @param value defines the rasterizer state
  31343. */
  31344. setRasterizerState(value: boolean): void;
  31345. /**
  31346. * stop executing a render loop function and remove it from the execution array
  31347. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31348. */
  31349. stopRenderLoop(renderFunction?: () => void): void;
  31350. /** @hidden */
  31351. _renderLoop(): void;
  31352. /**
  31353. * Register and execute a render loop. The engine can have more than one render function
  31354. * @param renderFunction defines the function to continuously execute
  31355. */
  31356. runRenderLoop(renderFunction: () => void): void;
  31357. /**
  31358. * Toggle full screen mode
  31359. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31360. */
  31361. switchFullscreen(requestPointerLock: boolean): void;
  31362. /**
  31363. * Enters full screen mode
  31364. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31365. */
  31366. enterFullscreen(requestPointerLock: boolean): void;
  31367. /**
  31368. * Exits full screen mode
  31369. */
  31370. exitFullscreen(): void;
  31371. /**
  31372. * Enters Pointerlock mode
  31373. */
  31374. enterPointerlock(): void;
  31375. /**
  31376. * Exits Pointerlock mode
  31377. */
  31378. exitPointerlock(): void;
  31379. /**
  31380. * Clear the current render buffer or the current render target (if any is set up)
  31381. * @param color defines the color to use
  31382. * @param backBuffer defines if the back buffer must be cleared
  31383. * @param depth defines if the depth buffer must be cleared
  31384. * @param stencil defines if the stencil buffer must be cleared
  31385. */
  31386. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31387. /**
  31388. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31389. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31390. * @param y defines the y-coordinate of the corner of the clear rectangle
  31391. * @param width defines the width of the clear rectangle
  31392. * @param height defines the height of the clear rectangle
  31393. * @param clearColor defines the clear color
  31394. */
  31395. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31396. /**
  31397. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31398. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31399. * @param y defines the y-coordinate of the corner of the clear rectangle
  31400. * @param width defines the width of the clear rectangle
  31401. * @param height defines the height of the clear rectangle
  31402. */
  31403. enableScissor(x: number, y: number, width: number, height: number): void;
  31404. /**
  31405. * Disable previously set scissor test rectangle
  31406. */
  31407. disableScissor(): void;
  31408. private _viewportCached;
  31409. /** @hidden */
  31410. _viewport(x: number, y: number, width: number, height: number): void;
  31411. /**
  31412. * Set the WebGL's viewport
  31413. * @param viewport defines the viewport element to be used
  31414. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31415. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31416. */
  31417. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31418. /**
  31419. * Directly set the WebGL Viewport
  31420. * @param x defines the x coordinate of the viewport (in screen space)
  31421. * @param y defines the y coordinate of the viewport (in screen space)
  31422. * @param width defines the width of the viewport (in screen space)
  31423. * @param height defines the height of the viewport (in screen space)
  31424. * @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
  31425. */
  31426. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31427. /**
  31428. * Begin a new frame
  31429. */
  31430. beginFrame(): void;
  31431. /**
  31432. * Enf the current frame
  31433. */
  31434. endFrame(): void;
  31435. /**
  31436. * Resize the view according to the canvas' size
  31437. */
  31438. resize(): void;
  31439. /**
  31440. * Force a specific size of the canvas
  31441. * @param width defines the new canvas' width
  31442. * @param height defines the new canvas' height
  31443. */
  31444. setSize(width: number, height: number): void;
  31445. /**
  31446. * Binds the frame buffer to the specified texture.
  31447. * @param texture The texture to render to or null for the default canvas
  31448. * @param faceIndex The face of the texture to render to in case of cube texture
  31449. * @param requiredWidth The width of the target to render to
  31450. * @param requiredHeight The height of the target to render to
  31451. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31452. * @param depthStencilTexture The depth stencil texture to use to render
  31453. * @param lodLevel defines le lod level to bind to the frame buffer
  31454. */
  31455. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31456. /** @hidden */
  31457. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31458. /**
  31459. * Unbind the current render target texture from the webGL context
  31460. * @param texture defines the render target texture to unbind
  31461. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31462. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31463. */
  31464. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31465. /**
  31466. * Force the mipmap generation for the given render target texture
  31467. * @param texture defines the render target texture to use
  31468. */
  31469. generateMipMapsForCubemap(texture: InternalTexture): void;
  31470. /**
  31471. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31472. */
  31473. flushFramebuffer(): void;
  31474. /**
  31475. * Unbind the current render target and bind the default framebuffer
  31476. */
  31477. restoreDefaultFramebuffer(): void;
  31478. /**
  31479. * Create an uniform buffer
  31480. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31481. * @param elements defines the content of the uniform buffer
  31482. * @returns the webGL uniform buffer
  31483. */
  31484. createUniformBuffer(elements: FloatArray): DataBuffer;
  31485. /**
  31486. * Create a dynamic uniform buffer
  31487. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31488. * @param elements defines the content of the uniform buffer
  31489. * @returns the webGL uniform buffer
  31490. */
  31491. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31492. /**
  31493. * Update an existing uniform buffer
  31494. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31495. * @param uniformBuffer defines the target uniform buffer
  31496. * @param elements defines the content to update
  31497. * @param offset defines the offset in the uniform buffer where update should start
  31498. * @param count defines the size of the data to update
  31499. */
  31500. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31501. private _resetVertexBufferBinding;
  31502. /**
  31503. * Creates a vertex buffer
  31504. * @param data the data for the vertex buffer
  31505. * @returns the new WebGL static buffer
  31506. */
  31507. createVertexBuffer(data: DataArray): DataBuffer;
  31508. /**
  31509. * Creates a dynamic vertex buffer
  31510. * @param data the data for the dynamic vertex buffer
  31511. * @returns the new WebGL dynamic buffer
  31512. */
  31513. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31514. /**
  31515. * Update a dynamic index buffer
  31516. * @param indexBuffer defines the target index buffer
  31517. * @param indices defines the data to update
  31518. * @param offset defines the offset in the target index buffer where update should start
  31519. */
  31520. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31521. /**
  31522. * Updates a dynamic vertex buffer.
  31523. * @param vertexBuffer the vertex buffer to update
  31524. * @param data the data used to update the vertex buffer
  31525. * @param byteOffset the byte offset of the data
  31526. * @param byteLength the byte length of the data
  31527. */
  31528. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31529. private _resetIndexBufferBinding;
  31530. /**
  31531. * Creates a new index buffer
  31532. * @param indices defines the content of the index buffer
  31533. * @param updatable defines if the index buffer must be updatable
  31534. * @returns a new webGL buffer
  31535. */
  31536. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31537. /**
  31538. * Bind a webGL buffer to the webGL context
  31539. * @param buffer defines the buffer to bind
  31540. */
  31541. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31542. /**
  31543. * Bind an uniform buffer to the current webGL context
  31544. * @param buffer defines the buffer to bind
  31545. */
  31546. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31547. /**
  31548. * Bind a buffer to the current webGL context at a given location
  31549. * @param buffer defines the buffer to bind
  31550. * @param location defines the index where to bind the buffer
  31551. */
  31552. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31553. /**
  31554. * Bind a specific block at a given index in a specific shader program
  31555. * @param pipelineContext defines the pipeline context to use
  31556. * @param blockName defines the block name
  31557. * @param index defines the index where to bind the block
  31558. */
  31559. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31560. private bindIndexBuffer;
  31561. private bindBuffer;
  31562. /**
  31563. * update the bound buffer with the given data
  31564. * @param data defines the data to update
  31565. */
  31566. updateArrayBuffer(data: Float32Array): void;
  31567. private _vertexAttribPointer;
  31568. private _bindIndexBufferWithCache;
  31569. private _bindVertexBuffersAttributes;
  31570. /**
  31571. * Records a vertex array object
  31572. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31573. * @param vertexBuffers defines the list of vertex buffers to store
  31574. * @param indexBuffer defines the index buffer to store
  31575. * @param effect defines the effect to store
  31576. * @returns the new vertex array object
  31577. */
  31578. recordVertexArrayObject(vertexBuffers: {
  31579. [key: string]: VertexBuffer;
  31580. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31581. /**
  31582. * Bind a specific vertex array object
  31583. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31584. * @param vertexArrayObject defines the vertex array object to bind
  31585. * @param indexBuffer defines the index buffer to bind
  31586. */
  31587. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31588. /**
  31589. * Bind webGl buffers directly to the webGL context
  31590. * @param vertexBuffer defines the vertex buffer to bind
  31591. * @param indexBuffer defines the index buffer to bind
  31592. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31593. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31594. * @param effect defines the effect associated with the vertex buffer
  31595. */
  31596. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31597. private _unbindVertexArrayObject;
  31598. /**
  31599. * Bind a list of vertex buffers to the webGL context
  31600. * @param vertexBuffers defines the list of vertex buffers to bind
  31601. * @param indexBuffer defines the index buffer to bind
  31602. * @param effect defines the effect associated with the vertex buffers
  31603. */
  31604. bindBuffers(vertexBuffers: {
  31605. [key: string]: Nullable<VertexBuffer>;
  31606. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31607. /**
  31608. * Unbind all instance attributes
  31609. */
  31610. unbindInstanceAttributes(): void;
  31611. /**
  31612. * Release and free the memory of a vertex array object
  31613. * @param vao defines the vertex array object to delete
  31614. */
  31615. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31616. /** @hidden */
  31617. _releaseBuffer(buffer: DataBuffer): boolean;
  31618. /**
  31619. * Creates a webGL buffer to use with instanciation
  31620. * @param capacity defines the size of the buffer
  31621. * @returns the webGL buffer
  31622. */
  31623. createInstancesBuffer(capacity: number): DataBuffer;
  31624. /**
  31625. * Delete a webGL buffer used with instanciation
  31626. * @param buffer defines the webGL buffer to delete
  31627. */
  31628. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31629. /**
  31630. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31631. * @param instancesBuffer defines the webGL buffer to update and bind
  31632. * @param data defines the data to store in the buffer
  31633. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31634. */
  31635. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31636. /**
  31637. * Apply all cached states (depth, culling, stencil and alpha)
  31638. */
  31639. applyStates(): void;
  31640. /**
  31641. * Send a draw order
  31642. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31643. * @param indexStart defines the starting index
  31644. * @param indexCount defines the number of index to draw
  31645. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31646. */
  31647. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31648. /**
  31649. * Draw a list of points
  31650. * @param verticesStart defines the index of first vertex to draw
  31651. * @param verticesCount defines the count of vertices to draw
  31652. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31653. */
  31654. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31655. /**
  31656. * Draw a list of unindexed primitives
  31657. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31658. * @param verticesStart defines the index of first vertex to draw
  31659. * @param verticesCount defines the count of vertices to draw
  31660. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31661. */
  31662. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31663. /**
  31664. * Draw a list of indexed primitives
  31665. * @param fillMode defines the primitive to use
  31666. * @param indexStart defines the starting index
  31667. * @param indexCount defines the number of index to draw
  31668. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31669. */
  31670. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31671. /**
  31672. * Draw a list of unindexed primitives
  31673. * @param fillMode defines the primitive to use
  31674. * @param verticesStart defines the index of first vertex to draw
  31675. * @param verticesCount defines the count of vertices to draw
  31676. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31677. */
  31678. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31679. private _drawMode;
  31680. /** @hidden */
  31681. _releaseEffect(effect: Effect): void;
  31682. /** @hidden */
  31683. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31684. /**
  31685. * Create a new effect (used to store vertex/fragment shaders)
  31686. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31687. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31688. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31689. * @param samplers defines an array of string used to represent textures
  31690. * @param defines defines the string containing the defines to use to compile the shaders
  31691. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31692. * @param onCompiled defines a function to call when the effect creation is successful
  31693. * @param onError defines a function to call when the effect creation has failed
  31694. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31695. * @returns the new Effect
  31696. */
  31697. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31698. private _compileShader;
  31699. private _compileRawShader;
  31700. /**
  31701. * Directly creates a webGL program
  31702. * @param pipelineContext defines the pipeline context to attach to
  31703. * @param vertexCode defines the vertex shader code to use
  31704. * @param fragmentCode defines the fragment shader code to use
  31705. * @param context defines the webGL context to use (if not set, the current one will be used)
  31706. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31707. * @returns the new webGL program
  31708. */
  31709. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31710. /**
  31711. * Creates a webGL program
  31712. * @param pipelineContext defines the pipeline context to attach to
  31713. * @param vertexCode defines the vertex shader code to use
  31714. * @param fragmentCode defines the fragment shader code to use
  31715. * @param defines defines the string containing the defines to use to compile the shaders
  31716. * @param context defines the webGL context to use (if not set, the current one will be used)
  31717. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31718. * @returns the new webGL program
  31719. */
  31720. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31721. /**
  31722. * Creates a new pipeline context
  31723. * @returns the new pipeline
  31724. */
  31725. createPipelineContext(): WebGLPipelineContext;
  31726. private _createShaderProgram;
  31727. private _finalizePipelineContext;
  31728. /** @hidden */
  31729. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31730. /** @hidden */
  31731. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31732. /** @hidden */
  31733. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31734. /**
  31735. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31736. * @param pipelineContext defines the pipeline context to use
  31737. * @param uniformsNames defines the list of uniform names
  31738. * @returns an array of webGL uniform locations
  31739. */
  31740. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31741. /**
  31742. * Gets the lsit of active attributes for a given webGL program
  31743. * @param pipelineContext defines the pipeline context to use
  31744. * @param attributesNames defines the list of attribute names to get
  31745. * @returns an array of indices indicating the offset of each attribute
  31746. */
  31747. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31748. /**
  31749. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31750. * @param effect defines the effect to activate
  31751. */
  31752. enableEffect(effect: Nullable<Effect>): void;
  31753. /**
  31754. * Set the value of an uniform to an array of int32
  31755. * @param uniform defines the webGL uniform location where to store the value
  31756. * @param array defines the array of int32 to store
  31757. */
  31758. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31759. /**
  31760. * Set the value of an uniform to an array of int32 (stored as vec2)
  31761. * @param uniform defines the webGL uniform location where to store the value
  31762. * @param array defines the array of int32 to store
  31763. */
  31764. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31765. /**
  31766. * Set the value of an uniform to an array of int32 (stored as vec3)
  31767. * @param uniform defines the webGL uniform location where to store the value
  31768. * @param array defines the array of int32 to store
  31769. */
  31770. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31771. /**
  31772. * Set the value of an uniform to an array of int32 (stored as vec4)
  31773. * @param uniform defines the webGL uniform location where to store the value
  31774. * @param array defines the array of int32 to store
  31775. */
  31776. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31777. /**
  31778. * Set the value of an uniform to an array of float32
  31779. * @param uniform defines the webGL uniform location where to store the value
  31780. * @param array defines the array of float32 to store
  31781. */
  31782. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31783. /**
  31784. * Set the value of an uniform to an array of float32 (stored as vec2)
  31785. * @param uniform defines the webGL uniform location where to store the value
  31786. * @param array defines the array of float32 to store
  31787. */
  31788. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31789. /**
  31790. * Set the value of an uniform to an array of float32 (stored as vec3)
  31791. * @param uniform defines the webGL uniform location where to store the value
  31792. * @param array defines the array of float32 to store
  31793. */
  31794. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31795. /**
  31796. * Set the value of an uniform to an array of float32 (stored as vec4)
  31797. * @param uniform defines the webGL uniform location where to store the value
  31798. * @param array defines the array of float32 to store
  31799. */
  31800. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31801. /**
  31802. * Set the value of an uniform to an array of number
  31803. * @param uniform defines the webGL uniform location where to store the value
  31804. * @param array defines the array of number to store
  31805. */
  31806. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31807. /**
  31808. * Set the value of an uniform to an array of number (stored as vec2)
  31809. * @param uniform defines the webGL uniform location where to store the value
  31810. * @param array defines the array of number to store
  31811. */
  31812. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31813. /**
  31814. * Set the value of an uniform to an array of number (stored as vec3)
  31815. * @param uniform defines the webGL uniform location where to store the value
  31816. * @param array defines the array of number to store
  31817. */
  31818. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31819. /**
  31820. * Set the value of an uniform to an array of number (stored as vec4)
  31821. * @param uniform defines the webGL uniform location where to store the value
  31822. * @param array defines the array of number to store
  31823. */
  31824. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31825. /**
  31826. * Set the value of an uniform to an array of float32 (stored as matrices)
  31827. * @param uniform defines the webGL uniform location where to store the value
  31828. * @param matrices defines the array of float32 to store
  31829. */
  31830. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31831. /**
  31832. * Set the value of an uniform to a matrix (3x3)
  31833. * @param uniform defines the webGL uniform location where to store the value
  31834. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31835. */
  31836. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31837. /**
  31838. * Set the value of an uniform to a matrix (2x2)
  31839. * @param uniform defines the webGL uniform location where to store the value
  31840. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31841. */
  31842. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31843. /**
  31844. * Set the value of an uniform to a number (int)
  31845. * @param uniform defines the webGL uniform location where to store the value
  31846. * @param value defines the int number to store
  31847. */
  31848. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31849. /**
  31850. * Set the value of an uniform to a number (float)
  31851. * @param uniform defines the webGL uniform location where to store the value
  31852. * @param value defines the float number to store
  31853. */
  31854. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31855. /**
  31856. * Set the value of an uniform to a vec2
  31857. * @param uniform defines the webGL uniform location where to store the value
  31858. * @param x defines the 1st component of the value
  31859. * @param y defines the 2nd component of the value
  31860. */
  31861. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31862. /**
  31863. * Set the value of an uniform to a vec3
  31864. * @param uniform defines the webGL uniform location where to store the value
  31865. * @param x defines the 1st component of the value
  31866. * @param y defines the 2nd component of the value
  31867. * @param z defines the 3rd component of the value
  31868. */
  31869. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31870. /**
  31871. * Set the value of an uniform to a boolean
  31872. * @param uniform defines the webGL uniform location where to store the value
  31873. * @param bool defines the boolean to store
  31874. */
  31875. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31876. /**
  31877. * Set the value of an uniform to a vec4
  31878. * @param uniform defines the webGL uniform location where to store the value
  31879. * @param x defines the 1st component of the value
  31880. * @param y defines the 2nd component of the value
  31881. * @param z defines the 3rd component of the value
  31882. * @param w defines the 4th component of the value
  31883. */
  31884. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31885. /**
  31886. * Sets a Color4 on a uniform variable
  31887. * @param uniform defines the uniform location
  31888. * @param color4 defines the value to be set
  31889. */
  31890. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31891. /**
  31892. * Set various states to the webGL context
  31893. * @param culling defines backface culling state
  31894. * @param zOffset defines the value to apply to zOffset (0 by default)
  31895. * @param force defines if states must be applied even if cache is up to date
  31896. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31897. */
  31898. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31899. /**
  31900. * Set the z offset to apply to current rendering
  31901. * @param value defines the offset to apply
  31902. */
  31903. setZOffset(value: number): void;
  31904. /**
  31905. * Gets the current value of the zOffset
  31906. * @returns the current zOffset state
  31907. */
  31908. getZOffset(): number;
  31909. /**
  31910. * Enable or disable depth buffering
  31911. * @param enable defines the state to set
  31912. */
  31913. setDepthBuffer(enable: boolean): void;
  31914. /**
  31915. * Gets a boolean indicating if depth writing is enabled
  31916. * @returns the current depth writing state
  31917. */
  31918. getDepthWrite(): boolean;
  31919. /**
  31920. * Enable or disable depth writing
  31921. * @param enable defines the state to set
  31922. */
  31923. setDepthWrite(enable: boolean): void;
  31924. /**
  31925. * Enable or disable color writing
  31926. * @param enable defines the state to set
  31927. */
  31928. setColorWrite(enable: boolean): void;
  31929. /**
  31930. * Gets a boolean indicating if color writing is enabled
  31931. * @returns the current color writing state
  31932. */
  31933. getColorWrite(): boolean;
  31934. /**
  31935. * Sets alpha constants used by some alpha blending modes
  31936. * @param r defines the red component
  31937. * @param g defines the green component
  31938. * @param b defines the blue component
  31939. * @param a defines the alpha component
  31940. */
  31941. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31942. /**
  31943. * Sets the current alpha mode
  31944. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31945. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31946. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31947. */
  31948. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31949. /**
  31950. * Gets the current alpha mode
  31951. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31952. * @returns the current alpha mode
  31953. */
  31954. getAlphaMode(): number;
  31955. /**
  31956. * Clears the list of texture accessible through engine.
  31957. * This can help preventing texture load conflict due to name collision.
  31958. */
  31959. clearInternalTexturesCache(): void;
  31960. /**
  31961. * Force the entire cache to be cleared
  31962. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  31963. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  31964. */
  31965. wipeCaches(bruteForce?: boolean): void;
  31966. /**
  31967. * Set the compressed texture format to use, based on the formats you have, and the formats
  31968. * supported by the hardware / browser.
  31969. *
  31970. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  31971. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  31972. * to API arguments needed to compressed textures. This puts the burden on the container
  31973. * generator to house the arcane code for determining these for current & future formats.
  31974. *
  31975. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  31976. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  31977. *
  31978. * Note: The result of this call is not taken into account when a texture is base64.
  31979. *
  31980. * @param formatsAvailable defines the list of those format families you have created
  31981. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  31982. *
  31983. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  31984. * @returns The extension selected.
  31985. */
  31986. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  31987. /** @hidden */
  31988. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  31989. min: number;
  31990. mag: number;
  31991. };
  31992. /** @hidden */
  31993. _createTexture(): WebGLTexture;
  31994. /**
  31995. * Usually called from Texture.ts.
  31996. * Passed information to create a WebGLTexture
  31997. * @param urlArg defines a value which contains one of the following:
  31998. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  31999. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32000. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32001. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32002. * @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)
  32003. * @param scene needed for loading to the correct scene
  32004. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32005. * @param onLoad optional callback to be called upon successful completion
  32006. * @param onError optional callback to be called upon failure
  32007. * @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
  32008. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32009. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32010. * @param forcedExtension defines the extension to use to pick the right loader
  32011. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32012. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32013. */
  32014. 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 | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32015. /**
  32016. * @hidden
  32017. * Rescales a texture
  32018. * @param source input texutre
  32019. * @param destination destination texture
  32020. * @param scene scene to use to render the resize
  32021. * @param internalFormat format to use when resizing
  32022. * @param onComplete callback to be called when resize has completed
  32023. */
  32024. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32025. private _unpackFlipYCached;
  32026. /**
  32027. * In case you are sharing the context with other applications, it might
  32028. * be interested to not cache the unpack flip y state to ensure a consistent
  32029. * value would be set.
  32030. */
  32031. enableUnpackFlipYCached: boolean;
  32032. /** @hidden */
  32033. _unpackFlipY(value: boolean): void;
  32034. /** @hidden */
  32035. _getUnpackAlignement(): number;
  32036. /**
  32037. * Creates a dynamic texture
  32038. * @param width defines the width of the texture
  32039. * @param height defines the height of the texture
  32040. * @param generateMipMaps defines if the engine should generate the mip levels
  32041. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32042. * @returns the dynamic texture inside an InternalTexture
  32043. */
  32044. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32045. /**
  32046. * Update the sampling mode of a given texture
  32047. * @param samplingMode defines the required sampling mode
  32048. * @param texture defines the texture to update
  32049. */
  32050. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32051. /**
  32052. * Update the content of a dynamic texture
  32053. * @param texture defines the texture to update
  32054. * @param canvas defines the canvas containing the source
  32055. * @param invertY defines if data must be stored with Y axis inverted
  32056. * @param premulAlpha defines if alpha is stored as premultiplied
  32057. * @param format defines the format of the data
  32058. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32059. */
  32060. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32061. /**
  32062. * Update a video texture
  32063. * @param texture defines the texture to update
  32064. * @param video defines the video element to use
  32065. * @param invertY defines if data must be stored with Y axis inverted
  32066. */
  32067. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32068. /**
  32069. * Updates a depth texture Comparison Mode and Function.
  32070. * If the comparison Function is equal to 0, the mode will be set to none.
  32071. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32072. * @param texture The texture to set the comparison function for
  32073. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32074. */
  32075. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32076. /** @hidden */
  32077. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32078. width: number;
  32079. height: number;
  32080. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32081. /**
  32082. * Creates a depth stencil texture.
  32083. * This is only available in WebGL 2 or with the depth texture extension available.
  32084. * @param size The size of face edge in the texture.
  32085. * @param options The options defining the texture.
  32086. * @returns The texture
  32087. */
  32088. createDepthStencilTexture(size: number | {
  32089. width: number;
  32090. height: number;
  32091. }, options: DepthTextureCreationOptions): InternalTexture;
  32092. /**
  32093. * Creates a depth stencil texture.
  32094. * This is only available in WebGL 2 or with the depth texture extension available.
  32095. * @param size The size of face edge in the texture.
  32096. * @param options The options defining the texture.
  32097. * @returns The texture
  32098. */
  32099. private _createDepthStencilTexture;
  32100. /**
  32101. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32102. * @param renderTarget The render target to set the frame buffer for
  32103. */
  32104. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32105. /**
  32106. * Creates a new render target texture
  32107. * @param size defines the size of the texture
  32108. * @param options defines the options used to create the texture
  32109. * @returns a new render target texture stored in an InternalTexture
  32110. */
  32111. createRenderTargetTexture(size: number | {
  32112. width: number;
  32113. height: number;
  32114. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32115. /** @hidden */
  32116. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32117. /**
  32118. * Updates the sample count of a render target texture
  32119. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32120. * @param texture defines the texture to update
  32121. * @param samples defines the sample count to set
  32122. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32123. */
  32124. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32125. /** @hidden */
  32126. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32127. /** @hidden */
  32128. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32129. /** @hidden */
  32130. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32131. /** @hidden */
  32132. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32133. /**
  32134. * @hidden
  32135. */
  32136. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32137. private _prepareWebGLTextureContinuation;
  32138. private _prepareWebGLTexture;
  32139. /** @hidden */
  32140. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32141. /** @hidden */
  32142. _releaseFramebufferObjects(texture: InternalTexture): void;
  32143. /** @hidden */
  32144. _releaseTexture(texture: InternalTexture): void;
  32145. private setProgram;
  32146. private _boundUniforms;
  32147. /**
  32148. * Binds an effect to the webGL context
  32149. * @param effect defines the effect to bind
  32150. */
  32151. bindSamplers(effect: Effect): void;
  32152. private _activateCurrentTexture;
  32153. /** @hidden */
  32154. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32155. /** @hidden */
  32156. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32157. /**
  32158. * Sets a texture to the webGL context from a postprocess
  32159. * @param channel defines the channel to use
  32160. * @param postProcess defines the source postprocess
  32161. */
  32162. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32163. /**
  32164. * Binds the output of the passed in post process to the texture channel specified
  32165. * @param channel The channel the texture should be bound to
  32166. * @param postProcess The post process which's output should be bound
  32167. */
  32168. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32169. /**
  32170. * Unbind all textures from the webGL context
  32171. */
  32172. unbindAllTextures(): void;
  32173. /**
  32174. * Sets a texture to the according uniform.
  32175. * @param channel The texture channel
  32176. * @param uniform The uniform to set
  32177. * @param texture The texture to apply
  32178. */
  32179. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32180. /**
  32181. * Sets a depth stencil texture from a render target to the according uniform.
  32182. * @param channel The texture channel
  32183. * @param uniform The uniform to set
  32184. * @param texture The render target texture containing the depth stencil texture to apply
  32185. */
  32186. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32187. private _bindSamplerUniformToChannel;
  32188. private _getTextureWrapMode;
  32189. private _setTexture;
  32190. /**
  32191. * Sets an array of texture to the webGL context
  32192. * @param channel defines the channel where the texture array must be set
  32193. * @param uniform defines the associated uniform location
  32194. * @param textures defines the array of textures to bind
  32195. */
  32196. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32197. /** @hidden */
  32198. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32199. private _setTextureParameterFloat;
  32200. private _setTextureParameterInteger;
  32201. /**
  32202. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32203. * @param x defines the x coordinate of the rectangle where pixels must be read
  32204. * @param y defines the y coordinate of the rectangle where pixels must be read
  32205. * @param width defines the width of the rectangle where pixels must be read
  32206. * @param height defines the height of the rectangle where pixels must be read
  32207. * @returns a Uint8Array containing RGBA colors
  32208. */
  32209. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32210. /**
  32211. * Add an externaly attached data from its key.
  32212. * This method call will fail and return false, if such key already exists.
  32213. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32214. * @param key the unique key that identifies the data
  32215. * @param data the data object to associate to the key for this Engine instance
  32216. * @return true if no such key were already present and the data was added successfully, false otherwise
  32217. */
  32218. addExternalData<T>(key: string, data: T): boolean;
  32219. /**
  32220. * Get an externaly attached data from its key
  32221. * @param key the unique key that identifies the data
  32222. * @return the associated data, if present (can be null), or undefined if not present
  32223. */
  32224. getExternalData<T>(key: string): T;
  32225. /**
  32226. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32227. * @param key the unique key that identifies the data
  32228. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32229. * @return the associated data, can be null if the factory returned null.
  32230. */
  32231. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32232. /**
  32233. * Remove an externaly attached data from the Engine instance
  32234. * @param key the unique key that identifies the data
  32235. * @return true if the data was successfully removed, false if it doesn't exist
  32236. */
  32237. removeExternalData(key: string): boolean;
  32238. /**
  32239. * Unbind all vertex attributes from the webGL context
  32240. */
  32241. unbindAllAttributes(): void;
  32242. /**
  32243. * 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
  32244. */
  32245. releaseEffects(): void;
  32246. /**
  32247. * Dispose and release all associated resources
  32248. */
  32249. dispose(): void;
  32250. /**
  32251. * Display the loading screen
  32252. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32253. */
  32254. displayLoadingUI(): void;
  32255. /**
  32256. * Hide the loading screen
  32257. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32258. */
  32259. hideLoadingUI(): void;
  32260. /**
  32261. * Gets the current loading screen object
  32262. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32263. */
  32264. /**
  32265. * Sets the current loading screen object
  32266. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32267. */
  32268. loadingScreen: ILoadingScreen;
  32269. /**
  32270. * Sets the current loading screen text
  32271. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32272. */
  32273. loadingUIText: string;
  32274. /**
  32275. * Sets the current loading screen background color
  32276. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32277. */
  32278. loadingUIBackgroundColor: string;
  32279. /**
  32280. * Attach a new callback raised when context lost event is fired
  32281. * @param callback defines the callback to call
  32282. */
  32283. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32284. /**
  32285. * Attach a new callback raised when context restored event is fired
  32286. * @param callback defines the callback to call
  32287. */
  32288. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32289. /**
  32290. * Gets the source code of the vertex shader associated with a specific webGL program
  32291. * @param program defines the program to use
  32292. * @returns a string containing the source code of the vertex shader associated with the program
  32293. */
  32294. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32295. /**
  32296. * Gets the source code of the fragment shader associated with a specific webGL program
  32297. * @param program defines the program to use
  32298. * @returns a string containing the source code of the fragment shader associated with the program
  32299. */
  32300. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32301. /**
  32302. * Get the current error code of the webGL context
  32303. * @returns the error code
  32304. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32305. */
  32306. getError(): number;
  32307. /**
  32308. * Gets the current framerate
  32309. * @returns a number representing the framerate
  32310. */
  32311. getFps(): number;
  32312. /**
  32313. * Gets the time spent between current and previous frame
  32314. * @returns a number representing the delta time in ms
  32315. */
  32316. getDeltaTime(): number;
  32317. private _measureFps;
  32318. /** @hidden */
  32319. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32320. private _canRenderToFloatFramebuffer;
  32321. private _canRenderToHalfFloatFramebuffer;
  32322. private _canRenderToFramebuffer;
  32323. /** @hidden */
  32324. _getWebGLTextureType(type: number): number;
  32325. /** @hidden */
  32326. _getInternalFormat(format: number): number;
  32327. /** @hidden */
  32328. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32329. /** @hidden */
  32330. _getRGBAMultiSampleBufferFormat(type: number): number;
  32331. /** @hidden */
  32332. _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;
  32333. /** @hidden */
  32334. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32335. /**
  32336. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32337. * @returns true if the engine can be created
  32338. * @ignorenaming
  32339. */
  32340. static isSupported(): boolean;
  32341. /**
  32342. * Find the next highest power of two.
  32343. * @param x Number to start search from.
  32344. * @return Next highest power of two.
  32345. */
  32346. static CeilingPOT(x: number): number;
  32347. /**
  32348. * Find the next lowest power of two.
  32349. * @param x Number to start search from.
  32350. * @return Next lowest power of two.
  32351. */
  32352. static FloorPOT(x: number): number;
  32353. /**
  32354. * Find the nearest power of two.
  32355. * @param x Number to start search from.
  32356. * @return Next nearest power of two.
  32357. */
  32358. static NearestPOT(x: number): number;
  32359. /**
  32360. * Get the closest exponent of two
  32361. * @param value defines the value to approximate
  32362. * @param max defines the maximum value to return
  32363. * @param mode defines how to define the closest value
  32364. * @returns closest exponent of two of the given value
  32365. */
  32366. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32367. /**
  32368. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32369. * @param func - the function to be called
  32370. * @param requester - the object that will request the next frame. Falls back to window.
  32371. * @returns frame number
  32372. */
  32373. static QueueNewFrame(func: () => void, requester?: any): number;
  32374. /**
  32375. * Ask the browser to promote the current element to pointerlock mode
  32376. * @param element defines the DOM element to promote
  32377. */
  32378. static _RequestPointerlock(element: HTMLElement): void;
  32379. /**
  32380. * Asks the browser to exit pointerlock mode
  32381. */
  32382. static _ExitPointerlock(): void;
  32383. /**
  32384. * Ask the browser to promote the current element to fullscreen rendering mode
  32385. * @param element defines the DOM element to promote
  32386. */
  32387. static _RequestFullscreen(element: HTMLElement): void;
  32388. /**
  32389. * Asks the browser to exit fullscreen mode
  32390. */
  32391. static _ExitFullscreen(): void;
  32392. }
  32393. }
  32394. declare module "babylonjs/Engines/engineStore" {
  32395. import { Nullable } from "babylonjs/types";
  32396. import { Engine } from "babylonjs/Engines/engine";
  32397. import { Scene } from "babylonjs/scene";
  32398. /**
  32399. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32400. * during the life time of the application.
  32401. */
  32402. export class EngineStore {
  32403. /** Gets the list of created engines */
  32404. static Instances: import("babylonjs/Engines/engine").Engine[];
  32405. /** @hidden */
  32406. static _LastCreatedScene: Nullable<Scene>;
  32407. /**
  32408. * Gets the latest created engine
  32409. */
  32410. static readonly LastCreatedEngine: Nullable<Engine>;
  32411. /**
  32412. * Gets the latest created scene
  32413. */
  32414. static readonly LastCreatedScene: Nullable<Scene>;
  32415. /**
  32416. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32417. * @ignorenaming
  32418. */
  32419. static UseFallbackTexture: boolean;
  32420. /**
  32421. * Texture content used if a texture cannot loaded
  32422. * @ignorenaming
  32423. */
  32424. static FallbackTexture: string;
  32425. }
  32426. }
  32427. declare module "babylonjs/Misc/promise" {
  32428. /**
  32429. * Helper class that provides a small promise polyfill
  32430. */
  32431. export class PromisePolyfill {
  32432. /**
  32433. * Static function used to check if the polyfill is required
  32434. * If this is the case then the function will inject the polyfill to window.Promise
  32435. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32436. */
  32437. static Apply(force?: boolean): void;
  32438. }
  32439. }
  32440. declare module "babylonjs/Misc/tools" {
  32441. import { Nullable, float } from "babylonjs/types";
  32442. import { DomManagement } from "babylonjs/Misc/domManagement";
  32443. import { WebRequest } from "babylonjs/Misc/webRequest";
  32444. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32445. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32446. import { Camera } from "babylonjs/Cameras/camera";
  32447. import { Engine } from "babylonjs/Engines/engine";
  32448. interface IColor4Like {
  32449. r: float;
  32450. g: float;
  32451. b: float;
  32452. a: float;
  32453. }
  32454. /**
  32455. * Class containing a set of static utilities functions
  32456. */
  32457. export class Tools {
  32458. /**
  32459. * Gets or sets the base URL to use to load assets
  32460. */
  32461. static BaseUrl: string;
  32462. /**
  32463. * Enable/Disable Custom HTTP Request Headers globally.
  32464. * default = false
  32465. * @see CustomRequestHeaders
  32466. */
  32467. static UseCustomRequestHeaders: boolean;
  32468. /**
  32469. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32470. * i.e. when loading files, where the server/service expects an Authorization header
  32471. */
  32472. static CustomRequestHeaders: {
  32473. [key: string]: string;
  32474. };
  32475. /**
  32476. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32477. */
  32478. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32479. /**
  32480. * Default behaviour for cors in the application.
  32481. * It can be a string if the expected behavior is identical in the entire app.
  32482. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32483. */
  32484. static CorsBehavior: string | ((url: string | string[]) => string);
  32485. /**
  32486. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32487. * @ignorenaming
  32488. */
  32489. static UseFallbackTexture: boolean;
  32490. /**
  32491. * Use this object to register external classes like custom textures or material
  32492. * to allow the laoders to instantiate them
  32493. */
  32494. static RegisteredExternalClasses: {
  32495. [key: string]: Object;
  32496. };
  32497. /**
  32498. * Texture content used if a texture cannot loaded
  32499. * @ignorenaming
  32500. */
  32501. static fallbackTexture: string;
  32502. /**
  32503. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32504. * @param u defines the coordinate on X axis
  32505. * @param v defines the coordinate on Y axis
  32506. * @param width defines the width of the source data
  32507. * @param height defines the height of the source data
  32508. * @param pixels defines the source byte array
  32509. * @param color defines the output color
  32510. */
  32511. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32512. /**
  32513. * Interpolates between a and b via alpha
  32514. * @param a The lower value (returned when alpha = 0)
  32515. * @param b The upper value (returned when alpha = 1)
  32516. * @param alpha The interpolation-factor
  32517. * @return The mixed value
  32518. */
  32519. static Mix(a: number, b: number, alpha: number): number;
  32520. /**
  32521. * Tries to instantiate a new object from a given class name
  32522. * @param className defines the class name to instantiate
  32523. * @returns the new object or null if the system was not able to do the instantiation
  32524. */
  32525. static Instantiate(className: string): any;
  32526. /**
  32527. * Provides a slice function that will work even on IE
  32528. * @param data defines the array to slice
  32529. * @param start defines the start of the data (optional)
  32530. * @param end defines the end of the data (optional)
  32531. * @returns the new sliced array
  32532. */
  32533. static Slice<T>(data: T, start?: number, end?: number): T;
  32534. /**
  32535. * Polyfill for setImmediate
  32536. * @param action defines the action to execute after the current execution block
  32537. */
  32538. static SetImmediate(action: () => void): void;
  32539. /**
  32540. * Function indicating if a number is an exponent of 2
  32541. * @param value defines the value to test
  32542. * @returns true if the value is an exponent of 2
  32543. */
  32544. static IsExponentOfTwo(value: number): boolean;
  32545. private static _tmpFloatArray;
  32546. /**
  32547. * Returns the nearest 32-bit single precision float representation of a Number
  32548. * @param value A Number. If the parameter is of a different type, it will get converted
  32549. * to a number or to NaN if it cannot be converted
  32550. * @returns number
  32551. */
  32552. static FloatRound(value: number): number;
  32553. /**
  32554. * Extracts the filename from a path
  32555. * @param path defines the path to use
  32556. * @returns the filename
  32557. */
  32558. static GetFilename(path: string): string;
  32559. /**
  32560. * Extracts the "folder" part of a path (everything before the filename).
  32561. * @param uri The URI to extract the info from
  32562. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32563. * @returns The "folder" part of the path
  32564. */
  32565. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32566. /**
  32567. * Extracts text content from a DOM element hierarchy
  32568. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32569. */
  32570. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32571. /**
  32572. * Convert an angle in radians to degrees
  32573. * @param angle defines the angle to convert
  32574. * @returns the angle in degrees
  32575. */
  32576. static ToDegrees(angle: number): number;
  32577. /**
  32578. * Convert an angle in degrees to radians
  32579. * @param angle defines the angle to convert
  32580. * @returns the angle in radians
  32581. */
  32582. static ToRadians(angle: number): number;
  32583. /**
  32584. * Encode a buffer to a base64 string
  32585. * @param buffer defines the buffer to encode
  32586. * @returns the encoded string
  32587. */
  32588. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32589. /**
  32590. * Returns an array if obj is not an array
  32591. * @param obj defines the object to evaluate as an array
  32592. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32593. * @returns either obj directly if obj is an array or a new array containing obj
  32594. */
  32595. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32596. /**
  32597. * Gets the pointer prefix to use
  32598. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32599. */
  32600. static GetPointerPrefix(): string;
  32601. /**
  32602. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32603. * @param url define the url we are trying
  32604. * @param element define the dom element where to configure the cors policy
  32605. */
  32606. static SetCorsBehavior(url: string | string[], element: {
  32607. crossOrigin: string | null;
  32608. }): void;
  32609. /**
  32610. * Removes unwanted characters from an url
  32611. * @param url defines the url to clean
  32612. * @returns the cleaned url
  32613. */
  32614. static CleanUrl(url: string): string;
  32615. /**
  32616. * Gets or sets a function used to pre-process url before using them to load assets
  32617. */
  32618. static PreprocessUrl: (url: string) => string;
  32619. /**
  32620. * Loads an image as an HTMLImageElement.
  32621. * @param input url string, ArrayBuffer, or Blob to load
  32622. * @param onLoad callback called when the image successfully loads
  32623. * @param onError callback called when the image fails to load
  32624. * @param offlineProvider offline provider for caching
  32625. * @returns the HTMLImageElement of the loaded image
  32626. */
  32627. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32628. /**
  32629. * Loads a file
  32630. * @param url url string, ArrayBuffer, or Blob to load
  32631. * @param onSuccess callback called when the file successfully loads
  32632. * @param onProgress callback called while file is loading (if the server supports this mode)
  32633. * @param offlineProvider defines the offline provider for caching
  32634. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32635. * @param onError callback called when the file fails to load
  32636. * @returns a file request object
  32637. */
  32638. 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;
  32639. /**
  32640. * Loads a file from a url
  32641. * @param url the file url to load
  32642. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32643. */
  32644. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32645. /**
  32646. * Load a script (identified by an url). When the url returns, the
  32647. * content of this file is added into a new script element, attached to the DOM (body element)
  32648. * @param scriptUrl defines the url of the script to laod
  32649. * @param onSuccess defines the callback called when the script is loaded
  32650. * @param onError defines the callback to call if an error occurs
  32651. * @param scriptId defines the id of the script element
  32652. */
  32653. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32654. /**
  32655. * Load an asynchronous script (identified by an url). When the url returns, the
  32656. * content of this file is added into a new script element, attached to the DOM (body element)
  32657. * @param scriptUrl defines the url of the script to laod
  32658. * @param scriptId defines the id of the script element
  32659. * @returns a promise request object
  32660. */
  32661. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32662. /**
  32663. * Loads a file from a blob
  32664. * @param fileToLoad defines the blob to use
  32665. * @param callback defines the callback to call when data is loaded
  32666. * @param progressCallback defines the callback to call during loading process
  32667. * @returns a file request object
  32668. */
  32669. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32670. /**
  32671. * Loads a file
  32672. * @param fileToLoad defines the file to load
  32673. * @param callback defines the callback to call when data is loaded
  32674. * @param progressCallBack defines the callback to call during loading process
  32675. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32676. * @returns a file request object
  32677. */
  32678. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32679. /**
  32680. * Creates a data url from a given string content
  32681. * @param content defines the content to convert
  32682. * @returns the new data url link
  32683. */
  32684. static FileAsURL(content: string): string;
  32685. /**
  32686. * Format the given number to a specific decimal format
  32687. * @param value defines the number to format
  32688. * @param decimals defines the number of decimals to use
  32689. * @returns the formatted string
  32690. */
  32691. static Format(value: number, decimals?: number): string;
  32692. /**
  32693. * Tries to copy an object by duplicating every property
  32694. * @param source defines the source object
  32695. * @param destination defines the target object
  32696. * @param doNotCopyList defines a list of properties to avoid
  32697. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32698. */
  32699. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32700. /**
  32701. * Gets a boolean indicating if the given object has no own property
  32702. * @param obj defines the object to test
  32703. * @returns true if object has no own property
  32704. */
  32705. static IsEmpty(obj: any): boolean;
  32706. /**
  32707. * Function used to register events at window level
  32708. * @param events defines the events to register
  32709. */
  32710. static RegisterTopRootEvents(events: {
  32711. name: string;
  32712. handler: Nullable<(e: FocusEvent) => any>;
  32713. }[]): void;
  32714. /**
  32715. * Function used to unregister events from window level
  32716. * @param events defines the events to unregister
  32717. */
  32718. static UnregisterTopRootEvents(events: {
  32719. name: string;
  32720. handler: Nullable<(e: FocusEvent) => any>;
  32721. }[]): void;
  32722. /**
  32723. * @ignore
  32724. */
  32725. static _ScreenshotCanvas: HTMLCanvasElement;
  32726. /**
  32727. * Dumps the current bound framebuffer
  32728. * @param width defines the rendering width
  32729. * @param height defines the rendering height
  32730. * @param engine defines the hosting engine
  32731. * @param successCallback defines the callback triggered once the data are available
  32732. * @param mimeType defines the mime type of the result
  32733. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32734. */
  32735. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32736. /**
  32737. * Converts the canvas data to blob.
  32738. * This acts as a polyfill for browsers not supporting the to blob function.
  32739. * @param canvas Defines the canvas to extract the data from
  32740. * @param successCallback Defines the callback triggered once the data are available
  32741. * @param mimeType Defines the mime type of the result
  32742. */
  32743. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32744. /**
  32745. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32746. * @param successCallback defines the callback triggered once the data are available
  32747. * @param mimeType defines the mime type of the result
  32748. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32749. */
  32750. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32751. /**
  32752. * Downloads a blob in the browser
  32753. * @param blob defines the blob to download
  32754. * @param fileName defines the name of the downloaded file
  32755. */
  32756. static Download(blob: Blob, fileName: string): void;
  32757. /**
  32758. * Captures a screenshot of the current rendering
  32759. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32760. * @param engine defines the rendering engine
  32761. * @param camera defines the source camera
  32762. * @param size This parameter can be set to a single number or to an object with the
  32763. * following (optional) properties: precision, width, height. If a single number is passed,
  32764. * it will be used for both width and height. If an object is passed, the screenshot size
  32765. * will be derived from the parameters. The precision property is a multiplier allowing
  32766. * rendering at a higher or lower resolution
  32767. * @param successCallback defines the callback receives a single parameter which contains the
  32768. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32769. * src parameter of an <img> to display it
  32770. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32771. * Check your browser for supported MIME types
  32772. */
  32773. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  32774. /**
  32775. * Captures a screenshot of the current rendering
  32776. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32777. * @param engine defines the rendering engine
  32778. * @param camera defines the source camera
  32779. * @param size This parameter can be set to a single number or to an object with the
  32780. * following (optional) properties: precision, width, height. If a single number is passed,
  32781. * it will be used for both width and height. If an object is passed, the screenshot size
  32782. * will be derived from the parameters. The precision property is a multiplier allowing
  32783. * rendering at a higher or lower resolution
  32784. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32785. * Check your browser for supported MIME types
  32786. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32787. * to the src parameter of an <img> to display it
  32788. */
  32789. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  32790. /**
  32791. * Generates an image screenshot from the specified camera.
  32792. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32793. * @param engine The engine to use for rendering
  32794. * @param camera The camera to use for rendering
  32795. * @param size This parameter can be set to a single number or to an object with the
  32796. * following (optional) properties: precision, width, height. If a single number is passed,
  32797. * it will be used for both width and height. If an object is passed, the screenshot size
  32798. * will be derived from the parameters. The precision property is a multiplier allowing
  32799. * rendering at a higher or lower resolution
  32800. * @param successCallback The callback receives a single parameter which contains the
  32801. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32802. * src parameter of an <img> to display it
  32803. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32804. * Check your browser for supported MIME types
  32805. * @param samples Texture samples (default: 1)
  32806. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32807. * @param fileName A name for for the downloaded file.
  32808. */
  32809. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32810. /**
  32811. * Generates an image screenshot from the specified camera.
  32812. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32813. * @param engine The engine to use for rendering
  32814. * @param camera The camera to use for rendering
  32815. * @param size This parameter can be set to a single number or to an object with the
  32816. * following (optional) properties: precision, width, height. If a single number is passed,
  32817. * it will be used for both width and height. If an object is passed, the screenshot size
  32818. * will be derived from the parameters. The precision property is a multiplier allowing
  32819. * rendering at a higher or lower resolution
  32820. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32821. * Check your browser for supported MIME types
  32822. * @param samples Texture samples (default: 1)
  32823. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32824. * @param fileName A name for for the downloaded file.
  32825. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32826. * to the src parameter of an <img> to display it
  32827. */
  32828. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32829. /**
  32830. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32831. * Be aware Math.random() could cause collisions, but:
  32832. * "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"
  32833. * @returns a pseudo random id
  32834. */
  32835. static RandomId(): string;
  32836. /**
  32837. * Test if the given uri is a base64 string
  32838. * @param uri The uri to test
  32839. * @return True if the uri is a base64 string or false otherwise
  32840. */
  32841. static IsBase64(uri: string): boolean;
  32842. /**
  32843. * Decode the given base64 uri.
  32844. * @param uri The uri to decode
  32845. * @return The decoded base64 data.
  32846. */
  32847. static DecodeBase64(uri: string): ArrayBuffer;
  32848. /**
  32849. * Gets the absolute url.
  32850. * @param url the input url
  32851. * @return the absolute url
  32852. */
  32853. static GetAbsoluteUrl(url: string): string;
  32854. /**
  32855. * No log
  32856. */
  32857. static readonly NoneLogLevel: number;
  32858. /**
  32859. * Only message logs
  32860. */
  32861. static readonly MessageLogLevel: number;
  32862. /**
  32863. * Only warning logs
  32864. */
  32865. static readonly WarningLogLevel: number;
  32866. /**
  32867. * Only error logs
  32868. */
  32869. static readonly ErrorLogLevel: number;
  32870. /**
  32871. * All logs
  32872. */
  32873. static readonly AllLogLevel: number;
  32874. /**
  32875. * Gets a value indicating the number of loading errors
  32876. * @ignorenaming
  32877. */
  32878. static readonly errorsCount: number;
  32879. /**
  32880. * Callback called when a new log is added
  32881. */
  32882. static OnNewCacheEntry: (entry: string) => void;
  32883. /**
  32884. * Log a message to the console
  32885. * @param message defines the message to log
  32886. */
  32887. static Log(message: string): void;
  32888. /**
  32889. * Write a warning message to the console
  32890. * @param message defines the message to log
  32891. */
  32892. static Warn(message: string): void;
  32893. /**
  32894. * Write an error message to the console
  32895. * @param message defines the message to log
  32896. */
  32897. static Error(message: string): void;
  32898. /**
  32899. * Gets current log cache (list of logs)
  32900. */
  32901. static readonly LogCache: string;
  32902. /**
  32903. * Clears the log cache
  32904. */
  32905. static ClearLogCache(): void;
  32906. /**
  32907. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32908. */
  32909. static LogLevels: number;
  32910. /**
  32911. * Checks if the window object exists
  32912. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32913. */
  32914. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32915. /**
  32916. * No performance log
  32917. */
  32918. static readonly PerformanceNoneLogLevel: number;
  32919. /**
  32920. * Use user marks to log performance
  32921. */
  32922. static readonly PerformanceUserMarkLogLevel: number;
  32923. /**
  32924. * Log performance to the console
  32925. */
  32926. static readonly PerformanceConsoleLogLevel: number;
  32927. private static _performance;
  32928. /**
  32929. * Sets the current performance log level
  32930. */
  32931. static PerformanceLogLevel: number;
  32932. private static _StartPerformanceCounterDisabled;
  32933. private static _EndPerformanceCounterDisabled;
  32934. private static _StartUserMark;
  32935. private static _EndUserMark;
  32936. private static _StartPerformanceConsole;
  32937. private static _EndPerformanceConsole;
  32938. /**
  32939. * Starts a performance counter
  32940. */
  32941. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32942. /**
  32943. * Ends a specific performance coutner
  32944. */
  32945. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  32946. /**
  32947. * Gets either window.performance.now() if supported or Date.now() else
  32948. */
  32949. static readonly Now: number;
  32950. /**
  32951. * This method will return the name of the class used to create the instance of the given object.
  32952. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  32953. * @param object the object to get the class name from
  32954. * @param isType defines if the object is actually a type
  32955. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  32956. */
  32957. static GetClassName(object: any, isType?: boolean): string;
  32958. /**
  32959. * Gets the first element of an array satisfying a given predicate
  32960. * @param array defines the array to browse
  32961. * @param predicate defines the predicate to use
  32962. * @returns null if not found or the element
  32963. */
  32964. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  32965. /**
  32966. * This method will return the name of the full name of the class, including its owning module (if any).
  32967. * 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).
  32968. * @param object the object to get the class name from
  32969. * @param isType defines if the object is actually a type
  32970. * @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.
  32971. * @ignorenaming
  32972. */
  32973. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  32974. /**
  32975. * Returns a promise that resolves after the given amount of time.
  32976. * @param delay Number of milliseconds to delay
  32977. * @returns Promise that resolves after the given amount of time
  32978. */
  32979. static DelayAsync(delay: number): Promise<void>;
  32980. }
  32981. /**
  32982. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  32983. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  32984. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  32985. * @param name The name of the class, case should be preserved
  32986. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  32987. */
  32988. export function className(name: string, module?: string): (target: Object) => void;
  32989. /**
  32990. * An implementation of a loop for asynchronous functions.
  32991. */
  32992. export class AsyncLoop {
  32993. /**
  32994. * Defines the number of iterations for the loop
  32995. */
  32996. iterations: number;
  32997. /**
  32998. * Defines the current index of the loop.
  32999. */
  33000. index: number;
  33001. private _done;
  33002. private _fn;
  33003. private _successCallback;
  33004. /**
  33005. * Constructor.
  33006. * @param iterations the number of iterations.
  33007. * @param func the function to run each iteration
  33008. * @param successCallback the callback that will be called upon succesful execution
  33009. * @param offset starting offset.
  33010. */
  33011. constructor(
  33012. /**
  33013. * Defines the number of iterations for the loop
  33014. */
  33015. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33016. /**
  33017. * Execute the next iteration. Must be called after the last iteration was finished.
  33018. */
  33019. executeNext(): void;
  33020. /**
  33021. * Break the loop and run the success callback.
  33022. */
  33023. breakLoop(): void;
  33024. /**
  33025. * Create and run an async loop.
  33026. * @param iterations the number of iterations.
  33027. * @param fn the function to run each iteration
  33028. * @param successCallback the callback that will be called upon succesful execution
  33029. * @param offset starting offset.
  33030. * @returns the created async loop object
  33031. */
  33032. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33033. /**
  33034. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33035. * @param iterations total number of iterations
  33036. * @param syncedIterations number of synchronous iterations in each async iteration.
  33037. * @param fn the function to call each iteration.
  33038. * @param callback a success call back that will be called when iterating stops.
  33039. * @param breakFunction a break condition (optional)
  33040. * @param timeout timeout settings for the setTimeout function. default - 0.
  33041. * @returns the created async loop object
  33042. */
  33043. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33044. }
  33045. }
  33046. declare module "babylonjs/Collisions/collisionCoordinator" {
  33047. import { Nullable } from "babylonjs/types";
  33048. import { Scene } from "babylonjs/scene";
  33049. import { Vector3 } from "babylonjs/Maths/math.vector";
  33050. import { Collider } from "babylonjs/Collisions/collider";
  33051. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33052. /** @hidden */
  33053. export interface ICollisionCoordinator {
  33054. createCollider(): Collider;
  33055. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33056. init(scene: Scene): void;
  33057. }
  33058. /** @hidden */
  33059. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33060. private _scene;
  33061. private _scaledPosition;
  33062. private _scaledVelocity;
  33063. private _finalPosition;
  33064. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33065. createCollider(): Collider;
  33066. init(scene: Scene): void;
  33067. private _collideWithWorld;
  33068. }
  33069. }
  33070. declare module "babylonjs/Inputs/scene.inputManager" {
  33071. import { Nullable } from "babylonjs/types";
  33072. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33073. import { Vector2 } from "babylonjs/Maths/math.vector";
  33074. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33075. import { Scene } from "babylonjs/scene";
  33076. /**
  33077. * Class used to manage all inputs for the scene.
  33078. */
  33079. export class InputManager {
  33080. /** The distance in pixel that you have to move to prevent some events */
  33081. static DragMovementThreshold: number;
  33082. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33083. static LongPressDelay: number;
  33084. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33085. static DoubleClickDelay: number;
  33086. /** If you need to check double click without raising a single click at first click, enable this flag */
  33087. static ExclusiveDoubleClickMode: boolean;
  33088. private _wheelEventName;
  33089. private _onPointerMove;
  33090. private _onPointerDown;
  33091. private _onPointerUp;
  33092. private _initClickEvent;
  33093. private _initActionManager;
  33094. private _delayedSimpleClick;
  33095. private _delayedSimpleClickTimeout;
  33096. private _previousDelayedSimpleClickTimeout;
  33097. private _meshPickProceed;
  33098. private _previousButtonPressed;
  33099. private _currentPickResult;
  33100. private _previousPickResult;
  33101. private _totalPointersPressed;
  33102. private _doubleClickOccured;
  33103. private _pointerOverMesh;
  33104. private _pickedDownMesh;
  33105. private _pickedUpMesh;
  33106. private _pointerX;
  33107. private _pointerY;
  33108. private _unTranslatedPointerX;
  33109. private _unTranslatedPointerY;
  33110. private _startingPointerPosition;
  33111. private _previousStartingPointerPosition;
  33112. private _startingPointerTime;
  33113. private _previousStartingPointerTime;
  33114. private _pointerCaptures;
  33115. private _onKeyDown;
  33116. private _onKeyUp;
  33117. private _onCanvasFocusObserver;
  33118. private _onCanvasBlurObserver;
  33119. private _scene;
  33120. /**
  33121. * Creates a new InputManager
  33122. * @param scene defines the hosting scene
  33123. */
  33124. constructor(scene: Scene);
  33125. /**
  33126. * Gets the mesh that is currently under the pointer
  33127. */
  33128. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33129. /**
  33130. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33131. */
  33132. readonly unTranslatedPointer: Vector2;
  33133. /**
  33134. * Gets or sets the current on-screen X position of the pointer
  33135. */
  33136. pointerX: number;
  33137. /**
  33138. * Gets or sets the current on-screen Y position of the pointer
  33139. */
  33140. pointerY: number;
  33141. private _updatePointerPosition;
  33142. private _processPointerMove;
  33143. private _setRayOnPointerInfo;
  33144. private _checkPrePointerObservable;
  33145. /**
  33146. * Use this method to simulate a pointer move on a mesh
  33147. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33148. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33149. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33150. */
  33151. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33152. /**
  33153. * Use this method to simulate a pointer down on a mesh
  33154. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33155. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33156. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33157. */
  33158. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33159. private _processPointerDown;
  33160. /** @hidden */
  33161. _isPointerSwiping(): boolean;
  33162. /**
  33163. * Use this method to simulate a pointer up on a mesh
  33164. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33165. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33166. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33167. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33168. */
  33169. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33170. private _processPointerUp;
  33171. /**
  33172. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33173. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33174. * @returns true if the pointer was captured
  33175. */
  33176. isPointerCaptured(pointerId?: number): boolean;
  33177. /**
  33178. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33179. * @param attachUp defines if you want to attach events to pointerup
  33180. * @param attachDown defines if you want to attach events to pointerdown
  33181. * @param attachMove defines if you want to attach events to pointermove
  33182. */
  33183. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33184. /**
  33185. * Detaches all event handlers
  33186. */
  33187. detachControl(): void;
  33188. /**
  33189. * Force the value of meshUnderPointer
  33190. * @param mesh defines the mesh to use
  33191. */
  33192. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33193. /**
  33194. * Gets the mesh under the pointer
  33195. * @returns a Mesh or null if no mesh is under the pointer
  33196. */
  33197. getPointerOverMesh(): Nullable<AbstractMesh>;
  33198. }
  33199. }
  33200. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33201. /**
  33202. * Helper class used to generate session unique ID
  33203. */
  33204. export class UniqueIdGenerator {
  33205. private static _UniqueIdCounter;
  33206. /**
  33207. * Gets an unique (relatively to the current scene) Id
  33208. */
  33209. static readonly UniqueId: number;
  33210. }
  33211. }
  33212. declare module "babylonjs/Animations/animationGroup" {
  33213. import { Animatable } from "babylonjs/Animations/animatable";
  33214. import { Animation } from "babylonjs/Animations/animation";
  33215. import { Scene, IDisposable } from "babylonjs/scene";
  33216. import { Observable } from "babylonjs/Misc/observable";
  33217. import { Nullable } from "babylonjs/types";
  33218. import "babylonjs/Animations/animatable";
  33219. /**
  33220. * This class defines the direct association between an animation and a target
  33221. */
  33222. export class TargetedAnimation {
  33223. /**
  33224. * Animation to perform
  33225. */
  33226. animation: Animation;
  33227. /**
  33228. * Target to animate
  33229. */
  33230. target: any;
  33231. /**
  33232. * Serialize the object
  33233. * @returns the JSON object representing the current entity
  33234. */
  33235. serialize(): any;
  33236. }
  33237. /**
  33238. * Use this class to create coordinated animations on multiple targets
  33239. */
  33240. export class AnimationGroup implements IDisposable {
  33241. /** The name of the animation group */
  33242. name: string;
  33243. private _scene;
  33244. private _targetedAnimations;
  33245. private _animatables;
  33246. private _from;
  33247. private _to;
  33248. private _isStarted;
  33249. private _isPaused;
  33250. private _speedRatio;
  33251. private _loopAnimation;
  33252. /**
  33253. * Gets or sets the unique id of the node
  33254. */
  33255. uniqueId: number;
  33256. /**
  33257. * This observable will notify when one animation have ended
  33258. */
  33259. onAnimationEndObservable: Observable<TargetedAnimation>;
  33260. /**
  33261. * Observer raised when one animation loops
  33262. */
  33263. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33264. /**
  33265. * This observable will notify when all animations have ended.
  33266. */
  33267. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33268. /**
  33269. * This observable will notify when all animations have paused.
  33270. */
  33271. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33272. /**
  33273. * This observable will notify when all animations are playing.
  33274. */
  33275. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33276. /**
  33277. * Gets the first frame
  33278. */
  33279. readonly from: number;
  33280. /**
  33281. * Gets the last frame
  33282. */
  33283. readonly to: number;
  33284. /**
  33285. * Define if the animations are started
  33286. */
  33287. readonly isStarted: boolean;
  33288. /**
  33289. * Gets a value indicating that the current group is playing
  33290. */
  33291. readonly isPlaying: boolean;
  33292. /**
  33293. * Gets or sets the speed ratio to use for all animations
  33294. */
  33295. /**
  33296. * Gets or sets the speed ratio to use for all animations
  33297. */
  33298. speedRatio: number;
  33299. /**
  33300. * Gets or sets if all animations should loop or not
  33301. */
  33302. loopAnimation: boolean;
  33303. /**
  33304. * Gets the targeted animations for this animation group
  33305. */
  33306. readonly targetedAnimations: Array<TargetedAnimation>;
  33307. /**
  33308. * returning the list of animatables controlled by this animation group.
  33309. */
  33310. readonly animatables: Array<Animatable>;
  33311. /**
  33312. * Instantiates a new Animation Group.
  33313. * This helps managing several animations at once.
  33314. * @see http://doc.babylonjs.com/how_to/group
  33315. * @param name Defines the name of the group
  33316. * @param scene Defines the scene the group belongs to
  33317. */
  33318. constructor(
  33319. /** The name of the animation group */
  33320. name: string, scene?: Nullable<Scene>);
  33321. /**
  33322. * Add an animation (with its target) in the group
  33323. * @param animation defines the animation we want to add
  33324. * @param target defines the target of the animation
  33325. * @returns the TargetedAnimation object
  33326. */
  33327. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33328. /**
  33329. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33330. * It can add constant keys at begin or end
  33331. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33332. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33333. * @returns the animation group
  33334. */
  33335. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33336. /**
  33337. * Start all animations on given targets
  33338. * @param loop defines if animations must loop
  33339. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33340. * @param from defines the from key (optional)
  33341. * @param to defines the to key (optional)
  33342. * @returns the current animation group
  33343. */
  33344. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33345. /**
  33346. * Pause all animations
  33347. * @returns the animation group
  33348. */
  33349. pause(): AnimationGroup;
  33350. /**
  33351. * Play all animations to initial state
  33352. * This function will start() the animations if they were not started or will restart() them if they were paused
  33353. * @param loop defines if animations must loop
  33354. * @returns the animation group
  33355. */
  33356. play(loop?: boolean): AnimationGroup;
  33357. /**
  33358. * Reset all animations to initial state
  33359. * @returns the animation group
  33360. */
  33361. reset(): AnimationGroup;
  33362. /**
  33363. * Restart animations from key 0
  33364. * @returns the animation group
  33365. */
  33366. restart(): AnimationGroup;
  33367. /**
  33368. * Stop all animations
  33369. * @returns the animation group
  33370. */
  33371. stop(): AnimationGroup;
  33372. /**
  33373. * Set animation weight for all animatables
  33374. * @param weight defines the weight to use
  33375. * @return the animationGroup
  33376. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33377. */
  33378. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33379. /**
  33380. * Synchronize and normalize all animatables with a source animatable
  33381. * @param root defines the root animatable to synchronize with
  33382. * @return the animationGroup
  33383. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33384. */
  33385. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33386. /**
  33387. * Goes to a specific frame in this animation group
  33388. * @param frame the frame number to go to
  33389. * @return the animationGroup
  33390. */
  33391. goToFrame(frame: number): AnimationGroup;
  33392. /**
  33393. * Dispose all associated resources
  33394. */
  33395. dispose(): void;
  33396. private _checkAnimationGroupEnded;
  33397. /**
  33398. * Clone the current animation group and returns a copy
  33399. * @param newName defines the name of the new group
  33400. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33401. * @returns the new aniamtion group
  33402. */
  33403. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33404. /**
  33405. * Serializes the animationGroup to an object
  33406. * @returns Serialized object
  33407. */
  33408. serialize(): any;
  33409. /**
  33410. * Returns a new AnimationGroup object parsed from the source provided.
  33411. * @param parsedAnimationGroup defines the source
  33412. * @param scene defines the scene that will receive the animationGroup
  33413. * @returns a new AnimationGroup
  33414. */
  33415. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33416. /**
  33417. * Returns the string "AnimationGroup"
  33418. * @returns "AnimationGroup"
  33419. */
  33420. getClassName(): string;
  33421. /**
  33422. * Creates a detailled string about the object
  33423. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33424. * @returns a string representing the object
  33425. */
  33426. toString(fullDetails?: boolean): string;
  33427. }
  33428. }
  33429. declare module "babylonjs/scene" {
  33430. import { Nullable } from "babylonjs/types";
  33431. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33432. import { Observable } from "babylonjs/Misc/observable";
  33433. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33434. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33435. import { Geometry } from "babylonjs/Meshes/geometry";
  33436. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33437. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33438. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33439. import { Mesh } from "babylonjs/Meshes/mesh";
  33440. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33441. import { Bone } from "babylonjs/Bones/bone";
  33442. import { Skeleton } from "babylonjs/Bones/skeleton";
  33443. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33444. import { Camera } from "babylonjs/Cameras/camera";
  33445. import { AbstractScene } from "babylonjs/abstractScene";
  33446. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33447. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33448. import { Material } from "babylonjs/Materials/material";
  33449. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33450. import { Effect } from "babylonjs/Materials/effect";
  33451. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33452. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33453. import { Light } from "babylonjs/Lights/light";
  33454. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33455. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33456. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33457. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33458. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33459. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33460. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33461. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33462. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33463. import { Engine } from "babylonjs/Engines/engine";
  33464. import { Node } from "babylonjs/node";
  33465. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33466. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33467. import { WebRequest } from "babylonjs/Misc/webRequest";
  33468. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33469. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33470. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33471. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33472. import { Plane } from "babylonjs/Maths/math.plane";
  33473. import { Ray } from "babylonjs/Culling/ray";
  33474. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33475. import { Animation } from "babylonjs/Animations/animation";
  33476. import { Animatable } from "babylonjs/Animations/animatable";
  33477. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33478. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33479. import { Collider } from "babylonjs/Collisions/collider";
  33480. /**
  33481. * Define an interface for all classes that will hold resources
  33482. */
  33483. export interface IDisposable {
  33484. /**
  33485. * Releases all held resources
  33486. */
  33487. dispose(): void;
  33488. }
  33489. /** Interface defining initialization parameters for Scene class */
  33490. export interface SceneOptions {
  33491. /**
  33492. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33493. * It will improve performance when the number of geometries becomes important.
  33494. */
  33495. useGeometryUniqueIdsMap?: boolean;
  33496. /**
  33497. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33498. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33499. */
  33500. useMaterialMeshMap?: boolean;
  33501. /**
  33502. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33503. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33504. */
  33505. useClonedMeshhMap?: boolean;
  33506. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33507. virtual?: boolean;
  33508. }
  33509. /**
  33510. * Represents a scene to be rendered by the engine.
  33511. * @see http://doc.babylonjs.com/features/scene
  33512. */
  33513. export class Scene extends AbstractScene implements IAnimatable {
  33514. /** The fog is deactivated */
  33515. static readonly FOGMODE_NONE: number;
  33516. /** The fog density is following an exponential function */
  33517. static readonly FOGMODE_EXP: number;
  33518. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33519. static readonly FOGMODE_EXP2: number;
  33520. /** The fog density is following a linear function. */
  33521. static readonly FOGMODE_LINEAR: number;
  33522. /**
  33523. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33524. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33525. */
  33526. static MinDeltaTime: number;
  33527. /**
  33528. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33529. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33530. */
  33531. static MaxDeltaTime: number;
  33532. /**
  33533. * Factory used to create the default material.
  33534. * @param name The name of the material to create
  33535. * @param scene The scene to create the material for
  33536. * @returns The default material
  33537. */
  33538. static DefaultMaterialFactory(scene: Scene): Material;
  33539. /**
  33540. * Factory used to create the a collision coordinator.
  33541. * @returns The collision coordinator
  33542. */
  33543. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33544. /** @hidden */
  33545. _inputManager: InputManager;
  33546. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33547. cameraToUseForPointers: Nullable<Camera>;
  33548. /** @hidden */
  33549. readonly _isScene: boolean;
  33550. /**
  33551. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33552. */
  33553. autoClear: boolean;
  33554. /**
  33555. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33556. */
  33557. autoClearDepthAndStencil: boolean;
  33558. /**
  33559. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33560. */
  33561. clearColor: Color4;
  33562. /**
  33563. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33564. */
  33565. ambientColor: Color3;
  33566. /**
  33567. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33568. * It should only be one of the following (if not the default embedded one):
  33569. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33570. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33571. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33572. * The material properties need to be setup according to the type of texture in use.
  33573. */
  33574. environmentBRDFTexture: BaseTexture;
  33575. /** @hidden */
  33576. protected _environmentTexture: Nullable<BaseTexture>;
  33577. /**
  33578. * Texture used in all pbr material as the reflection texture.
  33579. * As in the majority of the scene they are the same (exception for multi room and so on),
  33580. * this is easier to reference from here than from all the materials.
  33581. */
  33582. /**
  33583. * Texture used in all pbr material as the reflection texture.
  33584. * As in the majority of the scene they are the same (exception for multi room and so on),
  33585. * this is easier to set here than in all the materials.
  33586. */
  33587. environmentTexture: Nullable<BaseTexture>;
  33588. /** @hidden */
  33589. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33590. /**
  33591. * Default image processing configuration used either in the rendering
  33592. * Forward main pass or through the imageProcessingPostProcess if present.
  33593. * As in the majority of the scene they are the same (exception for multi camera),
  33594. * this is easier to reference from here than from all the materials and post process.
  33595. *
  33596. * No setter as we it is a shared configuration, you can set the values instead.
  33597. */
  33598. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33599. private _forceWireframe;
  33600. /**
  33601. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33602. */
  33603. forceWireframe: boolean;
  33604. private _forcePointsCloud;
  33605. /**
  33606. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33607. */
  33608. forcePointsCloud: boolean;
  33609. /**
  33610. * Gets or sets the active clipplane 1
  33611. */
  33612. clipPlane: Nullable<Plane>;
  33613. /**
  33614. * Gets or sets the active clipplane 2
  33615. */
  33616. clipPlane2: Nullable<Plane>;
  33617. /**
  33618. * Gets or sets the active clipplane 3
  33619. */
  33620. clipPlane3: Nullable<Plane>;
  33621. /**
  33622. * Gets or sets the active clipplane 4
  33623. */
  33624. clipPlane4: Nullable<Plane>;
  33625. /**
  33626. * Gets or sets a boolean indicating if animations are enabled
  33627. */
  33628. animationsEnabled: boolean;
  33629. private _animationPropertiesOverride;
  33630. /**
  33631. * Gets or sets the animation properties override
  33632. */
  33633. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33634. /**
  33635. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33636. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33637. */
  33638. useConstantAnimationDeltaTime: boolean;
  33639. /**
  33640. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33641. * Please note that it requires to run a ray cast through the scene on every frame
  33642. */
  33643. constantlyUpdateMeshUnderPointer: boolean;
  33644. /**
  33645. * Defines the HTML cursor to use when hovering over interactive elements
  33646. */
  33647. hoverCursor: string;
  33648. /**
  33649. * Defines the HTML default cursor to use (empty by default)
  33650. */
  33651. defaultCursor: string;
  33652. /**
  33653. * This is used to call preventDefault() on pointer down
  33654. * in order to block unwanted artifacts like system double clicks
  33655. */
  33656. preventDefaultOnPointerDown: boolean;
  33657. /**
  33658. * This is used to call preventDefault() on pointer up
  33659. * in order to block unwanted artifacts like system double clicks
  33660. */
  33661. preventDefaultOnPointerUp: boolean;
  33662. /**
  33663. * Gets or sets user defined metadata
  33664. */
  33665. metadata: any;
  33666. /**
  33667. * For internal use only. Please do not use.
  33668. */
  33669. reservedDataStore: any;
  33670. /**
  33671. * Gets the name of the plugin used to load this scene (null by default)
  33672. */
  33673. loadingPluginName: string;
  33674. /**
  33675. * Use this array to add regular expressions used to disable offline support for specific urls
  33676. */
  33677. disableOfflineSupportExceptionRules: RegExp[];
  33678. /**
  33679. * An event triggered when the scene is disposed.
  33680. */
  33681. onDisposeObservable: Observable<Scene>;
  33682. private _onDisposeObserver;
  33683. /** Sets a function to be executed when this scene is disposed. */
  33684. onDispose: () => void;
  33685. /**
  33686. * An event triggered before rendering the scene (right after animations and physics)
  33687. */
  33688. onBeforeRenderObservable: Observable<Scene>;
  33689. private _onBeforeRenderObserver;
  33690. /** Sets a function to be executed before rendering this scene */
  33691. beforeRender: Nullable<() => void>;
  33692. /**
  33693. * An event triggered after rendering the scene
  33694. */
  33695. onAfterRenderObservable: Observable<Scene>;
  33696. /**
  33697. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33698. */
  33699. onAfterRenderCameraObservable: Observable<Camera>;
  33700. private _onAfterRenderObserver;
  33701. /** Sets a function to be executed after rendering this scene */
  33702. afterRender: Nullable<() => void>;
  33703. /**
  33704. * An event triggered before animating the scene
  33705. */
  33706. onBeforeAnimationsObservable: Observable<Scene>;
  33707. /**
  33708. * An event triggered after animations processing
  33709. */
  33710. onAfterAnimationsObservable: Observable<Scene>;
  33711. /**
  33712. * An event triggered before draw calls are ready to be sent
  33713. */
  33714. onBeforeDrawPhaseObservable: Observable<Scene>;
  33715. /**
  33716. * An event triggered after draw calls have been sent
  33717. */
  33718. onAfterDrawPhaseObservable: Observable<Scene>;
  33719. /**
  33720. * An event triggered when the scene is ready
  33721. */
  33722. onReadyObservable: Observable<Scene>;
  33723. /**
  33724. * An event triggered before rendering a camera
  33725. */
  33726. onBeforeCameraRenderObservable: Observable<Camera>;
  33727. private _onBeforeCameraRenderObserver;
  33728. /** Sets a function to be executed before rendering a camera*/
  33729. beforeCameraRender: () => void;
  33730. /**
  33731. * An event triggered after rendering a camera
  33732. */
  33733. onAfterCameraRenderObservable: Observable<Camera>;
  33734. private _onAfterCameraRenderObserver;
  33735. /** Sets a function to be executed after rendering a camera*/
  33736. afterCameraRender: () => void;
  33737. /**
  33738. * An event triggered when active meshes evaluation is about to start
  33739. */
  33740. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33741. /**
  33742. * An event triggered when active meshes evaluation is done
  33743. */
  33744. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33745. /**
  33746. * An event triggered when particles rendering is about to start
  33747. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33748. */
  33749. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33750. /**
  33751. * An event triggered when particles rendering is done
  33752. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33753. */
  33754. onAfterParticlesRenderingObservable: Observable<Scene>;
  33755. /**
  33756. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33757. */
  33758. onDataLoadedObservable: Observable<Scene>;
  33759. /**
  33760. * An event triggered when a camera is created
  33761. */
  33762. onNewCameraAddedObservable: Observable<Camera>;
  33763. /**
  33764. * An event triggered when a camera is removed
  33765. */
  33766. onCameraRemovedObservable: Observable<Camera>;
  33767. /**
  33768. * An event triggered when a light is created
  33769. */
  33770. onNewLightAddedObservable: Observable<Light>;
  33771. /**
  33772. * An event triggered when a light is removed
  33773. */
  33774. onLightRemovedObservable: Observable<Light>;
  33775. /**
  33776. * An event triggered when a geometry is created
  33777. */
  33778. onNewGeometryAddedObservable: Observable<Geometry>;
  33779. /**
  33780. * An event triggered when a geometry is removed
  33781. */
  33782. onGeometryRemovedObservable: Observable<Geometry>;
  33783. /**
  33784. * An event triggered when a transform node is created
  33785. */
  33786. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33787. /**
  33788. * An event triggered when a transform node is removed
  33789. */
  33790. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33791. /**
  33792. * An event triggered when a mesh is created
  33793. */
  33794. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33795. /**
  33796. * An event triggered when a mesh is removed
  33797. */
  33798. onMeshRemovedObservable: Observable<AbstractMesh>;
  33799. /**
  33800. * An event triggered when a skeleton is created
  33801. */
  33802. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33803. /**
  33804. * An event triggered when a skeleton is removed
  33805. */
  33806. onSkeletonRemovedObservable: Observable<Skeleton>;
  33807. /**
  33808. * An event triggered when a material is created
  33809. */
  33810. onNewMaterialAddedObservable: Observable<Material>;
  33811. /**
  33812. * An event triggered when a material is removed
  33813. */
  33814. onMaterialRemovedObservable: Observable<Material>;
  33815. /**
  33816. * An event triggered when a texture is created
  33817. */
  33818. onNewTextureAddedObservable: Observable<BaseTexture>;
  33819. /**
  33820. * An event triggered when a texture is removed
  33821. */
  33822. onTextureRemovedObservable: Observable<BaseTexture>;
  33823. /**
  33824. * An event triggered when render targets are about to be rendered
  33825. * Can happen multiple times per frame.
  33826. */
  33827. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33828. /**
  33829. * An event triggered when render targets were rendered.
  33830. * Can happen multiple times per frame.
  33831. */
  33832. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33833. /**
  33834. * An event triggered before calculating deterministic simulation step
  33835. */
  33836. onBeforeStepObservable: Observable<Scene>;
  33837. /**
  33838. * An event triggered after calculating deterministic simulation step
  33839. */
  33840. onAfterStepObservable: Observable<Scene>;
  33841. /**
  33842. * An event triggered when the activeCamera property is updated
  33843. */
  33844. onActiveCameraChanged: Observable<Scene>;
  33845. /**
  33846. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33847. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33848. * 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)
  33849. */
  33850. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33851. /**
  33852. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33853. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33854. * 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)
  33855. */
  33856. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33857. /**
  33858. * This Observable will when a mesh has been imported into the scene.
  33859. */
  33860. onMeshImportedObservable: Observable<AbstractMesh>;
  33861. /**
  33862. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33863. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33864. */
  33865. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33866. /** @hidden */
  33867. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33868. /**
  33869. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33870. */
  33871. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33872. /**
  33873. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33874. */
  33875. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33876. /**
  33877. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33878. */
  33879. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33880. /** Callback called when a pointer move is detected */
  33881. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33882. /** Callback called when a pointer down is detected */
  33883. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33884. /** Callback called when a pointer up is detected */
  33885. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33886. /** Callback called when a pointer pick is detected */
  33887. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33888. /**
  33889. * 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).
  33890. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33891. */
  33892. onPrePointerObservable: Observable<PointerInfoPre>;
  33893. /**
  33894. * Observable event triggered each time an input event is received from the rendering canvas
  33895. */
  33896. onPointerObservable: Observable<PointerInfo>;
  33897. /**
  33898. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33899. */
  33900. readonly unTranslatedPointer: Vector2;
  33901. /**
  33902. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33903. */
  33904. static DragMovementThreshold: number;
  33905. /**
  33906. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33907. */
  33908. static LongPressDelay: number;
  33909. /**
  33910. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33911. */
  33912. static DoubleClickDelay: number;
  33913. /** If you need to check double click without raising a single click at first click, enable this flag */
  33914. static ExclusiveDoubleClickMode: boolean;
  33915. /** @hidden */
  33916. _mirroredCameraPosition: Nullable<Vector3>;
  33917. /**
  33918. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33919. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  33920. */
  33921. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  33922. /**
  33923. * Observable event triggered each time an keyboard event is received from the hosting window
  33924. */
  33925. onKeyboardObservable: Observable<KeyboardInfo>;
  33926. private _useRightHandedSystem;
  33927. /**
  33928. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  33929. */
  33930. useRightHandedSystem: boolean;
  33931. private _timeAccumulator;
  33932. private _currentStepId;
  33933. private _currentInternalStep;
  33934. /**
  33935. * Sets the step Id used by deterministic lock step
  33936. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33937. * @param newStepId defines the step Id
  33938. */
  33939. setStepId(newStepId: number): void;
  33940. /**
  33941. * Gets the step Id used by deterministic lock step
  33942. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33943. * @returns the step Id
  33944. */
  33945. getStepId(): number;
  33946. /**
  33947. * Gets the internal step used by deterministic lock step
  33948. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33949. * @returns the internal step
  33950. */
  33951. getInternalStep(): number;
  33952. private _fogEnabled;
  33953. /**
  33954. * Gets or sets a boolean indicating if fog is enabled on this scene
  33955. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33956. * (Default is true)
  33957. */
  33958. fogEnabled: boolean;
  33959. private _fogMode;
  33960. /**
  33961. * Gets or sets the fog mode to use
  33962. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33963. * | mode | value |
  33964. * | --- | --- |
  33965. * | FOGMODE_NONE | 0 |
  33966. * | FOGMODE_EXP | 1 |
  33967. * | FOGMODE_EXP2 | 2 |
  33968. * | FOGMODE_LINEAR | 3 |
  33969. */
  33970. fogMode: number;
  33971. /**
  33972. * Gets or sets the fog color to use
  33973. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33974. * (Default is Color3(0.2, 0.2, 0.3))
  33975. */
  33976. fogColor: Color3;
  33977. /**
  33978. * Gets or sets the fog density to use
  33979. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33980. * (Default is 0.1)
  33981. */
  33982. fogDensity: number;
  33983. /**
  33984. * Gets or sets the fog start distance to use
  33985. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33986. * (Default is 0)
  33987. */
  33988. fogStart: number;
  33989. /**
  33990. * Gets or sets the fog end distance to use
  33991. * @see http://doc.babylonjs.com/babylon101/environment#fog
  33992. * (Default is 1000)
  33993. */
  33994. fogEnd: number;
  33995. private _shadowsEnabled;
  33996. /**
  33997. * Gets or sets a boolean indicating if shadows are enabled on this scene
  33998. */
  33999. shadowsEnabled: boolean;
  34000. private _lightsEnabled;
  34001. /**
  34002. * Gets or sets a boolean indicating if lights are enabled on this scene
  34003. */
  34004. lightsEnabled: boolean;
  34005. /** All of the active cameras added to this scene. */
  34006. activeCameras: Camera[];
  34007. /** @hidden */
  34008. _activeCamera: Nullable<Camera>;
  34009. /** Gets or sets the current active camera */
  34010. activeCamera: Nullable<Camera>;
  34011. private _defaultMaterial;
  34012. /** The default material used on meshes when no material is affected */
  34013. /** The default material used on meshes when no material is affected */
  34014. defaultMaterial: Material;
  34015. private _texturesEnabled;
  34016. /**
  34017. * Gets or sets a boolean indicating if textures are enabled on this scene
  34018. */
  34019. texturesEnabled: boolean;
  34020. /**
  34021. * Gets or sets a boolean indicating if particles are enabled on this scene
  34022. */
  34023. particlesEnabled: boolean;
  34024. /**
  34025. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34026. */
  34027. spritesEnabled: boolean;
  34028. private _skeletonsEnabled;
  34029. /**
  34030. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34031. */
  34032. skeletonsEnabled: boolean;
  34033. /**
  34034. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34035. */
  34036. lensFlaresEnabled: boolean;
  34037. /**
  34038. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34039. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34040. */
  34041. collisionsEnabled: boolean;
  34042. private _collisionCoordinator;
  34043. /** @hidden */
  34044. readonly collisionCoordinator: ICollisionCoordinator;
  34045. /**
  34046. * Defines the gravity applied to this scene (used only for collisions)
  34047. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34048. */
  34049. gravity: Vector3;
  34050. /**
  34051. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34052. */
  34053. postProcessesEnabled: boolean;
  34054. /**
  34055. * The list of postprocesses added to the scene
  34056. */
  34057. postProcesses: PostProcess[];
  34058. /**
  34059. * Gets the current postprocess manager
  34060. */
  34061. postProcessManager: PostProcessManager;
  34062. /**
  34063. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34064. */
  34065. renderTargetsEnabled: boolean;
  34066. /**
  34067. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34068. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34069. */
  34070. dumpNextRenderTargets: boolean;
  34071. /**
  34072. * The list of user defined render targets added to the scene
  34073. */
  34074. customRenderTargets: RenderTargetTexture[];
  34075. /**
  34076. * Defines if texture loading must be delayed
  34077. * If true, textures will only be loaded when they need to be rendered
  34078. */
  34079. useDelayedTextureLoading: boolean;
  34080. /**
  34081. * Gets the list of meshes imported to the scene through SceneLoader
  34082. */
  34083. importedMeshesFiles: String[];
  34084. /**
  34085. * Gets or sets a boolean indicating if probes are enabled on this scene
  34086. */
  34087. probesEnabled: boolean;
  34088. /**
  34089. * Gets or sets the current offline provider to use to store scene data
  34090. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34091. */
  34092. offlineProvider: IOfflineProvider;
  34093. /**
  34094. * Gets or sets the action manager associated with the scene
  34095. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34096. */
  34097. actionManager: AbstractActionManager;
  34098. private _meshesForIntersections;
  34099. /**
  34100. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34101. */
  34102. proceduralTexturesEnabled: boolean;
  34103. private _engine;
  34104. private _totalVertices;
  34105. /** @hidden */
  34106. _activeIndices: PerfCounter;
  34107. /** @hidden */
  34108. _activeParticles: PerfCounter;
  34109. /** @hidden */
  34110. _activeBones: PerfCounter;
  34111. private _animationRatio;
  34112. /** @hidden */
  34113. _animationTimeLast: number;
  34114. /** @hidden */
  34115. _animationTime: number;
  34116. /**
  34117. * Gets or sets a general scale for animation speed
  34118. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34119. */
  34120. animationTimeScale: number;
  34121. /** @hidden */
  34122. _cachedMaterial: Nullable<Material>;
  34123. /** @hidden */
  34124. _cachedEffect: Nullable<Effect>;
  34125. /** @hidden */
  34126. _cachedVisibility: Nullable<number>;
  34127. private _renderId;
  34128. private _frameId;
  34129. private _executeWhenReadyTimeoutId;
  34130. private _intermediateRendering;
  34131. private _viewUpdateFlag;
  34132. private _projectionUpdateFlag;
  34133. /** @hidden */
  34134. _toBeDisposed: Nullable<IDisposable>[];
  34135. private _activeRequests;
  34136. /** @hidden */
  34137. _pendingData: any[];
  34138. private _isDisposed;
  34139. /**
  34140. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34141. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34142. */
  34143. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34144. private _activeMeshes;
  34145. private _processedMaterials;
  34146. private _renderTargets;
  34147. /** @hidden */
  34148. _activeParticleSystems: SmartArray<IParticleSystem>;
  34149. private _activeSkeletons;
  34150. private _softwareSkinnedMeshes;
  34151. private _renderingManager;
  34152. /** @hidden */
  34153. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34154. private _transformMatrix;
  34155. private _sceneUbo;
  34156. /** @hidden */
  34157. _viewMatrix: Matrix;
  34158. private _projectionMatrix;
  34159. /** @hidden */
  34160. _forcedViewPosition: Nullable<Vector3>;
  34161. /** @hidden */
  34162. _frustumPlanes: Plane[];
  34163. /**
  34164. * Gets the list of frustum planes (built from the active camera)
  34165. */
  34166. readonly frustumPlanes: Plane[];
  34167. /**
  34168. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34169. * This is useful if there are more lights that the maximum simulteanous authorized
  34170. */
  34171. requireLightSorting: boolean;
  34172. /** @hidden */
  34173. readonly useMaterialMeshMap: boolean;
  34174. /** @hidden */
  34175. readonly useClonedMeshhMap: boolean;
  34176. private _externalData;
  34177. private _uid;
  34178. /**
  34179. * @hidden
  34180. * Backing store of defined scene components.
  34181. */
  34182. _components: ISceneComponent[];
  34183. /**
  34184. * @hidden
  34185. * Backing store of defined scene components.
  34186. */
  34187. _serializableComponents: ISceneSerializableComponent[];
  34188. /**
  34189. * List of components to register on the next registration step.
  34190. */
  34191. private _transientComponents;
  34192. /**
  34193. * Registers the transient components if needed.
  34194. */
  34195. private _registerTransientComponents;
  34196. /**
  34197. * @hidden
  34198. * Add a component to the scene.
  34199. * Note that the ccomponent could be registered on th next frame if this is called after
  34200. * the register component stage.
  34201. * @param component Defines the component to add to the scene
  34202. */
  34203. _addComponent(component: ISceneComponent): void;
  34204. /**
  34205. * @hidden
  34206. * Gets a component from the scene.
  34207. * @param name defines the name of the component to retrieve
  34208. * @returns the component or null if not present
  34209. */
  34210. _getComponent(name: string): Nullable<ISceneComponent>;
  34211. /**
  34212. * @hidden
  34213. * Defines the actions happening before camera updates.
  34214. */
  34215. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34216. /**
  34217. * @hidden
  34218. * Defines the actions happening before clear the canvas.
  34219. */
  34220. _beforeClearStage: Stage<SimpleStageAction>;
  34221. /**
  34222. * @hidden
  34223. * Defines the actions when collecting render targets for the frame.
  34224. */
  34225. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34226. /**
  34227. * @hidden
  34228. * Defines the actions happening for one camera in the frame.
  34229. */
  34230. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34231. /**
  34232. * @hidden
  34233. * Defines the actions happening during the per mesh ready checks.
  34234. */
  34235. _isReadyForMeshStage: Stage<MeshStageAction>;
  34236. /**
  34237. * @hidden
  34238. * Defines the actions happening before evaluate active mesh checks.
  34239. */
  34240. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34241. /**
  34242. * @hidden
  34243. * Defines the actions happening during the evaluate sub mesh checks.
  34244. */
  34245. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34246. /**
  34247. * @hidden
  34248. * Defines the actions happening during the active mesh stage.
  34249. */
  34250. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34251. /**
  34252. * @hidden
  34253. * Defines the actions happening during the per camera render target step.
  34254. */
  34255. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34256. /**
  34257. * @hidden
  34258. * Defines the actions happening just before the active camera is drawing.
  34259. */
  34260. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34261. /**
  34262. * @hidden
  34263. * Defines the actions happening just before a render target is drawing.
  34264. */
  34265. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34266. /**
  34267. * @hidden
  34268. * Defines the actions happening just before a rendering group is drawing.
  34269. */
  34270. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34271. /**
  34272. * @hidden
  34273. * Defines the actions happening just before a mesh is drawing.
  34274. */
  34275. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34276. /**
  34277. * @hidden
  34278. * Defines the actions happening just after a mesh has been drawn.
  34279. */
  34280. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34281. /**
  34282. * @hidden
  34283. * Defines the actions happening just after a rendering group has been drawn.
  34284. */
  34285. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34286. /**
  34287. * @hidden
  34288. * Defines the actions happening just after the active camera has been drawn.
  34289. */
  34290. _afterCameraDrawStage: Stage<CameraStageAction>;
  34291. /**
  34292. * @hidden
  34293. * Defines the actions happening just after a render target has been drawn.
  34294. */
  34295. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34296. /**
  34297. * @hidden
  34298. * Defines the actions happening just after rendering all cameras and computing intersections.
  34299. */
  34300. _afterRenderStage: Stage<SimpleStageAction>;
  34301. /**
  34302. * @hidden
  34303. * Defines the actions happening when a pointer move event happens.
  34304. */
  34305. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34306. /**
  34307. * @hidden
  34308. * Defines the actions happening when a pointer down event happens.
  34309. */
  34310. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34311. /**
  34312. * @hidden
  34313. * Defines the actions happening when a pointer up event happens.
  34314. */
  34315. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34316. /**
  34317. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34318. */
  34319. private geometriesByUniqueId;
  34320. /**
  34321. * Creates a new Scene
  34322. * @param engine defines the engine to use to render this scene
  34323. * @param options defines the scene options
  34324. */
  34325. constructor(engine: Engine, options?: SceneOptions);
  34326. /**
  34327. * Gets a string idenfifying the name of the class
  34328. * @returns "Scene" string
  34329. */
  34330. getClassName(): string;
  34331. private _defaultMeshCandidates;
  34332. /**
  34333. * @hidden
  34334. */
  34335. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34336. private _defaultSubMeshCandidates;
  34337. /**
  34338. * @hidden
  34339. */
  34340. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34341. /**
  34342. * Sets the default candidate providers for the scene.
  34343. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34344. * and getCollidingSubMeshCandidates to their default function
  34345. */
  34346. setDefaultCandidateProviders(): void;
  34347. /**
  34348. * Gets the mesh that is currently under the pointer
  34349. */
  34350. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34351. /**
  34352. * Gets or sets the current on-screen X position of the pointer
  34353. */
  34354. pointerX: number;
  34355. /**
  34356. * Gets or sets the current on-screen Y position of the pointer
  34357. */
  34358. pointerY: number;
  34359. /**
  34360. * Gets the cached material (ie. the latest rendered one)
  34361. * @returns the cached material
  34362. */
  34363. getCachedMaterial(): Nullable<Material>;
  34364. /**
  34365. * Gets the cached effect (ie. the latest rendered one)
  34366. * @returns the cached effect
  34367. */
  34368. getCachedEffect(): Nullable<Effect>;
  34369. /**
  34370. * Gets the cached visibility state (ie. the latest rendered one)
  34371. * @returns the cached visibility state
  34372. */
  34373. getCachedVisibility(): Nullable<number>;
  34374. /**
  34375. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34376. * @param material defines the current material
  34377. * @param effect defines the current effect
  34378. * @param visibility defines the current visibility state
  34379. * @returns true if one parameter is not cached
  34380. */
  34381. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34382. /**
  34383. * Gets the engine associated with the scene
  34384. * @returns an Engine
  34385. */
  34386. getEngine(): Engine;
  34387. /**
  34388. * Gets the total number of vertices rendered per frame
  34389. * @returns the total number of vertices rendered per frame
  34390. */
  34391. getTotalVertices(): number;
  34392. /**
  34393. * Gets the performance counter for total vertices
  34394. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34395. */
  34396. readonly totalVerticesPerfCounter: PerfCounter;
  34397. /**
  34398. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34399. * @returns the total number of active indices rendered per frame
  34400. */
  34401. getActiveIndices(): number;
  34402. /**
  34403. * Gets the performance counter for active indices
  34404. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34405. */
  34406. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34407. /**
  34408. * Gets the total number of active particles rendered per frame
  34409. * @returns the total number of active particles rendered per frame
  34410. */
  34411. getActiveParticles(): number;
  34412. /**
  34413. * Gets the performance counter for active particles
  34414. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34415. */
  34416. readonly activeParticlesPerfCounter: PerfCounter;
  34417. /**
  34418. * Gets the total number of active bones rendered per frame
  34419. * @returns the total number of active bones rendered per frame
  34420. */
  34421. getActiveBones(): number;
  34422. /**
  34423. * Gets the performance counter for active bones
  34424. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34425. */
  34426. readonly activeBonesPerfCounter: PerfCounter;
  34427. /**
  34428. * Gets the array of active meshes
  34429. * @returns an array of AbstractMesh
  34430. */
  34431. getActiveMeshes(): SmartArray<AbstractMesh>;
  34432. /**
  34433. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34434. * @returns a number
  34435. */
  34436. getAnimationRatio(): number;
  34437. /**
  34438. * Gets an unique Id for the current render phase
  34439. * @returns a number
  34440. */
  34441. getRenderId(): number;
  34442. /**
  34443. * Gets an unique Id for the current frame
  34444. * @returns a number
  34445. */
  34446. getFrameId(): number;
  34447. /** Call this function if you want to manually increment the render Id*/
  34448. incrementRenderId(): void;
  34449. private _createUbo;
  34450. /**
  34451. * Use this method to simulate a pointer move on a mesh
  34452. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34453. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34454. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34455. * @returns the current scene
  34456. */
  34457. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34458. /**
  34459. * Use this method to simulate a pointer down on a mesh
  34460. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34461. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34462. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34463. * @returns the current scene
  34464. */
  34465. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34466. /**
  34467. * Use this method to simulate a pointer up on a mesh
  34468. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34469. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34470. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34471. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34472. * @returns the current scene
  34473. */
  34474. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34475. /**
  34476. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34477. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34478. * @returns true if the pointer was captured
  34479. */
  34480. isPointerCaptured(pointerId?: number): boolean;
  34481. /**
  34482. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34483. * @param attachUp defines if you want to attach events to pointerup
  34484. * @param attachDown defines if you want to attach events to pointerdown
  34485. * @param attachMove defines if you want to attach events to pointermove
  34486. */
  34487. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34488. /** Detaches all event handlers*/
  34489. detachControl(): void;
  34490. /**
  34491. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34492. * Delay loaded resources are not taking in account
  34493. * @return true if all required resources are ready
  34494. */
  34495. isReady(): boolean;
  34496. /** Resets all cached information relative to material (including effect and visibility) */
  34497. resetCachedMaterial(): void;
  34498. /**
  34499. * Registers a function to be called before every frame render
  34500. * @param func defines the function to register
  34501. */
  34502. registerBeforeRender(func: () => void): void;
  34503. /**
  34504. * Unregisters a function called before every frame render
  34505. * @param func defines the function to unregister
  34506. */
  34507. unregisterBeforeRender(func: () => void): void;
  34508. /**
  34509. * Registers a function to be called after every frame render
  34510. * @param func defines the function to register
  34511. */
  34512. registerAfterRender(func: () => void): void;
  34513. /**
  34514. * Unregisters a function called after every frame render
  34515. * @param func defines the function to unregister
  34516. */
  34517. unregisterAfterRender(func: () => void): void;
  34518. private _executeOnceBeforeRender;
  34519. /**
  34520. * The provided function will run before render once and will be disposed afterwards.
  34521. * A timeout delay can be provided so that the function will be executed in N ms.
  34522. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34523. * @param func The function to be executed.
  34524. * @param timeout optional delay in ms
  34525. */
  34526. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34527. /** @hidden */
  34528. _addPendingData(data: any): void;
  34529. /** @hidden */
  34530. _removePendingData(data: any): void;
  34531. /**
  34532. * Returns the number of items waiting to be loaded
  34533. * @returns the number of items waiting to be loaded
  34534. */
  34535. getWaitingItemsCount(): number;
  34536. /**
  34537. * Returns a boolean indicating if the scene is still loading data
  34538. */
  34539. readonly isLoading: boolean;
  34540. /**
  34541. * Registers a function to be executed when the scene is ready
  34542. * @param {Function} func - the function to be executed
  34543. */
  34544. executeWhenReady(func: () => void): void;
  34545. /**
  34546. * Returns a promise that resolves when the scene is ready
  34547. * @returns A promise that resolves when the scene is ready
  34548. */
  34549. whenReadyAsync(): Promise<void>;
  34550. /** @hidden */
  34551. _checkIsReady(): void;
  34552. /**
  34553. * Gets all animatable attached to the scene
  34554. */
  34555. readonly animatables: Animatable[];
  34556. /**
  34557. * Resets the last animation time frame.
  34558. * Useful to override when animations start running when loading a scene for the first time.
  34559. */
  34560. resetLastAnimationTimeFrame(): void;
  34561. /**
  34562. * Gets the current view matrix
  34563. * @returns a Matrix
  34564. */
  34565. getViewMatrix(): Matrix;
  34566. /**
  34567. * Gets the current projection matrix
  34568. * @returns a Matrix
  34569. */
  34570. getProjectionMatrix(): Matrix;
  34571. /**
  34572. * Gets the current transform matrix
  34573. * @returns a Matrix made of View * Projection
  34574. */
  34575. getTransformMatrix(): Matrix;
  34576. /**
  34577. * Sets the current transform matrix
  34578. * @param viewL defines the View matrix to use
  34579. * @param projectionL defines the Projection matrix to use
  34580. * @param viewR defines the right View matrix to use (if provided)
  34581. * @param projectionR defines the right Projection matrix to use (if provided)
  34582. */
  34583. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34584. /**
  34585. * Gets the uniform buffer used to store scene data
  34586. * @returns a UniformBuffer
  34587. */
  34588. getSceneUniformBuffer(): UniformBuffer;
  34589. /**
  34590. * Gets an unique (relatively to the current scene) Id
  34591. * @returns an unique number for the scene
  34592. */
  34593. getUniqueId(): number;
  34594. /**
  34595. * Add a mesh to the list of scene's meshes
  34596. * @param newMesh defines the mesh to add
  34597. * @param recursive if all child meshes should also be added to the scene
  34598. */
  34599. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34600. /**
  34601. * Remove a mesh for the list of scene's meshes
  34602. * @param toRemove defines the mesh to remove
  34603. * @param recursive if all child meshes should also be removed from the scene
  34604. * @returns the index where the mesh was in the mesh list
  34605. */
  34606. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34607. /**
  34608. * Add a transform node to the list of scene's transform nodes
  34609. * @param newTransformNode defines the transform node to add
  34610. */
  34611. addTransformNode(newTransformNode: TransformNode): void;
  34612. /**
  34613. * Remove a transform node for the list of scene's transform nodes
  34614. * @param toRemove defines the transform node to remove
  34615. * @returns the index where the transform node was in the transform node list
  34616. */
  34617. removeTransformNode(toRemove: TransformNode): number;
  34618. /**
  34619. * Remove a skeleton for the list of scene's skeletons
  34620. * @param toRemove defines the skeleton to remove
  34621. * @returns the index where the skeleton was in the skeleton list
  34622. */
  34623. removeSkeleton(toRemove: Skeleton): number;
  34624. /**
  34625. * Remove a morph target for the list of scene's morph targets
  34626. * @param toRemove defines the morph target to remove
  34627. * @returns the index where the morph target was in the morph target list
  34628. */
  34629. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34630. /**
  34631. * Remove a light for the list of scene's lights
  34632. * @param toRemove defines the light to remove
  34633. * @returns the index where the light was in the light list
  34634. */
  34635. removeLight(toRemove: Light): number;
  34636. /**
  34637. * Remove a camera for the list of scene's cameras
  34638. * @param toRemove defines the camera to remove
  34639. * @returns the index where the camera was in the camera list
  34640. */
  34641. removeCamera(toRemove: Camera): number;
  34642. /**
  34643. * Remove a particle system for the list of scene's particle systems
  34644. * @param toRemove defines the particle system to remove
  34645. * @returns the index where the particle system was in the particle system list
  34646. */
  34647. removeParticleSystem(toRemove: IParticleSystem): number;
  34648. /**
  34649. * Remove a animation for the list of scene's animations
  34650. * @param toRemove defines the animation to remove
  34651. * @returns the index where the animation was in the animation list
  34652. */
  34653. removeAnimation(toRemove: Animation): number;
  34654. /**
  34655. * Will stop the animation of the given target
  34656. * @param target - the target
  34657. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34658. * @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)
  34659. */
  34660. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34661. /**
  34662. * Removes the given animation group from this scene.
  34663. * @param toRemove The animation group to remove
  34664. * @returns The index of the removed animation group
  34665. */
  34666. removeAnimationGroup(toRemove: AnimationGroup): number;
  34667. /**
  34668. * Removes the given multi-material from this scene.
  34669. * @param toRemove The multi-material to remove
  34670. * @returns The index of the removed multi-material
  34671. */
  34672. removeMultiMaterial(toRemove: MultiMaterial): number;
  34673. /**
  34674. * Removes the given material from this scene.
  34675. * @param toRemove The material to remove
  34676. * @returns The index of the removed material
  34677. */
  34678. removeMaterial(toRemove: Material): number;
  34679. /**
  34680. * Removes the given action manager from this scene.
  34681. * @param toRemove The action manager to remove
  34682. * @returns The index of the removed action manager
  34683. */
  34684. removeActionManager(toRemove: AbstractActionManager): number;
  34685. /**
  34686. * Removes the given texture from this scene.
  34687. * @param toRemove The texture to remove
  34688. * @returns The index of the removed texture
  34689. */
  34690. removeTexture(toRemove: BaseTexture): number;
  34691. /**
  34692. * Adds the given light to this scene
  34693. * @param newLight The light to add
  34694. */
  34695. addLight(newLight: Light): void;
  34696. /**
  34697. * Sorts the list list based on light priorities
  34698. */
  34699. sortLightsByPriority(): void;
  34700. /**
  34701. * Adds the given camera to this scene
  34702. * @param newCamera The camera to add
  34703. */
  34704. addCamera(newCamera: Camera): void;
  34705. /**
  34706. * Adds the given skeleton to this scene
  34707. * @param newSkeleton The skeleton to add
  34708. */
  34709. addSkeleton(newSkeleton: Skeleton): void;
  34710. /**
  34711. * Adds the given particle system to this scene
  34712. * @param newParticleSystem The particle system to add
  34713. */
  34714. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34715. /**
  34716. * Adds the given animation to this scene
  34717. * @param newAnimation The animation to add
  34718. */
  34719. addAnimation(newAnimation: Animation): void;
  34720. /**
  34721. * Adds the given animation group to this scene.
  34722. * @param newAnimationGroup The animation group to add
  34723. */
  34724. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34725. /**
  34726. * Adds the given multi-material to this scene
  34727. * @param newMultiMaterial The multi-material to add
  34728. */
  34729. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34730. /**
  34731. * Adds the given material to this scene
  34732. * @param newMaterial The material to add
  34733. */
  34734. addMaterial(newMaterial: Material): void;
  34735. /**
  34736. * Adds the given morph target to this scene
  34737. * @param newMorphTargetManager The morph target to add
  34738. */
  34739. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34740. /**
  34741. * Adds the given geometry to this scene
  34742. * @param newGeometry The geometry to add
  34743. */
  34744. addGeometry(newGeometry: Geometry): void;
  34745. /**
  34746. * Adds the given action manager to this scene
  34747. * @param newActionManager The action manager to add
  34748. */
  34749. addActionManager(newActionManager: AbstractActionManager): void;
  34750. /**
  34751. * Adds the given texture to this scene.
  34752. * @param newTexture The texture to add
  34753. */
  34754. addTexture(newTexture: BaseTexture): void;
  34755. /**
  34756. * Switch active camera
  34757. * @param newCamera defines the new active camera
  34758. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34759. */
  34760. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34761. /**
  34762. * sets the active camera of the scene using its ID
  34763. * @param id defines the camera's ID
  34764. * @return the new active camera or null if none found.
  34765. */
  34766. setActiveCameraByID(id: string): Nullable<Camera>;
  34767. /**
  34768. * sets the active camera of the scene using its name
  34769. * @param name defines the camera's name
  34770. * @returns the new active camera or null if none found.
  34771. */
  34772. setActiveCameraByName(name: string): Nullable<Camera>;
  34773. /**
  34774. * get an animation group using its name
  34775. * @param name defines the material's name
  34776. * @return the animation group or null if none found.
  34777. */
  34778. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34779. /**
  34780. * Get a material using its unique id
  34781. * @param uniqueId defines the material's unique id
  34782. * @return the material or null if none found.
  34783. */
  34784. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34785. /**
  34786. * get a material using its id
  34787. * @param id defines the material's ID
  34788. * @return the material or null if none found.
  34789. */
  34790. getMaterialByID(id: string): Nullable<Material>;
  34791. /**
  34792. * Gets a the last added material using a given id
  34793. * @param id defines the material's ID
  34794. * @return the last material with the given id or null if none found.
  34795. */
  34796. getLastMaterialByID(id: string): Nullable<Material>;
  34797. /**
  34798. * Gets a material using its name
  34799. * @param name defines the material's name
  34800. * @return the material or null if none found.
  34801. */
  34802. getMaterialByName(name: string): Nullable<Material>;
  34803. /**
  34804. * Gets a camera using its id
  34805. * @param id defines the id to look for
  34806. * @returns the camera or null if not found
  34807. */
  34808. getCameraByID(id: string): Nullable<Camera>;
  34809. /**
  34810. * Gets a camera using its unique id
  34811. * @param uniqueId defines the unique id to look for
  34812. * @returns the camera or null if not found
  34813. */
  34814. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34815. /**
  34816. * Gets a camera using its name
  34817. * @param name defines the camera's name
  34818. * @return the camera or null if none found.
  34819. */
  34820. getCameraByName(name: string): Nullable<Camera>;
  34821. /**
  34822. * Gets a bone using its id
  34823. * @param id defines the bone's id
  34824. * @return the bone or null if not found
  34825. */
  34826. getBoneByID(id: string): Nullable<Bone>;
  34827. /**
  34828. * Gets a bone using its id
  34829. * @param name defines the bone's name
  34830. * @return the bone or null if not found
  34831. */
  34832. getBoneByName(name: string): Nullable<Bone>;
  34833. /**
  34834. * Gets a light node using its name
  34835. * @param name defines the the light's name
  34836. * @return the light or null if none found.
  34837. */
  34838. getLightByName(name: string): Nullable<Light>;
  34839. /**
  34840. * Gets a light node using its id
  34841. * @param id defines the light's id
  34842. * @return the light or null if none found.
  34843. */
  34844. getLightByID(id: string): Nullable<Light>;
  34845. /**
  34846. * Gets a light node using its scene-generated unique ID
  34847. * @param uniqueId defines the light's unique id
  34848. * @return the light or null if none found.
  34849. */
  34850. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34851. /**
  34852. * Gets a particle system by id
  34853. * @param id defines the particle system id
  34854. * @return the corresponding system or null if none found
  34855. */
  34856. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34857. /**
  34858. * Gets a geometry using its ID
  34859. * @param id defines the geometry's id
  34860. * @return the geometry or null if none found.
  34861. */
  34862. getGeometryByID(id: string): Nullable<Geometry>;
  34863. private _getGeometryByUniqueID;
  34864. /**
  34865. * Add a new geometry to this scene
  34866. * @param geometry defines the geometry to be added to the scene.
  34867. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34868. * @return a boolean defining if the geometry was added or not
  34869. */
  34870. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34871. /**
  34872. * Removes an existing geometry
  34873. * @param geometry defines the geometry to be removed from the scene
  34874. * @return a boolean defining if the geometry was removed or not
  34875. */
  34876. removeGeometry(geometry: Geometry): boolean;
  34877. /**
  34878. * Gets the list of geometries attached to the scene
  34879. * @returns an array of Geometry
  34880. */
  34881. getGeometries(): Geometry[];
  34882. /**
  34883. * Gets the first added mesh found of a given ID
  34884. * @param id defines the id to search for
  34885. * @return the mesh found or null if not found at all
  34886. */
  34887. getMeshByID(id: string): Nullable<AbstractMesh>;
  34888. /**
  34889. * Gets a list of meshes using their id
  34890. * @param id defines the id to search for
  34891. * @returns a list of meshes
  34892. */
  34893. getMeshesByID(id: string): Array<AbstractMesh>;
  34894. /**
  34895. * Gets the first added transform node found of a given ID
  34896. * @param id defines the id to search for
  34897. * @return the found transform node or null if not found at all.
  34898. */
  34899. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34900. /**
  34901. * Gets a transform node with its auto-generated unique id
  34902. * @param uniqueId efines the unique id to search for
  34903. * @return the found transform node or null if not found at all.
  34904. */
  34905. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34906. /**
  34907. * Gets a list of transform nodes using their id
  34908. * @param id defines the id to search for
  34909. * @returns a list of transform nodes
  34910. */
  34911. getTransformNodesByID(id: string): Array<TransformNode>;
  34912. /**
  34913. * Gets a mesh with its auto-generated unique id
  34914. * @param uniqueId defines the unique id to search for
  34915. * @return the found mesh or null if not found at all.
  34916. */
  34917. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  34918. /**
  34919. * Gets a the last added mesh using a given id
  34920. * @param id defines the id to search for
  34921. * @return the found mesh or null if not found at all.
  34922. */
  34923. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  34924. /**
  34925. * Gets a the last added node (Mesh, Camera, Light) using a given id
  34926. * @param id defines the id to search for
  34927. * @return the found node or null if not found at all
  34928. */
  34929. getLastEntryByID(id: string): Nullable<Node>;
  34930. /**
  34931. * Gets a node (Mesh, Camera, Light) using a given id
  34932. * @param id defines the id to search for
  34933. * @return the found node or null if not found at all
  34934. */
  34935. getNodeByID(id: string): Nullable<Node>;
  34936. /**
  34937. * Gets a node (Mesh, Camera, Light) using a given name
  34938. * @param name defines the name to search for
  34939. * @return the found node or null if not found at all.
  34940. */
  34941. getNodeByName(name: string): Nullable<Node>;
  34942. /**
  34943. * Gets a mesh using a given name
  34944. * @param name defines the name to search for
  34945. * @return the found mesh or null if not found at all.
  34946. */
  34947. getMeshByName(name: string): Nullable<AbstractMesh>;
  34948. /**
  34949. * Gets a transform node using a given name
  34950. * @param name defines the name to search for
  34951. * @return the found transform node or null if not found at all.
  34952. */
  34953. getTransformNodeByName(name: string): Nullable<TransformNode>;
  34954. /**
  34955. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  34956. * @param id defines the id to search for
  34957. * @return the found skeleton or null if not found at all.
  34958. */
  34959. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  34960. /**
  34961. * Gets a skeleton using a given auto generated unique id
  34962. * @param uniqueId defines the unique id to search for
  34963. * @return the found skeleton or null if not found at all.
  34964. */
  34965. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  34966. /**
  34967. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  34968. * @param id defines the id to search for
  34969. * @return the found skeleton or null if not found at all.
  34970. */
  34971. getSkeletonById(id: string): Nullable<Skeleton>;
  34972. /**
  34973. * Gets a skeleton using a given name
  34974. * @param name defines the name to search for
  34975. * @return the found skeleton or null if not found at all.
  34976. */
  34977. getSkeletonByName(name: string): Nullable<Skeleton>;
  34978. /**
  34979. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  34980. * @param id defines the id to search for
  34981. * @return the found morph target manager or null if not found at all.
  34982. */
  34983. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  34984. /**
  34985. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  34986. * @param id defines the id to search for
  34987. * @return the found morph target or null if not found at all.
  34988. */
  34989. getMorphTargetById(id: string): Nullable<MorphTarget>;
  34990. /**
  34991. * Gets a boolean indicating if the given mesh is active
  34992. * @param mesh defines the mesh to look for
  34993. * @returns true if the mesh is in the active list
  34994. */
  34995. isActiveMesh(mesh: AbstractMesh): boolean;
  34996. /**
  34997. * Return a unique id as a string which can serve as an identifier for the scene
  34998. */
  34999. readonly uid: string;
  35000. /**
  35001. * Add an externaly attached data from its key.
  35002. * This method call will fail and return false, if such key already exists.
  35003. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35004. * @param key the unique key that identifies the data
  35005. * @param data the data object to associate to the key for this Engine instance
  35006. * @return true if no such key were already present and the data was added successfully, false otherwise
  35007. */
  35008. addExternalData<T>(key: string, data: T): boolean;
  35009. /**
  35010. * Get an externaly attached data from its key
  35011. * @param key the unique key that identifies the data
  35012. * @return the associated data, if present (can be null), or undefined if not present
  35013. */
  35014. getExternalData<T>(key: string): Nullable<T>;
  35015. /**
  35016. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35017. * @param key the unique key that identifies the data
  35018. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35019. * @return the associated data, can be null if the factory returned null.
  35020. */
  35021. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35022. /**
  35023. * Remove an externaly attached data from the Engine instance
  35024. * @param key the unique key that identifies the data
  35025. * @return true if the data was successfully removed, false if it doesn't exist
  35026. */
  35027. removeExternalData(key: string): boolean;
  35028. private _evaluateSubMesh;
  35029. /**
  35030. * Clear the processed materials smart array preventing retention point in material dispose.
  35031. */
  35032. freeProcessedMaterials(): void;
  35033. private _preventFreeActiveMeshesAndRenderingGroups;
  35034. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35035. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35036. * when disposing several meshes in a row or a hierarchy of meshes.
  35037. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35038. */
  35039. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35040. /**
  35041. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35042. */
  35043. freeActiveMeshes(): void;
  35044. /**
  35045. * Clear the info related to rendering groups preventing retention points during dispose.
  35046. */
  35047. freeRenderingGroups(): void;
  35048. /** @hidden */
  35049. _isInIntermediateRendering(): boolean;
  35050. /**
  35051. * Lambda returning the list of potentially active meshes.
  35052. */
  35053. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35054. /**
  35055. * Lambda returning the list of potentially active sub meshes.
  35056. */
  35057. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35058. /**
  35059. * Lambda returning the list of potentially intersecting sub meshes.
  35060. */
  35061. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35062. /**
  35063. * Lambda returning the list of potentially colliding sub meshes.
  35064. */
  35065. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35066. private _activeMeshesFrozen;
  35067. /**
  35068. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35069. * @returns the current scene
  35070. */
  35071. freezeActiveMeshes(): Scene;
  35072. /**
  35073. * Use this function to restart evaluating active meshes on every frame
  35074. * @returns the current scene
  35075. */
  35076. unfreezeActiveMeshes(): Scene;
  35077. private _evaluateActiveMeshes;
  35078. private _activeMesh;
  35079. /**
  35080. * Update the transform matrix to update from the current active camera
  35081. * @param force defines a boolean used to force the update even if cache is up to date
  35082. */
  35083. updateTransformMatrix(force?: boolean): void;
  35084. private _bindFrameBuffer;
  35085. /** @hidden */
  35086. _allowPostProcessClearColor: boolean;
  35087. /** @hidden */
  35088. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35089. private _processSubCameras;
  35090. private _checkIntersections;
  35091. /** @hidden */
  35092. _advancePhysicsEngineStep(step: number): void;
  35093. /**
  35094. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35095. */
  35096. getDeterministicFrameTime: () => number;
  35097. /** @hidden */
  35098. _animate(): void;
  35099. /** Execute all animations (for a frame) */
  35100. animate(): void;
  35101. /**
  35102. * Render the scene
  35103. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35104. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35105. */
  35106. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35107. /**
  35108. * Freeze all materials
  35109. * A frozen material will not be updatable but should be faster to render
  35110. */
  35111. freezeMaterials(): void;
  35112. /**
  35113. * Unfreeze all materials
  35114. * A frozen material will not be updatable but should be faster to render
  35115. */
  35116. unfreezeMaterials(): void;
  35117. /**
  35118. * Releases all held ressources
  35119. */
  35120. dispose(): void;
  35121. /**
  35122. * Gets if the scene is already disposed
  35123. */
  35124. readonly isDisposed: boolean;
  35125. /**
  35126. * Call this function to reduce memory footprint of the scene.
  35127. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35128. */
  35129. clearCachedVertexData(): void;
  35130. /**
  35131. * This function will remove the local cached buffer data from texture.
  35132. * It will save memory but will prevent the texture from being rebuilt
  35133. */
  35134. cleanCachedTextureBuffer(): void;
  35135. /**
  35136. * Get the world extend vectors with an optional filter
  35137. *
  35138. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35139. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35140. */
  35141. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35142. min: Vector3;
  35143. max: Vector3;
  35144. };
  35145. /**
  35146. * Creates a ray that can be used to pick in the scene
  35147. * @param x defines the x coordinate of the origin (on-screen)
  35148. * @param y defines the y coordinate of the origin (on-screen)
  35149. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35150. * @param camera defines the camera to use for the picking
  35151. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35152. * @returns a Ray
  35153. */
  35154. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35155. /**
  35156. * Creates a ray that can be used to pick in the scene
  35157. * @param x defines the x coordinate of the origin (on-screen)
  35158. * @param y defines the y coordinate of the origin (on-screen)
  35159. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35160. * @param result defines the ray where to store the picking ray
  35161. * @param camera defines the camera to use for the picking
  35162. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35163. * @returns the current scene
  35164. */
  35165. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35166. /**
  35167. * Creates a ray that can be used to pick in the scene
  35168. * @param x defines the x coordinate of the origin (on-screen)
  35169. * @param y defines the y coordinate of the origin (on-screen)
  35170. * @param camera defines the camera to use for the picking
  35171. * @returns a Ray
  35172. */
  35173. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35174. /**
  35175. * Creates a ray that can be used to pick in the scene
  35176. * @param x defines the x coordinate of the origin (on-screen)
  35177. * @param y defines the y coordinate of the origin (on-screen)
  35178. * @param result defines the ray where to store the picking ray
  35179. * @param camera defines the camera to use for the picking
  35180. * @returns the current scene
  35181. */
  35182. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35183. /** Launch a ray to try to pick a mesh in the scene
  35184. * @param x position on screen
  35185. * @param y position on screen
  35186. * @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
  35187. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35188. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35189. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35190. * @returns a PickingInfo
  35191. */
  35192. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35193. /** Use the given ray to pick a mesh in the scene
  35194. * @param ray The ray to use to pick meshes
  35195. * @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
  35196. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35197. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35198. * @returns a PickingInfo
  35199. */
  35200. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35201. /**
  35202. * Launch a ray to try to pick a mesh in the scene
  35203. * @param x X position on screen
  35204. * @param y Y position on screen
  35205. * @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
  35206. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35207. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35208. * @returns an array of PickingInfo
  35209. */
  35210. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35211. /**
  35212. * Launch a ray to try to pick a mesh in the scene
  35213. * @param ray Ray to use
  35214. * @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
  35215. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35216. * @returns an array of PickingInfo
  35217. */
  35218. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35219. /**
  35220. * Force the value of meshUnderPointer
  35221. * @param mesh defines the mesh to use
  35222. */
  35223. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35224. /**
  35225. * Gets the mesh under the pointer
  35226. * @returns a Mesh or null if no mesh is under the pointer
  35227. */
  35228. getPointerOverMesh(): Nullable<AbstractMesh>;
  35229. /** @hidden */
  35230. _rebuildGeometries(): void;
  35231. /** @hidden */
  35232. _rebuildTextures(): void;
  35233. private _getByTags;
  35234. /**
  35235. * Get a list of meshes by tags
  35236. * @param tagsQuery defines the tags query to use
  35237. * @param forEach defines a predicate used to filter results
  35238. * @returns an array of Mesh
  35239. */
  35240. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35241. /**
  35242. * Get a list of cameras by tags
  35243. * @param tagsQuery defines the tags query to use
  35244. * @param forEach defines a predicate used to filter results
  35245. * @returns an array of Camera
  35246. */
  35247. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35248. /**
  35249. * Get a list of lights by tags
  35250. * @param tagsQuery defines the tags query to use
  35251. * @param forEach defines a predicate used to filter results
  35252. * @returns an array of Light
  35253. */
  35254. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35255. /**
  35256. * Get a list of materials by tags
  35257. * @param tagsQuery defines the tags query to use
  35258. * @param forEach defines a predicate used to filter results
  35259. * @returns an array of Material
  35260. */
  35261. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35262. /**
  35263. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35264. * This allowed control for front to back rendering or reversly depending of the special needs.
  35265. *
  35266. * @param renderingGroupId The rendering group id corresponding to its index
  35267. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35268. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35269. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35270. */
  35271. 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;
  35272. /**
  35273. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35274. *
  35275. * @param renderingGroupId The rendering group id corresponding to its index
  35276. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35277. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35278. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35279. */
  35280. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35281. /**
  35282. * Gets the current auto clear configuration for one rendering group of the rendering
  35283. * manager.
  35284. * @param index the rendering group index to get the information for
  35285. * @returns The auto clear setup for the requested rendering group
  35286. */
  35287. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35288. private _blockMaterialDirtyMechanism;
  35289. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35290. blockMaterialDirtyMechanism: boolean;
  35291. /**
  35292. * Will flag all materials as dirty to trigger new shader compilation
  35293. * @param flag defines the flag used to specify which material part must be marked as dirty
  35294. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35295. */
  35296. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35297. /** @hidden */
  35298. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35299. /** @hidden */
  35300. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35301. }
  35302. }
  35303. declare module "babylonjs/assetContainer" {
  35304. import { AbstractScene } from "babylonjs/abstractScene";
  35305. import { Scene } from "babylonjs/scene";
  35306. import { Mesh } from "babylonjs/Meshes/mesh";
  35307. /**
  35308. * Set of assets to keep when moving a scene into an asset container.
  35309. */
  35310. export class KeepAssets extends AbstractScene {
  35311. }
  35312. /**
  35313. * Container with a set of assets that can be added or removed from a scene.
  35314. */
  35315. export class AssetContainer extends AbstractScene {
  35316. /**
  35317. * The scene the AssetContainer belongs to.
  35318. */
  35319. scene: Scene;
  35320. /**
  35321. * Instantiates an AssetContainer.
  35322. * @param scene The scene the AssetContainer belongs to.
  35323. */
  35324. constructor(scene: Scene);
  35325. /**
  35326. * Adds all the assets from the container to the scene.
  35327. */
  35328. addAllToScene(): void;
  35329. /**
  35330. * Removes all the assets in the container from the scene
  35331. */
  35332. removeAllFromScene(): void;
  35333. /**
  35334. * Disposes all the assets in the container
  35335. */
  35336. dispose(): void;
  35337. private _moveAssets;
  35338. /**
  35339. * Removes all the assets contained in the scene and adds them to the container.
  35340. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35341. */
  35342. moveAllFromScene(keepAssets?: KeepAssets): void;
  35343. /**
  35344. * 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.
  35345. * @returns the root mesh
  35346. */
  35347. createRootMesh(): Mesh;
  35348. }
  35349. }
  35350. declare module "babylonjs/abstractScene" {
  35351. import { Scene } from "babylonjs/scene";
  35352. import { Nullable } from "babylonjs/types";
  35353. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35354. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35355. import { Geometry } from "babylonjs/Meshes/geometry";
  35356. import { Skeleton } from "babylonjs/Bones/skeleton";
  35357. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35358. import { AssetContainer } from "babylonjs/assetContainer";
  35359. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35360. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35361. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35362. import { Material } from "babylonjs/Materials/material";
  35363. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35364. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35365. import { Camera } from "babylonjs/Cameras/camera";
  35366. import { Light } from "babylonjs/Lights/light";
  35367. import { Node } from "babylonjs/node";
  35368. import { Animation } from "babylonjs/Animations/animation";
  35369. /**
  35370. * Defines how the parser contract is defined.
  35371. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35372. */
  35373. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35374. /**
  35375. * Defines how the individual parser contract is defined.
  35376. * These parser can parse an individual asset
  35377. */
  35378. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35379. /**
  35380. * Base class of the scene acting as a container for the different elements composing a scene.
  35381. * This class is dynamically extended by the different components of the scene increasing
  35382. * flexibility and reducing coupling
  35383. */
  35384. export abstract class AbstractScene {
  35385. /**
  35386. * Stores the list of available parsers in the application.
  35387. */
  35388. private static _BabylonFileParsers;
  35389. /**
  35390. * Stores the list of available individual parsers in the application.
  35391. */
  35392. private static _IndividualBabylonFileParsers;
  35393. /**
  35394. * Adds a parser in the list of available ones
  35395. * @param name Defines the name of the parser
  35396. * @param parser Defines the parser to add
  35397. */
  35398. static AddParser(name: string, parser: BabylonFileParser): void;
  35399. /**
  35400. * Gets a general parser from the list of avaialble ones
  35401. * @param name Defines the name of the parser
  35402. * @returns the requested parser or null
  35403. */
  35404. static GetParser(name: string): Nullable<BabylonFileParser>;
  35405. /**
  35406. * Adds n individual parser in the list of available ones
  35407. * @param name Defines the name of the parser
  35408. * @param parser Defines the parser to add
  35409. */
  35410. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35411. /**
  35412. * Gets an individual parser from the list of avaialble ones
  35413. * @param name Defines the name of the parser
  35414. * @returns the requested parser or null
  35415. */
  35416. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35417. /**
  35418. * Parser json data and populate both a scene and its associated container object
  35419. * @param jsonData Defines the data to parse
  35420. * @param scene Defines the scene to parse the data for
  35421. * @param container Defines the container attached to the parsing sequence
  35422. * @param rootUrl Defines the root url of the data
  35423. */
  35424. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35425. /**
  35426. * Gets the list of root nodes (ie. nodes with no parent)
  35427. */
  35428. rootNodes: Node[];
  35429. /** All of the cameras added to this scene
  35430. * @see http://doc.babylonjs.com/babylon101/cameras
  35431. */
  35432. cameras: Camera[];
  35433. /**
  35434. * All of the lights added to this scene
  35435. * @see http://doc.babylonjs.com/babylon101/lights
  35436. */
  35437. lights: Light[];
  35438. /**
  35439. * All of the (abstract) meshes added to this scene
  35440. */
  35441. meshes: AbstractMesh[];
  35442. /**
  35443. * The list of skeletons added to the scene
  35444. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35445. */
  35446. skeletons: Skeleton[];
  35447. /**
  35448. * All of the particle systems added to this scene
  35449. * @see http://doc.babylonjs.com/babylon101/particles
  35450. */
  35451. particleSystems: IParticleSystem[];
  35452. /**
  35453. * Gets a list of Animations associated with the scene
  35454. */
  35455. animations: Animation[];
  35456. /**
  35457. * All of the animation groups added to this scene
  35458. * @see http://doc.babylonjs.com/how_to/group
  35459. */
  35460. animationGroups: AnimationGroup[];
  35461. /**
  35462. * All of the multi-materials added to this scene
  35463. * @see http://doc.babylonjs.com/how_to/multi_materials
  35464. */
  35465. multiMaterials: MultiMaterial[];
  35466. /**
  35467. * All of the materials added to this scene
  35468. * In the context of a Scene, it is not supposed to be modified manually.
  35469. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35470. * Note also that the order of the Material wihin the array is not significant and might change.
  35471. * @see http://doc.babylonjs.com/babylon101/materials
  35472. */
  35473. materials: Material[];
  35474. /**
  35475. * The list of morph target managers added to the scene
  35476. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35477. */
  35478. morphTargetManagers: MorphTargetManager[];
  35479. /**
  35480. * The list of geometries used in the scene.
  35481. */
  35482. geometries: Geometry[];
  35483. /**
  35484. * All of the tranform nodes added to this scene
  35485. * In the context of a Scene, it is not supposed to be modified manually.
  35486. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35487. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35488. * @see http://doc.babylonjs.com/how_to/transformnode
  35489. */
  35490. transformNodes: TransformNode[];
  35491. /**
  35492. * ActionManagers available on the scene.
  35493. */
  35494. actionManagers: AbstractActionManager[];
  35495. /**
  35496. * Textures to keep.
  35497. */
  35498. textures: BaseTexture[];
  35499. /**
  35500. * Environment texture for the scene
  35501. */
  35502. environmentTexture: Nullable<BaseTexture>;
  35503. }
  35504. }
  35505. declare module "babylonjs/Audio/sound" {
  35506. import { Observable } from "babylonjs/Misc/observable";
  35507. import { Vector3 } from "babylonjs/Maths/math.vector";
  35508. import { Nullable } from "babylonjs/types";
  35509. import { Scene } from "babylonjs/scene";
  35510. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35511. /**
  35512. * Interface used to define options for Sound class
  35513. */
  35514. export interface ISoundOptions {
  35515. /**
  35516. * Does the sound autoplay once loaded.
  35517. */
  35518. autoplay?: boolean;
  35519. /**
  35520. * Does the sound loop after it finishes playing once.
  35521. */
  35522. loop?: boolean;
  35523. /**
  35524. * Sound's volume
  35525. */
  35526. volume?: number;
  35527. /**
  35528. * Is it a spatial sound?
  35529. */
  35530. spatialSound?: boolean;
  35531. /**
  35532. * Maximum distance to hear that sound
  35533. */
  35534. maxDistance?: number;
  35535. /**
  35536. * Uses user defined attenuation function
  35537. */
  35538. useCustomAttenuation?: boolean;
  35539. /**
  35540. * Define the roll off factor of spatial sounds.
  35541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35542. */
  35543. rolloffFactor?: number;
  35544. /**
  35545. * Define the reference distance the sound should be heard perfectly.
  35546. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35547. */
  35548. refDistance?: number;
  35549. /**
  35550. * Define the distance attenuation model the sound will follow.
  35551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35552. */
  35553. distanceModel?: string;
  35554. /**
  35555. * Defines the playback speed (1 by default)
  35556. */
  35557. playbackRate?: number;
  35558. /**
  35559. * Defines if the sound is from a streaming source
  35560. */
  35561. streaming?: boolean;
  35562. /**
  35563. * Defines an optional length (in seconds) inside the sound file
  35564. */
  35565. length?: number;
  35566. /**
  35567. * Defines an optional offset (in seconds) inside the sound file
  35568. */
  35569. offset?: number;
  35570. /**
  35571. * If true, URLs will not be required to state the audio file codec to use.
  35572. */
  35573. skipCodecCheck?: boolean;
  35574. }
  35575. /**
  35576. * Defines a sound that can be played in the application.
  35577. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35578. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35579. */
  35580. export class Sound {
  35581. /**
  35582. * The name of the sound in the scene.
  35583. */
  35584. name: string;
  35585. /**
  35586. * Does the sound autoplay once loaded.
  35587. */
  35588. autoplay: boolean;
  35589. /**
  35590. * Does the sound loop after it finishes playing once.
  35591. */
  35592. loop: boolean;
  35593. /**
  35594. * Does the sound use a custom attenuation curve to simulate the falloff
  35595. * happening when the source gets further away from the camera.
  35596. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35597. */
  35598. useCustomAttenuation: boolean;
  35599. /**
  35600. * The sound track id this sound belongs to.
  35601. */
  35602. soundTrackId: number;
  35603. /**
  35604. * Is this sound currently played.
  35605. */
  35606. isPlaying: boolean;
  35607. /**
  35608. * Is this sound currently paused.
  35609. */
  35610. isPaused: boolean;
  35611. /**
  35612. * Does this sound enables spatial sound.
  35613. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35614. */
  35615. spatialSound: boolean;
  35616. /**
  35617. * Define the reference distance the sound should be heard perfectly.
  35618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35619. */
  35620. refDistance: number;
  35621. /**
  35622. * Define the roll off factor of spatial sounds.
  35623. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35624. */
  35625. rolloffFactor: number;
  35626. /**
  35627. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35628. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35629. */
  35630. maxDistance: number;
  35631. /**
  35632. * Define the distance attenuation model the sound will follow.
  35633. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35634. */
  35635. distanceModel: string;
  35636. /**
  35637. * @hidden
  35638. * Back Compat
  35639. **/
  35640. onended: () => any;
  35641. /**
  35642. * Observable event when the current playing sound finishes.
  35643. */
  35644. onEndedObservable: Observable<Sound>;
  35645. private _panningModel;
  35646. private _playbackRate;
  35647. private _streaming;
  35648. private _startTime;
  35649. private _startOffset;
  35650. private _position;
  35651. /** @hidden */
  35652. _positionInEmitterSpace: boolean;
  35653. private _localDirection;
  35654. private _volume;
  35655. private _isReadyToPlay;
  35656. private _isDirectional;
  35657. private _readyToPlayCallback;
  35658. private _audioBuffer;
  35659. private _soundSource;
  35660. private _streamingSource;
  35661. private _soundPanner;
  35662. private _soundGain;
  35663. private _inputAudioNode;
  35664. private _outputAudioNode;
  35665. private _coneInnerAngle;
  35666. private _coneOuterAngle;
  35667. private _coneOuterGain;
  35668. private _scene;
  35669. private _connectedTransformNode;
  35670. private _customAttenuationFunction;
  35671. private _registerFunc;
  35672. private _isOutputConnected;
  35673. private _htmlAudioElement;
  35674. private _urlType;
  35675. private _length?;
  35676. private _offset?;
  35677. /** @hidden */
  35678. static _SceneComponentInitialization: (scene: Scene) => void;
  35679. /**
  35680. * Create a sound and attach it to a scene
  35681. * @param name Name of your sound
  35682. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35683. * @param scene defines the scene the sound belongs to
  35684. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35685. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35686. */
  35687. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35688. /**
  35689. * Release the sound and its associated resources
  35690. */
  35691. dispose(): void;
  35692. /**
  35693. * Gets if the sounds is ready to be played or not.
  35694. * @returns true if ready, otherwise false
  35695. */
  35696. isReady(): boolean;
  35697. private _soundLoaded;
  35698. /**
  35699. * Sets the data of the sound from an audiobuffer
  35700. * @param audioBuffer The audioBuffer containing the data
  35701. */
  35702. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35703. /**
  35704. * Updates the current sounds options such as maxdistance, loop...
  35705. * @param options A JSON object containing values named as the object properties
  35706. */
  35707. updateOptions(options: ISoundOptions): void;
  35708. private _createSpatialParameters;
  35709. private _updateSpatialParameters;
  35710. /**
  35711. * Switch the panning model to HRTF:
  35712. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35713. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35714. */
  35715. switchPanningModelToHRTF(): void;
  35716. /**
  35717. * Switch the panning model to Equal Power:
  35718. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35719. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35720. */
  35721. switchPanningModelToEqualPower(): void;
  35722. private _switchPanningModel;
  35723. /**
  35724. * Connect this sound to a sound track audio node like gain...
  35725. * @param soundTrackAudioNode the sound track audio node to connect to
  35726. */
  35727. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35728. /**
  35729. * Transform this sound into a directional source
  35730. * @param coneInnerAngle Size of the inner cone in degree
  35731. * @param coneOuterAngle Size of the outer cone in degree
  35732. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35733. */
  35734. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35735. /**
  35736. * Gets or sets the inner angle for the directional cone.
  35737. */
  35738. /**
  35739. * Gets or sets the inner angle for the directional cone.
  35740. */
  35741. directionalConeInnerAngle: number;
  35742. /**
  35743. * Gets or sets the outer angle for the directional cone.
  35744. */
  35745. /**
  35746. * Gets or sets the outer angle for the directional cone.
  35747. */
  35748. directionalConeOuterAngle: number;
  35749. /**
  35750. * Sets the position of the emitter if spatial sound is enabled
  35751. * @param newPosition Defines the new posisiton
  35752. */
  35753. setPosition(newPosition: Vector3): void;
  35754. /**
  35755. * Sets the local direction of the emitter if spatial sound is enabled
  35756. * @param newLocalDirection Defines the new local direction
  35757. */
  35758. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35759. private _updateDirection;
  35760. /** @hidden */
  35761. updateDistanceFromListener(): void;
  35762. /**
  35763. * Sets a new custom attenuation function for the sound.
  35764. * @param callback Defines the function used for the attenuation
  35765. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35766. */
  35767. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35768. /**
  35769. * Play the sound
  35770. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35771. * @param offset (optional) Start the sound at a specific time in seconds
  35772. * @param length (optional) Sound duration (in seconds)
  35773. */
  35774. play(time?: number, offset?: number, length?: number): void;
  35775. private _onended;
  35776. /**
  35777. * Stop the sound
  35778. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35779. */
  35780. stop(time?: number): void;
  35781. /**
  35782. * Put the sound in pause
  35783. */
  35784. pause(): void;
  35785. /**
  35786. * Sets a dedicated volume for this sounds
  35787. * @param newVolume Define the new volume of the sound
  35788. * @param time Define time for gradual change to new volume
  35789. */
  35790. setVolume(newVolume: number, time?: number): void;
  35791. /**
  35792. * Set the sound play back rate
  35793. * @param newPlaybackRate Define the playback rate the sound should be played at
  35794. */
  35795. setPlaybackRate(newPlaybackRate: number): void;
  35796. /**
  35797. * Gets the volume of the sound.
  35798. * @returns the volume of the sound
  35799. */
  35800. getVolume(): number;
  35801. /**
  35802. * Attach the sound to a dedicated mesh
  35803. * @param transformNode The transform node to connect the sound with
  35804. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35805. */
  35806. attachToMesh(transformNode: TransformNode): void;
  35807. /**
  35808. * Detach the sound from the previously attached mesh
  35809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35810. */
  35811. detachFromMesh(): void;
  35812. private _onRegisterAfterWorldMatrixUpdate;
  35813. /**
  35814. * Clone the current sound in the scene.
  35815. * @returns the new sound clone
  35816. */
  35817. clone(): Nullable<Sound>;
  35818. /**
  35819. * Gets the current underlying audio buffer containing the data
  35820. * @returns the audio buffer
  35821. */
  35822. getAudioBuffer(): Nullable<AudioBuffer>;
  35823. /**
  35824. * Serializes the Sound in a JSON representation
  35825. * @returns the JSON representation of the sound
  35826. */
  35827. serialize(): any;
  35828. /**
  35829. * Parse a JSON representation of a sound to innstantiate in a given scene
  35830. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35831. * @param scene Define the scene the new parsed sound should be created in
  35832. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35833. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35834. * @returns the newly parsed sound
  35835. */
  35836. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35837. }
  35838. }
  35839. declare module "babylonjs/Actions/directAudioActions" {
  35840. import { Action } from "babylonjs/Actions/action";
  35841. import { Condition } from "babylonjs/Actions/condition";
  35842. import { Sound } from "babylonjs/Audio/sound";
  35843. /**
  35844. * This defines an action helpful to play a defined sound on a triggered action.
  35845. */
  35846. export class PlaySoundAction extends Action {
  35847. private _sound;
  35848. /**
  35849. * Instantiate the action
  35850. * @param triggerOptions defines the trigger options
  35851. * @param sound defines the sound to play
  35852. * @param condition defines the trigger related conditions
  35853. */
  35854. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35855. /** @hidden */
  35856. _prepare(): void;
  35857. /**
  35858. * Execute the action and play the sound.
  35859. */
  35860. execute(): void;
  35861. /**
  35862. * Serializes the actions and its related information.
  35863. * @param parent defines the object to serialize in
  35864. * @returns the serialized object
  35865. */
  35866. serialize(parent: any): any;
  35867. }
  35868. /**
  35869. * This defines an action helpful to stop a defined sound on a triggered action.
  35870. */
  35871. export class StopSoundAction extends Action {
  35872. private _sound;
  35873. /**
  35874. * Instantiate the action
  35875. * @param triggerOptions defines the trigger options
  35876. * @param sound defines the sound to stop
  35877. * @param condition defines the trigger related conditions
  35878. */
  35879. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35880. /** @hidden */
  35881. _prepare(): void;
  35882. /**
  35883. * Execute the action and stop the sound.
  35884. */
  35885. execute(): void;
  35886. /**
  35887. * Serializes the actions and its related information.
  35888. * @param parent defines the object to serialize in
  35889. * @returns the serialized object
  35890. */
  35891. serialize(parent: any): any;
  35892. }
  35893. }
  35894. declare module "babylonjs/Actions/interpolateValueAction" {
  35895. import { Action } from "babylonjs/Actions/action";
  35896. import { Condition } from "babylonjs/Actions/condition";
  35897. import { Observable } from "babylonjs/Misc/observable";
  35898. /**
  35899. * This defines an action responsible to change the value of a property
  35900. * by interpolating between its current value and the newly set one once triggered.
  35901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35902. */
  35903. export class InterpolateValueAction extends Action {
  35904. /**
  35905. * Defines the path of the property where the value should be interpolated
  35906. */
  35907. propertyPath: string;
  35908. /**
  35909. * Defines the target value at the end of the interpolation.
  35910. */
  35911. value: any;
  35912. /**
  35913. * Defines the time it will take for the property to interpolate to the value.
  35914. */
  35915. duration: number;
  35916. /**
  35917. * Defines if the other scene animations should be stopped when the action has been triggered
  35918. */
  35919. stopOtherAnimations?: boolean;
  35920. /**
  35921. * Defines a callback raised once the interpolation animation has been done.
  35922. */
  35923. onInterpolationDone?: () => void;
  35924. /**
  35925. * Observable triggered once the interpolation animation has been done.
  35926. */
  35927. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  35928. private _target;
  35929. private _effectiveTarget;
  35930. private _property;
  35931. /**
  35932. * Instantiate the action
  35933. * @param triggerOptions defines the trigger options
  35934. * @param target defines the object containing the value to interpolate
  35935. * @param propertyPath defines the path to the property in the target object
  35936. * @param value defines the target value at the end of the interpolation
  35937. * @param duration deines the time it will take for the property to interpolate to the value.
  35938. * @param condition defines the trigger related conditions
  35939. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  35940. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  35941. */
  35942. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  35943. /** @hidden */
  35944. _prepare(): void;
  35945. /**
  35946. * Execute the action starts the value interpolation.
  35947. */
  35948. execute(): void;
  35949. /**
  35950. * Serializes the actions and its related information.
  35951. * @param parent defines the object to serialize in
  35952. * @returns the serialized object
  35953. */
  35954. serialize(parent: any): any;
  35955. }
  35956. }
  35957. declare module "babylonjs/Actions/index" {
  35958. export * from "babylonjs/Actions/action";
  35959. export * from "babylonjs/Actions/actionEvent";
  35960. export * from "babylonjs/Actions/actionManager";
  35961. export * from "babylonjs/Actions/condition";
  35962. export * from "babylonjs/Actions/directActions";
  35963. export * from "babylonjs/Actions/directAudioActions";
  35964. export * from "babylonjs/Actions/interpolateValueAction";
  35965. }
  35966. declare module "babylonjs/Animations/index" {
  35967. export * from "babylonjs/Animations/animatable";
  35968. export * from "babylonjs/Animations/animation";
  35969. export * from "babylonjs/Animations/animationGroup";
  35970. export * from "babylonjs/Animations/animationPropertiesOverride";
  35971. export * from "babylonjs/Animations/easing";
  35972. export * from "babylonjs/Animations/runtimeAnimation";
  35973. export * from "babylonjs/Animations/animationEvent";
  35974. export * from "babylonjs/Animations/animationGroup";
  35975. export * from "babylonjs/Animations/animationKey";
  35976. export * from "babylonjs/Animations/animationRange";
  35977. export * from "babylonjs/Animations/animatable.interface";
  35978. }
  35979. declare module "babylonjs/Audio/soundTrack" {
  35980. import { Sound } from "babylonjs/Audio/sound";
  35981. import { Analyser } from "babylonjs/Audio/analyser";
  35982. import { Scene } from "babylonjs/scene";
  35983. /**
  35984. * Options allowed during the creation of a sound track.
  35985. */
  35986. export interface ISoundTrackOptions {
  35987. /**
  35988. * The volume the sound track should take during creation
  35989. */
  35990. volume?: number;
  35991. /**
  35992. * Define if the sound track is the main sound track of the scene
  35993. */
  35994. mainTrack?: boolean;
  35995. }
  35996. /**
  35997. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  35998. * It will be also used in a future release to apply effects on a specific track.
  35999. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36000. */
  36001. export class SoundTrack {
  36002. /**
  36003. * The unique identifier of the sound track in the scene.
  36004. */
  36005. id: number;
  36006. /**
  36007. * The list of sounds included in the sound track.
  36008. */
  36009. soundCollection: Array<Sound>;
  36010. private _outputAudioNode;
  36011. private _scene;
  36012. private _isMainTrack;
  36013. private _connectedAnalyser;
  36014. private _options;
  36015. private _isInitialized;
  36016. /**
  36017. * Creates a new sound track.
  36018. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36019. * @param scene Define the scene the sound track belongs to
  36020. * @param options
  36021. */
  36022. constructor(scene: Scene, options?: ISoundTrackOptions);
  36023. private _initializeSoundTrackAudioGraph;
  36024. /**
  36025. * Release the sound track and its associated resources
  36026. */
  36027. dispose(): void;
  36028. /**
  36029. * Adds a sound to this sound track
  36030. * @param sound define the cound to add
  36031. * @ignoreNaming
  36032. */
  36033. AddSound(sound: Sound): void;
  36034. /**
  36035. * Removes a sound to this sound track
  36036. * @param sound define the cound to remove
  36037. * @ignoreNaming
  36038. */
  36039. RemoveSound(sound: Sound): void;
  36040. /**
  36041. * Set a global volume for the full sound track.
  36042. * @param newVolume Define the new volume of the sound track
  36043. */
  36044. setVolume(newVolume: number): void;
  36045. /**
  36046. * Switch the panning model to HRTF:
  36047. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36048. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36049. */
  36050. switchPanningModelToHRTF(): void;
  36051. /**
  36052. * Switch the panning model to Equal Power:
  36053. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36054. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36055. */
  36056. switchPanningModelToEqualPower(): void;
  36057. /**
  36058. * Connect the sound track to an audio analyser allowing some amazing
  36059. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36060. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36061. * @param analyser The analyser to connect to the engine
  36062. */
  36063. connectToAnalyser(analyser: Analyser): void;
  36064. }
  36065. }
  36066. declare module "babylonjs/Audio/audioSceneComponent" {
  36067. import { Sound } from "babylonjs/Audio/sound";
  36068. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36069. import { Nullable } from "babylonjs/types";
  36070. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36071. import { Scene } from "babylonjs/scene";
  36072. import { AbstractScene } from "babylonjs/abstractScene";
  36073. module "babylonjs/abstractScene" {
  36074. interface AbstractScene {
  36075. /**
  36076. * The list of sounds used in the scene.
  36077. */
  36078. sounds: Nullable<Array<Sound>>;
  36079. }
  36080. }
  36081. module "babylonjs/scene" {
  36082. interface Scene {
  36083. /**
  36084. * @hidden
  36085. * Backing field
  36086. */
  36087. _mainSoundTrack: SoundTrack;
  36088. /**
  36089. * The main sound track played by the scene.
  36090. * It cotains your primary collection of sounds.
  36091. */
  36092. mainSoundTrack: SoundTrack;
  36093. /**
  36094. * The list of sound tracks added to the scene
  36095. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36096. */
  36097. soundTracks: Nullable<Array<SoundTrack>>;
  36098. /**
  36099. * Gets a sound using a given name
  36100. * @param name defines the name to search for
  36101. * @return the found sound or null if not found at all.
  36102. */
  36103. getSoundByName(name: string): Nullable<Sound>;
  36104. /**
  36105. * Gets or sets if audio support is enabled
  36106. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36107. */
  36108. audioEnabled: boolean;
  36109. /**
  36110. * Gets or sets if audio will be output to headphones
  36111. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36112. */
  36113. headphone: boolean;
  36114. }
  36115. }
  36116. /**
  36117. * Defines the sound scene component responsible to manage any sounds
  36118. * in a given scene.
  36119. */
  36120. export class AudioSceneComponent implements ISceneSerializableComponent {
  36121. /**
  36122. * The component name helpfull to identify the component in the list of scene components.
  36123. */
  36124. readonly name: string;
  36125. /**
  36126. * The scene the component belongs to.
  36127. */
  36128. scene: Scene;
  36129. private _audioEnabled;
  36130. /**
  36131. * Gets whether audio is enabled or not.
  36132. * Please use related enable/disable method to switch state.
  36133. */
  36134. readonly audioEnabled: boolean;
  36135. private _headphone;
  36136. /**
  36137. * Gets whether audio is outputing to headphone or not.
  36138. * Please use the according Switch methods to change output.
  36139. */
  36140. readonly headphone: boolean;
  36141. /**
  36142. * Creates a new instance of the component for the given scene
  36143. * @param scene Defines the scene to register the component in
  36144. */
  36145. constructor(scene: Scene);
  36146. /**
  36147. * Registers the component in a given scene
  36148. */
  36149. register(): void;
  36150. /**
  36151. * Rebuilds the elements related to this component in case of
  36152. * context lost for instance.
  36153. */
  36154. rebuild(): void;
  36155. /**
  36156. * Serializes the component data to the specified json object
  36157. * @param serializationObject The object to serialize to
  36158. */
  36159. serialize(serializationObject: any): void;
  36160. /**
  36161. * Adds all the elements from the container to the scene
  36162. * @param container the container holding the elements
  36163. */
  36164. addFromContainer(container: AbstractScene): void;
  36165. /**
  36166. * Removes all the elements in the container from the scene
  36167. * @param container contains the elements to remove
  36168. * @param dispose if the removed element should be disposed (default: false)
  36169. */
  36170. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36171. /**
  36172. * Disposes the component and the associated ressources.
  36173. */
  36174. dispose(): void;
  36175. /**
  36176. * Disables audio in the associated scene.
  36177. */
  36178. disableAudio(): void;
  36179. /**
  36180. * Enables audio in the associated scene.
  36181. */
  36182. enableAudio(): void;
  36183. /**
  36184. * Switch audio to headphone output.
  36185. */
  36186. switchAudioModeForHeadphones(): void;
  36187. /**
  36188. * Switch audio to normal speakers.
  36189. */
  36190. switchAudioModeForNormalSpeakers(): void;
  36191. private _afterRender;
  36192. }
  36193. }
  36194. declare module "babylonjs/Audio/weightedsound" {
  36195. import { Sound } from "babylonjs/Audio/sound";
  36196. /**
  36197. * Wraps one or more Sound objects and selects one with random weight for playback.
  36198. */
  36199. export class WeightedSound {
  36200. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36201. loop: boolean;
  36202. private _coneInnerAngle;
  36203. private _coneOuterAngle;
  36204. private _volume;
  36205. /** A Sound is currently playing. */
  36206. isPlaying: boolean;
  36207. /** A Sound is currently paused. */
  36208. isPaused: boolean;
  36209. private _sounds;
  36210. private _weights;
  36211. private _currentIndex?;
  36212. /**
  36213. * Creates a new WeightedSound from the list of sounds given.
  36214. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36215. * @param sounds Array of Sounds that will be selected from.
  36216. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36217. */
  36218. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36219. /**
  36220. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36221. */
  36222. /**
  36223. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36224. */
  36225. directionalConeInnerAngle: number;
  36226. /**
  36227. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36228. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36229. */
  36230. /**
  36231. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36232. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36233. */
  36234. directionalConeOuterAngle: number;
  36235. /**
  36236. * Playback volume.
  36237. */
  36238. /**
  36239. * Playback volume.
  36240. */
  36241. volume: number;
  36242. private _onended;
  36243. /**
  36244. * Suspend playback
  36245. */
  36246. pause(): void;
  36247. /**
  36248. * Stop playback
  36249. */
  36250. stop(): void;
  36251. /**
  36252. * Start playback.
  36253. * @param startOffset Position the clip head at a specific time in seconds.
  36254. */
  36255. play(startOffset?: number): void;
  36256. }
  36257. }
  36258. declare module "babylonjs/Audio/index" {
  36259. export * from "babylonjs/Audio/analyser";
  36260. export * from "babylonjs/Audio/audioEngine";
  36261. export * from "babylonjs/Audio/audioSceneComponent";
  36262. export * from "babylonjs/Audio/sound";
  36263. export * from "babylonjs/Audio/soundTrack";
  36264. export * from "babylonjs/Audio/weightedsound";
  36265. }
  36266. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36267. import { Behavior } from "babylonjs/Behaviors/behavior";
  36268. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36269. import { BackEase } from "babylonjs/Animations/easing";
  36270. /**
  36271. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36272. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36273. */
  36274. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36275. /**
  36276. * Gets the name of the behavior.
  36277. */
  36278. readonly name: string;
  36279. /**
  36280. * The easing function used by animations
  36281. */
  36282. static EasingFunction: BackEase;
  36283. /**
  36284. * The easing mode used by animations
  36285. */
  36286. static EasingMode: number;
  36287. /**
  36288. * The duration of the animation, in milliseconds
  36289. */
  36290. transitionDuration: number;
  36291. /**
  36292. * Length of the distance animated by the transition when lower radius is reached
  36293. */
  36294. lowerRadiusTransitionRange: number;
  36295. /**
  36296. * Length of the distance animated by the transition when upper radius is reached
  36297. */
  36298. upperRadiusTransitionRange: number;
  36299. private _autoTransitionRange;
  36300. /**
  36301. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36302. */
  36303. /**
  36304. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36305. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36306. */
  36307. autoTransitionRange: boolean;
  36308. private _attachedCamera;
  36309. private _onAfterCheckInputsObserver;
  36310. private _onMeshTargetChangedObserver;
  36311. /**
  36312. * Initializes the behavior.
  36313. */
  36314. init(): void;
  36315. /**
  36316. * Attaches the behavior to its arc rotate camera.
  36317. * @param camera Defines the camera to attach the behavior to
  36318. */
  36319. attach(camera: ArcRotateCamera): void;
  36320. /**
  36321. * Detaches the behavior from its current arc rotate camera.
  36322. */
  36323. detach(): void;
  36324. private _radiusIsAnimating;
  36325. private _radiusBounceTransition;
  36326. private _animatables;
  36327. private _cachedWheelPrecision;
  36328. /**
  36329. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36330. * @param radiusLimit The limit to check against.
  36331. * @return Bool to indicate if at limit.
  36332. */
  36333. private _isRadiusAtLimit;
  36334. /**
  36335. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36336. * @param radiusDelta The delta by which to animate to. Can be negative.
  36337. */
  36338. private _applyBoundRadiusAnimation;
  36339. /**
  36340. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36341. */
  36342. protected _clearAnimationLocks(): void;
  36343. /**
  36344. * Stops and removes all animations that have been applied to the camera
  36345. */
  36346. stopAllAnimations(): void;
  36347. }
  36348. }
  36349. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36350. import { Behavior } from "babylonjs/Behaviors/behavior";
  36351. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36352. import { ExponentialEase } from "babylonjs/Animations/easing";
  36353. import { Nullable } from "babylonjs/types";
  36354. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36355. import { Vector3 } from "babylonjs/Maths/math.vector";
  36356. /**
  36357. * 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.
  36358. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36359. */
  36360. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36361. /**
  36362. * Gets the name of the behavior.
  36363. */
  36364. readonly name: string;
  36365. private _mode;
  36366. private _radiusScale;
  36367. private _positionScale;
  36368. private _defaultElevation;
  36369. private _elevationReturnTime;
  36370. private _elevationReturnWaitTime;
  36371. private _zoomStopsAnimation;
  36372. private _framingTime;
  36373. /**
  36374. * The easing function used by animations
  36375. */
  36376. static EasingFunction: ExponentialEase;
  36377. /**
  36378. * The easing mode used by animations
  36379. */
  36380. static EasingMode: number;
  36381. /**
  36382. * Sets the current mode used by the behavior
  36383. */
  36384. /**
  36385. * Gets current mode used by the behavior.
  36386. */
  36387. mode: number;
  36388. /**
  36389. * Sets the scale applied to the radius (1 by default)
  36390. */
  36391. /**
  36392. * Gets the scale applied to the radius
  36393. */
  36394. radiusScale: number;
  36395. /**
  36396. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36397. */
  36398. /**
  36399. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36400. */
  36401. positionScale: number;
  36402. /**
  36403. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36404. * behaviour is triggered, in radians.
  36405. */
  36406. /**
  36407. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36408. * behaviour is triggered, in radians.
  36409. */
  36410. defaultElevation: number;
  36411. /**
  36412. * Sets the time (in milliseconds) taken to return to the default beta position.
  36413. * Negative value indicates camera should not return to default.
  36414. */
  36415. /**
  36416. * Gets the time (in milliseconds) taken to return to the default beta position.
  36417. * Negative value indicates camera should not return to default.
  36418. */
  36419. elevationReturnTime: number;
  36420. /**
  36421. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36422. */
  36423. /**
  36424. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36425. */
  36426. elevationReturnWaitTime: number;
  36427. /**
  36428. * Sets the flag that indicates if user zooming should stop animation.
  36429. */
  36430. /**
  36431. * Gets the flag that indicates if user zooming should stop animation.
  36432. */
  36433. zoomStopsAnimation: boolean;
  36434. /**
  36435. * Sets the transition time when framing the mesh, in milliseconds
  36436. */
  36437. /**
  36438. * Gets the transition time when framing the mesh, in milliseconds
  36439. */
  36440. framingTime: number;
  36441. /**
  36442. * Define if the behavior should automatically change the configured
  36443. * camera limits and sensibilities.
  36444. */
  36445. autoCorrectCameraLimitsAndSensibility: boolean;
  36446. private _onPrePointerObservableObserver;
  36447. private _onAfterCheckInputsObserver;
  36448. private _onMeshTargetChangedObserver;
  36449. private _attachedCamera;
  36450. private _isPointerDown;
  36451. private _lastInteractionTime;
  36452. /**
  36453. * Initializes the behavior.
  36454. */
  36455. init(): void;
  36456. /**
  36457. * Attaches the behavior to its arc rotate camera.
  36458. * @param camera Defines the camera to attach the behavior to
  36459. */
  36460. attach(camera: ArcRotateCamera): void;
  36461. /**
  36462. * Detaches the behavior from its current arc rotate camera.
  36463. */
  36464. detach(): void;
  36465. private _animatables;
  36466. private _betaIsAnimating;
  36467. private _betaTransition;
  36468. private _radiusTransition;
  36469. private _vectorTransition;
  36470. /**
  36471. * Targets the given mesh and updates zoom level accordingly.
  36472. * @param mesh The mesh to target.
  36473. * @param radius Optional. If a cached radius position already exists, overrides default.
  36474. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36475. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36476. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36477. */
  36478. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36479. /**
  36480. * Targets the given mesh with its children and updates zoom level accordingly.
  36481. * @param mesh The mesh to target.
  36482. * @param radius Optional. If a cached radius position already exists, overrides default.
  36483. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36484. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36485. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36486. */
  36487. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36488. /**
  36489. * Targets the given meshes with their children and updates zoom level accordingly.
  36490. * @param meshes The mesh to target.
  36491. * @param radius Optional. If a cached radius position already exists, overrides default.
  36492. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36493. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36494. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36495. */
  36496. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36497. /**
  36498. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36499. * @param minimumWorld Determines the smaller position of the bounding box extend
  36500. * @param maximumWorld Determines the bigger position of the bounding box extend
  36501. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36502. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36503. */
  36504. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36505. /**
  36506. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36507. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36508. * frustum width.
  36509. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36510. * to fully enclose the mesh in the viewing frustum.
  36511. */
  36512. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36513. /**
  36514. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36515. * is automatically returned to its default position (expected to be above ground plane).
  36516. */
  36517. private _maintainCameraAboveGround;
  36518. /**
  36519. * Returns the frustum slope based on the canvas ratio and camera FOV
  36520. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36521. */
  36522. private _getFrustumSlope;
  36523. /**
  36524. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36525. */
  36526. private _clearAnimationLocks;
  36527. /**
  36528. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36529. */
  36530. private _applyUserInteraction;
  36531. /**
  36532. * Stops and removes all animations that have been applied to the camera
  36533. */
  36534. stopAllAnimations(): void;
  36535. /**
  36536. * Gets a value indicating if the user is moving the camera
  36537. */
  36538. readonly isUserIsMoving: boolean;
  36539. /**
  36540. * The camera can move all the way towards the mesh.
  36541. */
  36542. static IgnoreBoundsSizeMode: number;
  36543. /**
  36544. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36545. */
  36546. static FitFrustumSidesMode: number;
  36547. }
  36548. }
  36549. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36550. import { Nullable } from "babylonjs/types";
  36551. import { Camera } from "babylonjs/Cameras/camera";
  36552. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36553. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36554. /**
  36555. * Base class for Camera Pointer Inputs.
  36556. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36557. * for example usage.
  36558. */
  36559. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36560. /**
  36561. * Defines the camera the input is attached to.
  36562. */
  36563. abstract camera: Camera;
  36564. /**
  36565. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36566. */
  36567. protected _altKey: boolean;
  36568. protected _ctrlKey: boolean;
  36569. protected _metaKey: boolean;
  36570. protected _shiftKey: boolean;
  36571. /**
  36572. * Which mouse buttons were pressed at time of last mouse event.
  36573. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36574. */
  36575. protected _buttonsPressed: number;
  36576. /**
  36577. * Defines the buttons associated with the input to handle camera move.
  36578. */
  36579. buttons: number[];
  36580. /**
  36581. * Attach the input controls to a specific dom element to get the input from.
  36582. * @param element Defines the element the controls should be listened from
  36583. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36584. */
  36585. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36586. /**
  36587. * Detach the current controls from the specified dom element.
  36588. * @param element Defines the element to stop listening the inputs from
  36589. */
  36590. detachControl(element: Nullable<HTMLElement>): void;
  36591. /**
  36592. * Gets the class name of the current input.
  36593. * @returns the class name
  36594. */
  36595. getClassName(): string;
  36596. /**
  36597. * Get the friendly name associated with the input class.
  36598. * @returns the input friendly name
  36599. */
  36600. getSimpleName(): string;
  36601. /**
  36602. * Called on pointer POINTERDOUBLETAP event.
  36603. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36604. */
  36605. protected onDoubleTap(type: string): void;
  36606. /**
  36607. * Called on pointer POINTERMOVE event if only a single touch is active.
  36608. * Override this method to provide functionality.
  36609. */
  36610. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36611. /**
  36612. * Called on pointer POINTERMOVE event if multiple touches are active.
  36613. * Override this method to provide functionality.
  36614. */
  36615. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36616. /**
  36617. * Called on JS contextmenu event.
  36618. * Override this method to provide functionality.
  36619. */
  36620. protected onContextMenu(evt: PointerEvent): void;
  36621. /**
  36622. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36623. * press.
  36624. * Override this method to provide functionality.
  36625. */
  36626. protected onButtonDown(evt: PointerEvent): void;
  36627. /**
  36628. * Called each time a new POINTERUP event occurs. Ie, for each button
  36629. * release.
  36630. * Override this method to provide functionality.
  36631. */
  36632. protected onButtonUp(evt: PointerEvent): void;
  36633. /**
  36634. * Called when window becomes inactive.
  36635. * Override this method to provide functionality.
  36636. */
  36637. protected onLostFocus(): void;
  36638. private _pointerInput;
  36639. private _observer;
  36640. private _onLostFocus;
  36641. private pointA;
  36642. private pointB;
  36643. }
  36644. }
  36645. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36646. import { Nullable } from "babylonjs/types";
  36647. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36648. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36649. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36650. /**
  36651. * Manage the pointers inputs to control an arc rotate camera.
  36652. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36653. */
  36654. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36655. /**
  36656. * Defines the camera the input is attached to.
  36657. */
  36658. camera: ArcRotateCamera;
  36659. /**
  36660. * Gets the class name of the current input.
  36661. * @returns the class name
  36662. */
  36663. getClassName(): string;
  36664. /**
  36665. * Defines the buttons associated with the input to handle camera move.
  36666. */
  36667. buttons: number[];
  36668. /**
  36669. * Defines the pointer angular sensibility along the X axis or how fast is
  36670. * the camera rotating.
  36671. */
  36672. angularSensibilityX: number;
  36673. /**
  36674. * Defines the pointer angular sensibility along the Y axis or how fast is
  36675. * the camera rotating.
  36676. */
  36677. angularSensibilityY: number;
  36678. /**
  36679. * Defines the pointer pinch precision or how fast is the camera zooming.
  36680. */
  36681. pinchPrecision: number;
  36682. /**
  36683. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36684. * from 0.
  36685. * It defines the percentage of current camera.radius to use as delta when
  36686. * pinch zoom is used.
  36687. */
  36688. pinchDeltaPercentage: number;
  36689. /**
  36690. * Defines the pointer panning sensibility or how fast is the camera moving.
  36691. */
  36692. panningSensibility: number;
  36693. /**
  36694. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36695. */
  36696. multiTouchPanning: boolean;
  36697. /**
  36698. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36699. * zoom (pinch) through multitouch.
  36700. */
  36701. multiTouchPanAndZoom: boolean;
  36702. /**
  36703. * Revers pinch action direction.
  36704. */
  36705. pinchInwards: boolean;
  36706. private _isPanClick;
  36707. private _twoFingerActivityCount;
  36708. private _isPinching;
  36709. /**
  36710. * Called on pointer POINTERMOVE event if only a single touch is active.
  36711. */
  36712. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36713. /**
  36714. * Called on pointer POINTERDOUBLETAP event.
  36715. */
  36716. protected onDoubleTap(type: string): void;
  36717. /**
  36718. * Called on pointer POINTERMOVE event if multiple touches are active.
  36719. */
  36720. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36721. /**
  36722. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36723. * press.
  36724. */
  36725. protected onButtonDown(evt: PointerEvent): void;
  36726. /**
  36727. * Called each time a new POINTERUP event occurs. Ie, for each button
  36728. * release.
  36729. */
  36730. protected onButtonUp(evt: PointerEvent): void;
  36731. /**
  36732. * Called when window becomes inactive.
  36733. */
  36734. protected onLostFocus(): void;
  36735. }
  36736. }
  36737. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36738. import { Nullable } from "babylonjs/types";
  36739. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36740. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36741. /**
  36742. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36743. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36744. */
  36745. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36746. /**
  36747. * Defines the camera the input is attached to.
  36748. */
  36749. camera: ArcRotateCamera;
  36750. /**
  36751. * Defines the list of key codes associated with the up action (increase alpha)
  36752. */
  36753. keysUp: number[];
  36754. /**
  36755. * Defines the list of key codes associated with the down action (decrease alpha)
  36756. */
  36757. keysDown: number[];
  36758. /**
  36759. * Defines the list of key codes associated with the left action (increase beta)
  36760. */
  36761. keysLeft: number[];
  36762. /**
  36763. * Defines the list of key codes associated with the right action (decrease beta)
  36764. */
  36765. keysRight: number[];
  36766. /**
  36767. * Defines the list of key codes associated with the reset action.
  36768. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36769. */
  36770. keysReset: number[];
  36771. /**
  36772. * Defines the panning sensibility of the inputs.
  36773. * (How fast is the camera paning)
  36774. */
  36775. panningSensibility: number;
  36776. /**
  36777. * Defines the zooming sensibility of the inputs.
  36778. * (How fast is the camera zooming)
  36779. */
  36780. zoomingSensibility: number;
  36781. /**
  36782. * Defines wether maintaining the alt key down switch the movement mode from
  36783. * orientation to zoom.
  36784. */
  36785. useAltToZoom: boolean;
  36786. /**
  36787. * Rotation speed of the camera
  36788. */
  36789. angularSpeed: number;
  36790. private _keys;
  36791. private _ctrlPressed;
  36792. private _altPressed;
  36793. private _onCanvasBlurObserver;
  36794. private _onKeyboardObserver;
  36795. private _engine;
  36796. private _scene;
  36797. /**
  36798. * Attach the input controls to a specific dom element to get the input from.
  36799. * @param element Defines the element the controls should be listened from
  36800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36801. */
  36802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36803. /**
  36804. * Detach the current controls from the specified dom element.
  36805. * @param element Defines the element to stop listening the inputs from
  36806. */
  36807. detachControl(element: Nullable<HTMLElement>): void;
  36808. /**
  36809. * Update the current camera state depending on the inputs that have been used this frame.
  36810. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36811. */
  36812. checkInputs(): void;
  36813. /**
  36814. * Gets the class name of the current intput.
  36815. * @returns the class name
  36816. */
  36817. getClassName(): string;
  36818. /**
  36819. * Get the friendly name associated with the input class.
  36820. * @returns the input friendly name
  36821. */
  36822. getSimpleName(): string;
  36823. }
  36824. }
  36825. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36826. import { Nullable } from "babylonjs/types";
  36827. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36828. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36829. /**
  36830. * Manage the mouse wheel inputs to control an arc rotate camera.
  36831. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36832. */
  36833. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36834. /**
  36835. * Defines the camera the input is attached to.
  36836. */
  36837. camera: ArcRotateCamera;
  36838. /**
  36839. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36840. */
  36841. wheelPrecision: number;
  36842. /**
  36843. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36844. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36845. */
  36846. wheelDeltaPercentage: number;
  36847. private _wheel;
  36848. private _observer;
  36849. private computeDeltaFromMouseWheelLegacyEvent;
  36850. /**
  36851. * Attach the input controls to a specific dom element to get the input from.
  36852. * @param element Defines the element the controls should be listened from
  36853. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36854. */
  36855. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36856. /**
  36857. * Detach the current controls from the specified dom element.
  36858. * @param element Defines the element to stop listening the inputs from
  36859. */
  36860. detachControl(element: Nullable<HTMLElement>): void;
  36861. /**
  36862. * Gets the class name of the current intput.
  36863. * @returns the class name
  36864. */
  36865. getClassName(): string;
  36866. /**
  36867. * Get the friendly name associated with the input class.
  36868. * @returns the input friendly name
  36869. */
  36870. getSimpleName(): string;
  36871. }
  36872. }
  36873. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36874. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36875. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36876. /**
  36877. * Default Inputs manager for the ArcRotateCamera.
  36878. * It groups all the default supported inputs for ease of use.
  36879. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36880. */
  36881. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36882. /**
  36883. * Instantiates a new ArcRotateCameraInputsManager.
  36884. * @param camera Defines the camera the inputs belong to
  36885. */
  36886. constructor(camera: ArcRotateCamera);
  36887. /**
  36888. * Add mouse wheel input support to the input manager.
  36889. * @returns the current input manager
  36890. */
  36891. addMouseWheel(): ArcRotateCameraInputsManager;
  36892. /**
  36893. * Add pointers input support to the input manager.
  36894. * @returns the current input manager
  36895. */
  36896. addPointers(): ArcRotateCameraInputsManager;
  36897. /**
  36898. * Add keyboard input support to the input manager.
  36899. * @returns the current input manager
  36900. */
  36901. addKeyboard(): ArcRotateCameraInputsManager;
  36902. }
  36903. }
  36904. declare module "babylonjs/Cameras/arcRotateCamera" {
  36905. import { Observable } from "babylonjs/Misc/observable";
  36906. import { Nullable } from "babylonjs/types";
  36907. import { Scene } from "babylonjs/scene";
  36908. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  36909. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36910. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  36911. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  36912. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  36913. import { Camera } from "babylonjs/Cameras/camera";
  36914. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  36915. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  36916. import { Collider } from "babylonjs/Collisions/collider";
  36917. /**
  36918. * This represents an orbital type of camera.
  36919. *
  36920. * 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.
  36921. * 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.
  36922. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  36923. */
  36924. export class ArcRotateCamera extends TargetCamera {
  36925. /**
  36926. * Defines the rotation angle of the camera along the longitudinal axis.
  36927. */
  36928. alpha: number;
  36929. /**
  36930. * Defines the rotation angle of the camera along the latitudinal axis.
  36931. */
  36932. beta: number;
  36933. /**
  36934. * Defines the radius of the camera from it s target point.
  36935. */
  36936. radius: number;
  36937. protected _target: Vector3;
  36938. protected _targetHost: Nullable<AbstractMesh>;
  36939. /**
  36940. * Defines the target point of the camera.
  36941. * The camera looks towards it form the radius distance.
  36942. */
  36943. target: Vector3;
  36944. /**
  36945. * Define the current local position of the camera in the scene
  36946. */
  36947. position: Vector3;
  36948. protected _upVector: Vector3;
  36949. protected _upToYMatrix: Matrix;
  36950. protected _YToUpMatrix: Matrix;
  36951. /**
  36952. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  36953. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  36954. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  36955. */
  36956. upVector: Vector3;
  36957. /**
  36958. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  36959. */
  36960. setMatUp(): void;
  36961. /**
  36962. * Current inertia value on the longitudinal axis.
  36963. * The bigger this number the longer it will take for the camera to stop.
  36964. */
  36965. inertialAlphaOffset: number;
  36966. /**
  36967. * Current inertia value on the latitudinal axis.
  36968. * The bigger this number the longer it will take for the camera to stop.
  36969. */
  36970. inertialBetaOffset: number;
  36971. /**
  36972. * Current inertia value on the radius axis.
  36973. * The bigger this number the longer it will take for the camera to stop.
  36974. */
  36975. inertialRadiusOffset: number;
  36976. /**
  36977. * Minimum allowed angle on the longitudinal axis.
  36978. * This can help limiting how the Camera is able to move in the scene.
  36979. */
  36980. lowerAlphaLimit: Nullable<number>;
  36981. /**
  36982. * Maximum allowed angle on the longitudinal axis.
  36983. * This can help limiting how the Camera is able to move in the scene.
  36984. */
  36985. upperAlphaLimit: Nullable<number>;
  36986. /**
  36987. * Minimum allowed angle on the latitudinal axis.
  36988. * This can help limiting how the Camera is able to move in the scene.
  36989. */
  36990. lowerBetaLimit: number;
  36991. /**
  36992. * Maximum allowed angle on the latitudinal axis.
  36993. * This can help limiting how the Camera is able to move in the scene.
  36994. */
  36995. upperBetaLimit: number;
  36996. /**
  36997. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  36998. * This can help limiting how the Camera is able to move in the scene.
  36999. */
  37000. lowerRadiusLimit: Nullable<number>;
  37001. /**
  37002. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37003. * This can help limiting how the Camera is able to move in the scene.
  37004. */
  37005. upperRadiusLimit: Nullable<number>;
  37006. /**
  37007. * Defines the current inertia value used during panning of the camera along the X axis.
  37008. */
  37009. inertialPanningX: number;
  37010. /**
  37011. * Defines the current inertia value used during panning of the camera along the Y axis.
  37012. */
  37013. inertialPanningY: number;
  37014. /**
  37015. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37016. * Basically if your fingers moves away from more than this distance you will be considered
  37017. * in pinch mode.
  37018. */
  37019. pinchToPanMaxDistance: number;
  37020. /**
  37021. * Defines the maximum distance the camera can pan.
  37022. * This could help keeping the cammera always in your scene.
  37023. */
  37024. panningDistanceLimit: Nullable<number>;
  37025. /**
  37026. * Defines the target of the camera before paning.
  37027. */
  37028. panningOriginTarget: Vector3;
  37029. /**
  37030. * Defines the value of the inertia used during panning.
  37031. * 0 would mean stop inertia and one would mean no decelleration at all.
  37032. */
  37033. panningInertia: number;
  37034. /**
  37035. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37036. */
  37037. angularSensibilityX: number;
  37038. /**
  37039. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37040. */
  37041. angularSensibilityY: number;
  37042. /**
  37043. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37044. */
  37045. pinchPrecision: number;
  37046. /**
  37047. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37048. * It will be used instead of pinchDeltaPrecision if different from 0.
  37049. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37050. */
  37051. pinchDeltaPercentage: number;
  37052. /**
  37053. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37054. */
  37055. panningSensibility: number;
  37056. /**
  37057. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37058. */
  37059. keysUp: number[];
  37060. /**
  37061. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37062. */
  37063. keysDown: number[];
  37064. /**
  37065. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37066. */
  37067. keysLeft: number[];
  37068. /**
  37069. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37070. */
  37071. keysRight: number[];
  37072. /**
  37073. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37074. */
  37075. wheelPrecision: number;
  37076. /**
  37077. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37078. * It will be used instead of pinchDeltaPrecision if different from 0.
  37079. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37080. */
  37081. wheelDeltaPercentage: number;
  37082. /**
  37083. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37084. */
  37085. zoomOnFactor: number;
  37086. /**
  37087. * Defines a screen offset for the camera position.
  37088. */
  37089. targetScreenOffset: Vector2;
  37090. /**
  37091. * Allows the camera to be completely reversed.
  37092. * If false the camera can not arrive upside down.
  37093. */
  37094. allowUpsideDown: boolean;
  37095. /**
  37096. * Define if double tap/click is used to restore the previously saved state of the camera.
  37097. */
  37098. useInputToRestoreState: boolean;
  37099. /** @hidden */
  37100. _viewMatrix: Matrix;
  37101. /** @hidden */
  37102. _useCtrlForPanning: boolean;
  37103. /** @hidden */
  37104. _panningMouseButton: number;
  37105. /**
  37106. * Defines the input associated to the camera.
  37107. */
  37108. inputs: ArcRotateCameraInputsManager;
  37109. /** @hidden */
  37110. _reset: () => void;
  37111. /**
  37112. * Defines the allowed panning axis.
  37113. */
  37114. panningAxis: Vector3;
  37115. protected _localDirection: Vector3;
  37116. protected _transformedDirection: Vector3;
  37117. private _bouncingBehavior;
  37118. /**
  37119. * Gets the bouncing behavior of the camera if it has been enabled.
  37120. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37121. */
  37122. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37123. /**
  37124. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37125. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37126. */
  37127. useBouncingBehavior: boolean;
  37128. private _framingBehavior;
  37129. /**
  37130. * Gets the framing behavior of the camera if it has been enabled.
  37131. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37132. */
  37133. readonly framingBehavior: Nullable<FramingBehavior>;
  37134. /**
  37135. * Defines if the framing behavior of the camera is enabled on the camera.
  37136. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37137. */
  37138. useFramingBehavior: boolean;
  37139. private _autoRotationBehavior;
  37140. /**
  37141. * Gets the auto rotation behavior of the camera if it has been enabled.
  37142. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37143. */
  37144. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37145. /**
  37146. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37147. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37148. */
  37149. useAutoRotationBehavior: boolean;
  37150. /**
  37151. * Observable triggered when the mesh target has been changed on the camera.
  37152. */
  37153. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37154. /**
  37155. * Event raised when the camera is colliding with a mesh.
  37156. */
  37157. onCollide: (collidedMesh: AbstractMesh) => void;
  37158. /**
  37159. * Defines whether the camera should check collision with the objects oh the scene.
  37160. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37161. */
  37162. checkCollisions: boolean;
  37163. /**
  37164. * Defines the collision radius of the camera.
  37165. * This simulates a sphere around the camera.
  37166. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37167. */
  37168. collisionRadius: Vector3;
  37169. protected _collider: Collider;
  37170. protected _previousPosition: Vector3;
  37171. protected _collisionVelocity: Vector3;
  37172. protected _newPosition: Vector3;
  37173. protected _previousAlpha: number;
  37174. protected _previousBeta: number;
  37175. protected _previousRadius: number;
  37176. protected _collisionTriggered: boolean;
  37177. protected _targetBoundingCenter: Nullable<Vector3>;
  37178. private _computationVector;
  37179. /**
  37180. * Instantiates a new ArcRotateCamera in a given scene
  37181. * @param name Defines the name of the camera
  37182. * @param alpha Defines the camera rotation along the logitudinal axis
  37183. * @param beta Defines the camera rotation along the latitudinal axis
  37184. * @param radius Defines the camera distance from its target
  37185. * @param target Defines the camera target
  37186. * @param scene Defines the scene the camera belongs to
  37187. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37188. */
  37189. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37190. /** @hidden */
  37191. _initCache(): void;
  37192. /** @hidden */
  37193. _updateCache(ignoreParentClass?: boolean): void;
  37194. protected _getTargetPosition(): Vector3;
  37195. private _storedAlpha;
  37196. private _storedBeta;
  37197. private _storedRadius;
  37198. private _storedTarget;
  37199. /**
  37200. * Stores the current state of the camera (alpha, beta, radius and target)
  37201. * @returns the camera itself
  37202. */
  37203. storeState(): Camera;
  37204. /**
  37205. * @hidden
  37206. * Restored camera state. You must call storeState() first
  37207. */
  37208. _restoreStateValues(): boolean;
  37209. /** @hidden */
  37210. _isSynchronizedViewMatrix(): boolean;
  37211. /**
  37212. * Attached controls to the current camera.
  37213. * @param element Defines the element the controls should be listened from
  37214. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37215. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37216. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37217. */
  37218. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37219. /**
  37220. * Detach the current controls from the camera.
  37221. * The camera will stop reacting to inputs.
  37222. * @param element Defines the element to stop listening the inputs from
  37223. */
  37224. detachControl(element: HTMLElement): void;
  37225. /** @hidden */
  37226. _checkInputs(): void;
  37227. protected _checkLimits(): void;
  37228. /**
  37229. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37230. */
  37231. rebuildAnglesAndRadius(): void;
  37232. /**
  37233. * Use a position to define the current camera related information like aplha, beta and radius
  37234. * @param position Defines the position to set the camera at
  37235. */
  37236. setPosition(position: Vector3): void;
  37237. /**
  37238. * Defines the target the camera should look at.
  37239. * This will automatically adapt alpha beta and radius to fit within the new target.
  37240. * @param target Defines the new target as a Vector or a mesh
  37241. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37242. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37243. */
  37244. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37245. /** @hidden */
  37246. _getViewMatrix(): Matrix;
  37247. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37248. /**
  37249. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37250. * @param meshes Defines the mesh to zoom on
  37251. * @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)
  37252. */
  37253. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37254. /**
  37255. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37256. * The target will be changed but the radius
  37257. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37258. * @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)
  37259. */
  37260. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37261. min: Vector3;
  37262. max: Vector3;
  37263. distance: number;
  37264. }, doNotUpdateMaxZ?: boolean): void;
  37265. /**
  37266. * @override
  37267. * Override Camera.createRigCamera
  37268. */
  37269. createRigCamera(name: string, cameraIndex: number): Camera;
  37270. /**
  37271. * @hidden
  37272. * @override
  37273. * Override Camera._updateRigCameras
  37274. */
  37275. _updateRigCameras(): void;
  37276. /**
  37277. * Destroy the camera and release the current resources hold by it.
  37278. */
  37279. dispose(): void;
  37280. /**
  37281. * Gets the current object class name.
  37282. * @return the class name
  37283. */
  37284. getClassName(): string;
  37285. }
  37286. }
  37287. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37288. import { Behavior } from "babylonjs/Behaviors/behavior";
  37289. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37290. /**
  37291. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37292. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37293. */
  37294. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37295. /**
  37296. * Gets the name of the behavior.
  37297. */
  37298. readonly name: string;
  37299. private _zoomStopsAnimation;
  37300. private _idleRotationSpeed;
  37301. private _idleRotationWaitTime;
  37302. private _idleRotationSpinupTime;
  37303. /**
  37304. * Sets the flag that indicates if user zooming should stop animation.
  37305. */
  37306. /**
  37307. * Gets the flag that indicates if user zooming should stop animation.
  37308. */
  37309. zoomStopsAnimation: boolean;
  37310. /**
  37311. * Sets the default speed at which the camera rotates around the model.
  37312. */
  37313. /**
  37314. * Gets the default speed at which the camera rotates around the model.
  37315. */
  37316. idleRotationSpeed: number;
  37317. /**
  37318. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37319. */
  37320. /**
  37321. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37322. */
  37323. idleRotationWaitTime: number;
  37324. /**
  37325. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37326. */
  37327. /**
  37328. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37329. */
  37330. idleRotationSpinupTime: number;
  37331. /**
  37332. * Gets a value indicating if the camera is currently rotating because of this behavior
  37333. */
  37334. readonly rotationInProgress: boolean;
  37335. private _onPrePointerObservableObserver;
  37336. private _onAfterCheckInputsObserver;
  37337. private _attachedCamera;
  37338. private _isPointerDown;
  37339. private _lastFrameTime;
  37340. private _lastInteractionTime;
  37341. private _cameraRotationSpeed;
  37342. /**
  37343. * Initializes the behavior.
  37344. */
  37345. init(): void;
  37346. /**
  37347. * Attaches the behavior to its arc rotate camera.
  37348. * @param camera Defines the camera to attach the behavior to
  37349. */
  37350. attach(camera: ArcRotateCamera): void;
  37351. /**
  37352. * Detaches the behavior from its current arc rotate camera.
  37353. */
  37354. detach(): void;
  37355. /**
  37356. * Returns true if user is scrolling.
  37357. * @return true if user is scrolling.
  37358. */
  37359. private _userIsZooming;
  37360. private _lastFrameRadius;
  37361. private _shouldAnimationStopForInteraction;
  37362. /**
  37363. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37364. */
  37365. private _applyUserInteraction;
  37366. private _userIsMoving;
  37367. }
  37368. }
  37369. declare module "babylonjs/Behaviors/Cameras/index" {
  37370. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37371. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37372. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37373. }
  37374. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37375. import { Mesh } from "babylonjs/Meshes/mesh";
  37376. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37377. import { Behavior } from "babylonjs/Behaviors/behavior";
  37378. /**
  37379. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37380. */
  37381. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37382. private ui;
  37383. /**
  37384. * The name of the behavior
  37385. */
  37386. name: string;
  37387. /**
  37388. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37389. */
  37390. distanceAwayFromFace: number;
  37391. /**
  37392. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37393. */
  37394. distanceAwayFromBottomOfFace: number;
  37395. private _faceVectors;
  37396. private _target;
  37397. private _scene;
  37398. private _onRenderObserver;
  37399. private _tmpMatrix;
  37400. private _tmpVector;
  37401. /**
  37402. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37403. * @param ui The transform node that should be attched to the mesh
  37404. */
  37405. constructor(ui: TransformNode);
  37406. /**
  37407. * Initializes the behavior
  37408. */
  37409. init(): void;
  37410. private _closestFace;
  37411. private _zeroVector;
  37412. private _lookAtTmpMatrix;
  37413. private _lookAtToRef;
  37414. /**
  37415. * Attaches the AttachToBoxBehavior to the passed in mesh
  37416. * @param target The mesh that the specified node will be attached to
  37417. */
  37418. attach(target: Mesh): void;
  37419. /**
  37420. * Detaches the behavior from the mesh
  37421. */
  37422. detach(): void;
  37423. }
  37424. }
  37425. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37426. import { Behavior } from "babylonjs/Behaviors/behavior";
  37427. import { Mesh } from "babylonjs/Meshes/mesh";
  37428. /**
  37429. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37430. */
  37431. export class FadeInOutBehavior implements Behavior<Mesh> {
  37432. /**
  37433. * Time in milliseconds to delay before fading in (Default: 0)
  37434. */
  37435. delay: number;
  37436. /**
  37437. * Time in milliseconds for the mesh to fade in (Default: 300)
  37438. */
  37439. fadeInTime: number;
  37440. private _millisecondsPerFrame;
  37441. private _hovered;
  37442. private _hoverValue;
  37443. private _ownerNode;
  37444. /**
  37445. * Instatiates the FadeInOutBehavior
  37446. */
  37447. constructor();
  37448. /**
  37449. * The name of the behavior
  37450. */
  37451. readonly name: string;
  37452. /**
  37453. * Initializes the behavior
  37454. */
  37455. init(): void;
  37456. /**
  37457. * Attaches the fade behavior on the passed in mesh
  37458. * @param ownerNode The mesh that will be faded in/out once attached
  37459. */
  37460. attach(ownerNode: Mesh): void;
  37461. /**
  37462. * Detaches the behavior from the mesh
  37463. */
  37464. detach(): void;
  37465. /**
  37466. * Triggers the mesh to begin fading in or out
  37467. * @param value if the object should fade in or out (true to fade in)
  37468. */
  37469. fadeIn(value: boolean): void;
  37470. private _update;
  37471. private _setAllVisibility;
  37472. }
  37473. }
  37474. declare module "babylonjs/Misc/pivotTools" {
  37475. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37476. /**
  37477. * Class containing a set of static utilities functions for managing Pivots
  37478. * @hidden
  37479. */
  37480. export class PivotTools {
  37481. private static _PivotCached;
  37482. private static _OldPivotPoint;
  37483. private static _PivotTranslation;
  37484. private static _PivotTmpVector;
  37485. /** @hidden */
  37486. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37487. /** @hidden */
  37488. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37489. }
  37490. }
  37491. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37492. import { Scene } from "babylonjs/scene";
  37493. import { Vector4 } from "babylonjs/Maths/math.vector";
  37494. import { Mesh } from "babylonjs/Meshes/mesh";
  37495. import { Nullable } from "babylonjs/types";
  37496. import { Plane } from "babylonjs/Maths/math.plane";
  37497. /**
  37498. * Class containing static functions to help procedurally build meshes
  37499. */
  37500. export class PlaneBuilder {
  37501. /**
  37502. * Creates a plane mesh
  37503. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37504. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37505. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37506. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37507. * * 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
  37508. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37509. * @param name defines the name of the mesh
  37510. * @param options defines the options used to create the mesh
  37511. * @param scene defines the hosting scene
  37512. * @returns the plane mesh
  37513. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37514. */
  37515. static CreatePlane(name: string, options: {
  37516. size?: number;
  37517. width?: number;
  37518. height?: number;
  37519. sideOrientation?: number;
  37520. frontUVs?: Vector4;
  37521. backUVs?: Vector4;
  37522. updatable?: boolean;
  37523. sourcePlane?: Plane;
  37524. }, scene?: Nullable<Scene>): Mesh;
  37525. }
  37526. }
  37527. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37528. import { Behavior } from "babylonjs/Behaviors/behavior";
  37529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37530. import { Observable } from "babylonjs/Misc/observable";
  37531. import { Vector3 } from "babylonjs/Maths/math.vector";
  37532. import { Ray } from "babylonjs/Culling/ray";
  37533. import "babylonjs/Meshes/Builders/planeBuilder";
  37534. /**
  37535. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37536. */
  37537. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37538. private static _AnyMouseID;
  37539. /**
  37540. * Abstract mesh the behavior is set on
  37541. */
  37542. attachedNode: AbstractMesh;
  37543. private _dragPlane;
  37544. private _scene;
  37545. private _pointerObserver;
  37546. private _beforeRenderObserver;
  37547. private static _planeScene;
  37548. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37549. /**
  37550. * 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)
  37551. */
  37552. maxDragAngle: number;
  37553. /**
  37554. * @hidden
  37555. */
  37556. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37557. /**
  37558. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37559. */
  37560. currentDraggingPointerID: number;
  37561. /**
  37562. * The last position where the pointer hit the drag plane in world space
  37563. */
  37564. lastDragPosition: Vector3;
  37565. /**
  37566. * If the behavior is currently in a dragging state
  37567. */
  37568. dragging: boolean;
  37569. /**
  37570. * 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)
  37571. */
  37572. dragDeltaRatio: number;
  37573. /**
  37574. * If the drag plane orientation should be updated during the dragging (Default: true)
  37575. */
  37576. updateDragPlane: boolean;
  37577. private _debugMode;
  37578. private _moving;
  37579. /**
  37580. * Fires each time the attached mesh is dragged with the pointer
  37581. * * delta between last drag position and current drag position in world space
  37582. * * dragDistance along the drag axis
  37583. * * dragPlaneNormal normal of the current drag plane used during the drag
  37584. * * dragPlanePoint in world space where the drag intersects the drag plane
  37585. */
  37586. onDragObservable: Observable<{
  37587. delta: Vector3;
  37588. dragPlanePoint: Vector3;
  37589. dragPlaneNormal: Vector3;
  37590. dragDistance: number;
  37591. pointerId: number;
  37592. }>;
  37593. /**
  37594. * Fires each time a drag begins (eg. mouse down on mesh)
  37595. */
  37596. onDragStartObservable: Observable<{
  37597. dragPlanePoint: Vector3;
  37598. pointerId: number;
  37599. }>;
  37600. /**
  37601. * Fires each time a drag ends (eg. mouse release after drag)
  37602. */
  37603. onDragEndObservable: Observable<{
  37604. dragPlanePoint: Vector3;
  37605. pointerId: number;
  37606. }>;
  37607. /**
  37608. * If the attached mesh should be moved when dragged
  37609. */
  37610. moveAttached: boolean;
  37611. /**
  37612. * If the drag behavior will react to drag events (Default: true)
  37613. */
  37614. enabled: boolean;
  37615. /**
  37616. * If pointer events should start and release the drag (Default: true)
  37617. */
  37618. startAndReleaseDragOnPointerEvents: boolean;
  37619. /**
  37620. * If camera controls should be detached during the drag
  37621. */
  37622. detachCameraControls: boolean;
  37623. /**
  37624. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37625. */
  37626. useObjectOrienationForDragging: boolean;
  37627. private _options;
  37628. /**
  37629. * Creates a pointer drag behavior that can be attached to a mesh
  37630. * @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)
  37631. */
  37632. constructor(options?: {
  37633. dragAxis?: Vector3;
  37634. dragPlaneNormal?: Vector3;
  37635. });
  37636. /**
  37637. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37638. */
  37639. validateDrag: (targetPosition: Vector3) => boolean;
  37640. /**
  37641. * The name of the behavior
  37642. */
  37643. readonly name: string;
  37644. /**
  37645. * Initializes the behavior
  37646. */
  37647. init(): void;
  37648. private _tmpVector;
  37649. private _alternatePickedPoint;
  37650. private _worldDragAxis;
  37651. private _targetPosition;
  37652. private _attachedElement;
  37653. /**
  37654. * Attaches the drag behavior the passed in mesh
  37655. * @param ownerNode The mesh that will be dragged around once attached
  37656. */
  37657. attach(ownerNode: AbstractMesh): void;
  37658. /**
  37659. * Force relase the drag action by code.
  37660. */
  37661. releaseDrag(): void;
  37662. private _startDragRay;
  37663. private _lastPointerRay;
  37664. /**
  37665. * Simulates the start of a pointer drag event on the behavior
  37666. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37667. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37668. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37669. */
  37670. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37671. private _startDrag;
  37672. private _dragDelta;
  37673. private _moveDrag;
  37674. private _pickWithRayOnDragPlane;
  37675. private _pointA;
  37676. private _pointB;
  37677. private _pointC;
  37678. private _lineA;
  37679. private _lineB;
  37680. private _localAxis;
  37681. private _lookAt;
  37682. private _updateDragPlanePosition;
  37683. /**
  37684. * Detaches the behavior from the mesh
  37685. */
  37686. detach(): void;
  37687. }
  37688. }
  37689. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37690. import { Mesh } from "babylonjs/Meshes/mesh";
  37691. import { Behavior } from "babylonjs/Behaviors/behavior";
  37692. /**
  37693. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37694. */
  37695. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37696. private _dragBehaviorA;
  37697. private _dragBehaviorB;
  37698. private _startDistance;
  37699. private _initialScale;
  37700. private _targetScale;
  37701. private _ownerNode;
  37702. private _sceneRenderObserver;
  37703. /**
  37704. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37705. */
  37706. constructor();
  37707. /**
  37708. * The name of the behavior
  37709. */
  37710. readonly name: string;
  37711. /**
  37712. * Initializes the behavior
  37713. */
  37714. init(): void;
  37715. private _getCurrentDistance;
  37716. /**
  37717. * Attaches the scale behavior the passed in mesh
  37718. * @param ownerNode The mesh that will be scaled around once attached
  37719. */
  37720. attach(ownerNode: Mesh): void;
  37721. /**
  37722. * Detaches the behavior from the mesh
  37723. */
  37724. detach(): void;
  37725. }
  37726. }
  37727. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37728. import { Behavior } from "babylonjs/Behaviors/behavior";
  37729. import { Mesh } from "babylonjs/Meshes/mesh";
  37730. import { Observable } from "babylonjs/Misc/observable";
  37731. /**
  37732. * 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
  37733. */
  37734. export class SixDofDragBehavior implements Behavior<Mesh> {
  37735. private static _virtualScene;
  37736. private _ownerNode;
  37737. private _sceneRenderObserver;
  37738. private _scene;
  37739. private _targetPosition;
  37740. private _virtualOriginMesh;
  37741. private _virtualDragMesh;
  37742. private _pointerObserver;
  37743. private _moving;
  37744. private _startingOrientation;
  37745. /**
  37746. * 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)
  37747. */
  37748. private zDragFactor;
  37749. /**
  37750. * If the object should rotate to face the drag origin
  37751. */
  37752. rotateDraggedObject: boolean;
  37753. /**
  37754. * If the behavior is currently in a dragging state
  37755. */
  37756. dragging: boolean;
  37757. /**
  37758. * 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)
  37759. */
  37760. dragDeltaRatio: number;
  37761. /**
  37762. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37763. */
  37764. currentDraggingPointerID: number;
  37765. /**
  37766. * If camera controls should be detached during the drag
  37767. */
  37768. detachCameraControls: boolean;
  37769. /**
  37770. * Fires each time a drag starts
  37771. */
  37772. onDragStartObservable: Observable<{}>;
  37773. /**
  37774. * Fires each time a drag ends (eg. mouse release after drag)
  37775. */
  37776. onDragEndObservable: Observable<{}>;
  37777. /**
  37778. * 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
  37779. */
  37780. constructor();
  37781. /**
  37782. * The name of the behavior
  37783. */
  37784. readonly name: string;
  37785. /**
  37786. * Initializes the behavior
  37787. */
  37788. init(): void;
  37789. /**
  37790. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37791. */
  37792. private readonly _pointerCamera;
  37793. /**
  37794. * Attaches the scale behavior the passed in mesh
  37795. * @param ownerNode The mesh that will be scaled around once attached
  37796. */
  37797. attach(ownerNode: Mesh): void;
  37798. /**
  37799. * Detaches the behavior from the mesh
  37800. */
  37801. detach(): void;
  37802. }
  37803. }
  37804. declare module "babylonjs/Behaviors/Meshes/index" {
  37805. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37806. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37807. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37808. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37809. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37810. }
  37811. declare module "babylonjs/Behaviors/index" {
  37812. export * from "babylonjs/Behaviors/behavior";
  37813. export * from "babylonjs/Behaviors/Cameras/index";
  37814. export * from "babylonjs/Behaviors/Meshes/index";
  37815. }
  37816. declare module "babylonjs/Bones/boneIKController" {
  37817. import { Bone } from "babylonjs/Bones/bone";
  37818. import { Vector3 } from "babylonjs/Maths/math.vector";
  37819. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37820. import { Nullable } from "babylonjs/types";
  37821. /**
  37822. * Class used to apply inverse kinematics to bones
  37823. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37824. */
  37825. export class BoneIKController {
  37826. private static _tmpVecs;
  37827. private static _tmpQuat;
  37828. private static _tmpMats;
  37829. /**
  37830. * Gets or sets the target mesh
  37831. */
  37832. targetMesh: AbstractMesh;
  37833. /** Gets or sets the mesh used as pole */
  37834. poleTargetMesh: AbstractMesh;
  37835. /**
  37836. * Gets or sets the bone used as pole
  37837. */
  37838. poleTargetBone: Nullable<Bone>;
  37839. /**
  37840. * Gets or sets the target position
  37841. */
  37842. targetPosition: Vector3;
  37843. /**
  37844. * Gets or sets the pole target position
  37845. */
  37846. poleTargetPosition: Vector3;
  37847. /**
  37848. * Gets or sets the pole target local offset
  37849. */
  37850. poleTargetLocalOffset: Vector3;
  37851. /**
  37852. * Gets or sets the pole angle
  37853. */
  37854. poleAngle: number;
  37855. /**
  37856. * Gets or sets the mesh associated with the controller
  37857. */
  37858. mesh: AbstractMesh;
  37859. /**
  37860. * 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)
  37861. */
  37862. slerpAmount: number;
  37863. private _bone1Quat;
  37864. private _bone1Mat;
  37865. private _bone2Ang;
  37866. private _bone1;
  37867. private _bone2;
  37868. private _bone1Length;
  37869. private _bone2Length;
  37870. private _maxAngle;
  37871. private _maxReach;
  37872. private _rightHandedSystem;
  37873. private _bendAxis;
  37874. private _slerping;
  37875. private _adjustRoll;
  37876. /**
  37877. * Gets or sets maximum allowed angle
  37878. */
  37879. maxAngle: number;
  37880. /**
  37881. * Creates a new BoneIKController
  37882. * @param mesh defines the mesh to control
  37883. * @param bone defines the bone to control
  37884. * @param options defines options to set up the controller
  37885. */
  37886. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37887. targetMesh?: AbstractMesh;
  37888. poleTargetMesh?: AbstractMesh;
  37889. poleTargetBone?: Bone;
  37890. poleTargetLocalOffset?: Vector3;
  37891. poleAngle?: number;
  37892. bendAxis?: Vector3;
  37893. maxAngle?: number;
  37894. slerpAmount?: number;
  37895. });
  37896. private _setMaxAngle;
  37897. /**
  37898. * Force the controller to update the bones
  37899. */
  37900. update(): void;
  37901. }
  37902. }
  37903. declare module "babylonjs/Bones/boneLookController" {
  37904. import { Vector3 } from "babylonjs/Maths/math.vector";
  37905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37906. import { Bone } from "babylonjs/Bones/bone";
  37907. import { Space } from "babylonjs/Maths/math.axis";
  37908. /**
  37909. * Class used to make a bone look toward a point in space
  37910. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  37911. */
  37912. export class BoneLookController {
  37913. private static _tmpVecs;
  37914. private static _tmpQuat;
  37915. private static _tmpMats;
  37916. /**
  37917. * The target Vector3 that the bone will look at
  37918. */
  37919. target: Vector3;
  37920. /**
  37921. * The mesh that the bone is attached to
  37922. */
  37923. mesh: AbstractMesh;
  37924. /**
  37925. * The bone that will be looking to the target
  37926. */
  37927. bone: Bone;
  37928. /**
  37929. * The up axis of the coordinate system that is used when the bone is rotated
  37930. */
  37931. upAxis: Vector3;
  37932. /**
  37933. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  37934. */
  37935. upAxisSpace: Space;
  37936. /**
  37937. * Used to make an adjustment to the yaw of the bone
  37938. */
  37939. adjustYaw: number;
  37940. /**
  37941. * Used to make an adjustment to the pitch of the bone
  37942. */
  37943. adjustPitch: number;
  37944. /**
  37945. * Used to make an adjustment to the roll of the bone
  37946. */
  37947. adjustRoll: number;
  37948. /**
  37949. * 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)
  37950. */
  37951. slerpAmount: number;
  37952. private _minYaw;
  37953. private _maxYaw;
  37954. private _minPitch;
  37955. private _maxPitch;
  37956. private _minYawSin;
  37957. private _minYawCos;
  37958. private _maxYawSin;
  37959. private _maxYawCos;
  37960. private _midYawConstraint;
  37961. private _minPitchTan;
  37962. private _maxPitchTan;
  37963. private _boneQuat;
  37964. private _slerping;
  37965. private _transformYawPitch;
  37966. private _transformYawPitchInv;
  37967. private _firstFrameSkipped;
  37968. private _yawRange;
  37969. private _fowardAxis;
  37970. /**
  37971. * Gets or sets the minimum yaw angle that the bone can look to
  37972. */
  37973. minYaw: number;
  37974. /**
  37975. * Gets or sets the maximum yaw angle that the bone can look to
  37976. */
  37977. maxYaw: number;
  37978. /**
  37979. * Gets or sets the minimum pitch angle that the bone can look to
  37980. */
  37981. minPitch: number;
  37982. /**
  37983. * Gets or sets the maximum pitch angle that the bone can look to
  37984. */
  37985. maxPitch: number;
  37986. /**
  37987. * Create a BoneLookController
  37988. * @param mesh the mesh that the bone belongs to
  37989. * @param bone the bone that will be looking to the target
  37990. * @param target the target Vector3 to look at
  37991. * @param options optional settings:
  37992. * * maxYaw: the maximum angle the bone will yaw to
  37993. * * minYaw: the minimum angle the bone will yaw to
  37994. * * maxPitch: the maximum angle the bone will pitch to
  37995. * * minPitch: the minimum angle the bone will yaw to
  37996. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  37997. * * upAxis: the up axis of the coordinate system
  37998. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  37999. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38000. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38001. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38002. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38003. * * adjustRoll: used to make an adjustment to the roll of the bone
  38004. **/
  38005. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38006. maxYaw?: number;
  38007. minYaw?: number;
  38008. maxPitch?: number;
  38009. minPitch?: number;
  38010. slerpAmount?: number;
  38011. upAxis?: Vector3;
  38012. upAxisSpace?: Space;
  38013. yawAxis?: Vector3;
  38014. pitchAxis?: Vector3;
  38015. adjustYaw?: number;
  38016. adjustPitch?: number;
  38017. adjustRoll?: number;
  38018. });
  38019. /**
  38020. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38021. */
  38022. update(): void;
  38023. private _getAngleDiff;
  38024. private _getAngleBetween;
  38025. private _isAngleBetween;
  38026. }
  38027. }
  38028. declare module "babylonjs/Bones/index" {
  38029. export * from "babylonjs/Bones/bone";
  38030. export * from "babylonjs/Bones/boneIKController";
  38031. export * from "babylonjs/Bones/boneLookController";
  38032. export * from "babylonjs/Bones/skeleton";
  38033. }
  38034. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38035. import { Nullable } from "babylonjs/types";
  38036. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38037. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38038. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38039. /**
  38040. * Manage the gamepad inputs to control an arc rotate camera.
  38041. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38042. */
  38043. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38044. /**
  38045. * Defines the camera the input is attached to.
  38046. */
  38047. camera: ArcRotateCamera;
  38048. /**
  38049. * Defines the gamepad the input is gathering event from.
  38050. */
  38051. gamepad: Nullable<Gamepad>;
  38052. /**
  38053. * Defines the gamepad rotation sensiblity.
  38054. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38055. */
  38056. gamepadRotationSensibility: number;
  38057. /**
  38058. * Defines the gamepad move sensiblity.
  38059. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38060. */
  38061. gamepadMoveSensibility: number;
  38062. private _onGamepadConnectedObserver;
  38063. private _onGamepadDisconnectedObserver;
  38064. /**
  38065. * Attach the input controls to a specific dom element to get the input from.
  38066. * @param element Defines the element the controls should be listened from
  38067. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38068. */
  38069. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38070. /**
  38071. * Detach the current controls from the specified dom element.
  38072. * @param element Defines the element to stop listening the inputs from
  38073. */
  38074. detachControl(element: Nullable<HTMLElement>): void;
  38075. /**
  38076. * Update the current camera state depending on the inputs that have been used this frame.
  38077. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38078. */
  38079. checkInputs(): void;
  38080. /**
  38081. * Gets the class name of the current intput.
  38082. * @returns the class name
  38083. */
  38084. getClassName(): string;
  38085. /**
  38086. * Get the friendly name associated with the input class.
  38087. * @returns the input friendly name
  38088. */
  38089. getSimpleName(): string;
  38090. }
  38091. }
  38092. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38093. import { Nullable } from "babylonjs/types";
  38094. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38095. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38096. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38097. interface ArcRotateCameraInputsManager {
  38098. /**
  38099. * Add orientation input support to the input manager.
  38100. * @returns the current input manager
  38101. */
  38102. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38103. }
  38104. }
  38105. /**
  38106. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38107. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38108. */
  38109. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38110. /**
  38111. * Defines the camera the input is attached to.
  38112. */
  38113. camera: ArcRotateCamera;
  38114. /**
  38115. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38116. */
  38117. alphaCorrection: number;
  38118. /**
  38119. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38120. */
  38121. gammaCorrection: number;
  38122. private _alpha;
  38123. private _gamma;
  38124. private _dirty;
  38125. private _deviceOrientationHandler;
  38126. /**
  38127. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38128. */
  38129. constructor();
  38130. /**
  38131. * Attach the input controls to a specific dom element to get the input from.
  38132. * @param element Defines the element the controls should be listened from
  38133. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38134. */
  38135. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38136. /** @hidden */
  38137. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38138. /**
  38139. * Update the current camera state depending on the inputs that have been used this frame.
  38140. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38141. */
  38142. checkInputs(): void;
  38143. /**
  38144. * Detach the current controls from the specified dom element.
  38145. * @param element Defines the element to stop listening the inputs from
  38146. */
  38147. detachControl(element: Nullable<HTMLElement>): void;
  38148. /**
  38149. * Gets the class name of the current intput.
  38150. * @returns the class name
  38151. */
  38152. getClassName(): string;
  38153. /**
  38154. * Get the friendly name associated with the input class.
  38155. * @returns the input friendly name
  38156. */
  38157. getSimpleName(): string;
  38158. }
  38159. }
  38160. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38161. import { Nullable } from "babylonjs/types";
  38162. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38163. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38164. /**
  38165. * Listen to mouse events to control the camera.
  38166. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38167. */
  38168. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38169. /**
  38170. * Defines the camera the input is attached to.
  38171. */
  38172. camera: FlyCamera;
  38173. /**
  38174. * Defines if touch is enabled. (Default is true.)
  38175. */
  38176. touchEnabled: boolean;
  38177. /**
  38178. * Defines the buttons associated with the input to handle camera rotation.
  38179. */
  38180. buttons: number[];
  38181. /**
  38182. * Assign buttons for Yaw control.
  38183. */
  38184. buttonsYaw: number[];
  38185. /**
  38186. * Assign buttons for Pitch control.
  38187. */
  38188. buttonsPitch: number[];
  38189. /**
  38190. * Assign buttons for Roll control.
  38191. */
  38192. buttonsRoll: number[];
  38193. /**
  38194. * Detect if any button is being pressed while mouse is moved.
  38195. * -1 = Mouse locked.
  38196. * 0 = Left button.
  38197. * 1 = Middle Button.
  38198. * 2 = Right Button.
  38199. */
  38200. activeButton: number;
  38201. /**
  38202. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38203. * Higher values reduce its sensitivity.
  38204. */
  38205. angularSensibility: number;
  38206. private _mousemoveCallback;
  38207. private _observer;
  38208. private _rollObserver;
  38209. private previousPosition;
  38210. private noPreventDefault;
  38211. private element;
  38212. /**
  38213. * Listen to mouse events to control the camera.
  38214. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38215. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38216. */
  38217. constructor(touchEnabled?: boolean);
  38218. /**
  38219. * Attach the mouse control to the HTML DOM element.
  38220. * @param element Defines the element that listens to the input events.
  38221. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38222. */
  38223. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38224. /**
  38225. * Detach the current controls from the specified dom element.
  38226. * @param element Defines the element to stop listening the inputs from
  38227. */
  38228. detachControl(element: Nullable<HTMLElement>): void;
  38229. /**
  38230. * Gets the class name of the current input.
  38231. * @returns the class name.
  38232. */
  38233. getClassName(): string;
  38234. /**
  38235. * Get the friendly name associated with the input class.
  38236. * @returns the input's friendly name.
  38237. */
  38238. getSimpleName(): string;
  38239. private _pointerInput;
  38240. private _onMouseMove;
  38241. /**
  38242. * Rotate camera by mouse offset.
  38243. */
  38244. private rotateCamera;
  38245. }
  38246. }
  38247. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38248. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38249. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38250. /**
  38251. * Default Inputs manager for the FlyCamera.
  38252. * It groups all the default supported inputs for ease of use.
  38253. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38254. */
  38255. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38256. /**
  38257. * Instantiates a new FlyCameraInputsManager.
  38258. * @param camera Defines the camera the inputs belong to.
  38259. */
  38260. constructor(camera: FlyCamera);
  38261. /**
  38262. * Add keyboard input support to the input manager.
  38263. * @returns the new FlyCameraKeyboardMoveInput().
  38264. */
  38265. addKeyboard(): FlyCameraInputsManager;
  38266. /**
  38267. * Add mouse input support to the input manager.
  38268. * @param touchEnabled Enable touch screen support.
  38269. * @returns the new FlyCameraMouseInput().
  38270. */
  38271. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38272. }
  38273. }
  38274. declare module "babylonjs/Cameras/flyCamera" {
  38275. import { Scene } from "babylonjs/scene";
  38276. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38277. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38278. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38279. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38280. /**
  38281. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38282. * such as in a 3D Space Shooter or a Flight Simulator.
  38283. */
  38284. export class FlyCamera extends TargetCamera {
  38285. /**
  38286. * Define the collision ellipsoid of the camera.
  38287. * This is helpful for simulating a camera body, like a player's body.
  38288. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38289. */
  38290. ellipsoid: Vector3;
  38291. /**
  38292. * Define an offset for the position of the ellipsoid around the camera.
  38293. * This can be helpful if the camera is attached away from the player's body center,
  38294. * such as at its head.
  38295. */
  38296. ellipsoidOffset: Vector3;
  38297. /**
  38298. * Enable or disable collisions of the camera with the rest of the scene objects.
  38299. */
  38300. checkCollisions: boolean;
  38301. /**
  38302. * Enable or disable gravity on the camera.
  38303. */
  38304. applyGravity: boolean;
  38305. /**
  38306. * Define the current direction the camera is moving to.
  38307. */
  38308. cameraDirection: Vector3;
  38309. /**
  38310. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38311. * This overrides and empties cameraRotation.
  38312. */
  38313. rotationQuaternion: Quaternion;
  38314. /**
  38315. * Track Roll to maintain the wanted Rolling when looking around.
  38316. */
  38317. _trackRoll: number;
  38318. /**
  38319. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38320. */
  38321. rollCorrect: number;
  38322. /**
  38323. * Mimic a banked turn, Rolling the camera when Yawing.
  38324. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38325. */
  38326. bankedTurn: boolean;
  38327. /**
  38328. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38329. */
  38330. bankedTurnLimit: number;
  38331. /**
  38332. * Value of 0 disables the banked Roll.
  38333. * Value of 1 is equal to the Yaw angle in radians.
  38334. */
  38335. bankedTurnMultiplier: number;
  38336. /**
  38337. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38338. */
  38339. inputs: FlyCameraInputsManager;
  38340. /**
  38341. * Gets the input sensibility for mouse input.
  38342. * Higher values reduce sensitivity.
  38343. */
  38344. /**
  38345. * Sets the input sensibility for a mouse input.
  38346. * Higher values reduce sensitivity.
  38347. */
  38348. angularSensibility: number;
  38349. /**
  38350. * Get the keys for camera movement forward.
  38351. */
  38352. /**
  38353. * Set the keys for camera movement forward.
  38354. */
  38355. keysForward: number[];
  38356. /**
  38357. * Get the keys for camera movement backward.
  38358. */
  38359. keysBackward: number[];
  38360. /**
  38361. * Get the keys for camera movement up.
  38362. */
  38363. /**
  38364. * Set the keys for camera movement up.
  38365. */
  38366. keysUp: number[];
  38367. /**
  38368. * Get the keys for camera movement down.
  38369. */
  38370. /**
  38371. * Set the keys for camera movement down.
  38372. */
  38373. keysDown: number[];
  38374. /**
  38375. * Get the keys for camera movement left.
  38376. */
  38377. /**
  38378. * Set the keys for camera movement left.
  38379. */
  38380. keysLeft: number[];
  38381. /**
  38382. * Set the keys for camera movement right.
  38383. */
  38384. /**
  38385. * Set the keys for camera movement right.
  38386. */
  38387. keysRight: number[];
  38388. /**
  38389. * Event raised when the camera collides with a mesh in the scene.
  38390. */
  38391. onCollide: (collidedMesh: AbstractMesh) => void;
  38392. private _collider;
  38393. private _needMoveForGravity;
  38394. private _oldPosition;
  38395. private _diffPosition;
  38396. private _newPosition;
  38397. /** @hidden */
  38398. _localDirection: Vector3;
  38399. /** @hidden */
  38400. _transformedDirection: Vector3;
  38401. /**
  38402. * Instantiates a FlyCamera.
  38403. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38404. * such as in a 3D Space Shooter or a Flight Simulator.
  38405. * @param name Define the name of the camera in the scene.
  38406. * @param position Define the starting position of the camera in the scene.
  38407. * @param scene Define the scene the camera belongs to.
  38408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38409. */
  38410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38411. /**
  38412. * Attach a control to the HTML DOM element.
  38413. * @param element Defines the element that listens to the input events.
  38414. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38415. */
  38416. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38417. /**
  38418. * Detach a control from the HTML DOM element.
  38419. * The camera will stop reacting to that input.
  38420. * @param element Defines the element that listens to the input events.
  38421. */
  38422. detachControl(element: HTMLElement): void;
  38423. private _collisionMask;
  38424. /**
  38425. * Get the mask that the camera ignores in collision events.
  38426. */
  38427. /**
  38428. * Set the mask that the camera ignores in collision events.
  38429. */
  38430. collisionMask: number;
  38431. /** @hidden */
  38432. _collideWithWorld(displacement: Vector3): void;
  38433. /** @hidden */
  38434. private _onCollisionPositionChange;
  38435. /** @hidden */
  38436. _checkInputs(): void;
  38437. /** @hidden */
  38438. _decideIfNeedsToMove(): boolean;
  38439. /** @hidden */
  38440. _updatePosition(): void;
  38441. /**
  38442. * Restore the Roll to its target value at the rate specified.
  38443. * @param rate - Higher means slower restoring.
  38444. * @hidden
  38445. */
  38446. restoreRoll(rate: number): void;
  38447. /**
  38448. * Destroy the camera and release the current resources held by it.
  38449. */
  38450. dispose(): void;
  38451. /**
  38452. * Get the current object class name.
  38453. * @returns the class name.
  38454. */
  38455. getClassName(): string;
  38456. }
  38457. }
  38458. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38459. import { Nullable } from "babylonjs/types";
  38460. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38461. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38462. /**
  38463. * Listen to keyboard events to control the camera.
  38464. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38465. */
  38466. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38467. /**
  38468. * Defines the camera the input is attached to.
  38469. */
  38470. camera: FlyCamera;
  38471. /**
  38472. * The list of keyboard keys used to control the forward move of the camera.
  38473. */
  38474. keysForward: number[];
  38475. /**
  38476. * The list of keyboard keys used to control the backward move of the camera.
  38477. */
  38478. keysBackward: number[];
  38479. /**
  38480. * The list of keyboard keys used to control the forward move of the camera.
  38481. */
  38482. keysUp: number[];
  38483. /**
  38484. * The list of keyboard keys used to control the backward move of the camera.
  38485. */
  38486. keysDown: number[];
  38487. /**
  38488. * The list of keyboard keys used to control the right strafe move of the camera.
  38489. */
  38490. keysRight: number[];
  38491. /**
  38492. * The list of keyboard keys used to control the left strafe move of the camera.
  38493. */
  38494. keysLeft: number[];
  38495. private _keys;
  38496. private _onCanvasBlurObserver;
  38497. private _onKeyboardObserver;
  38498. private _engine;
  38499. private _scene;
  38500. /**
  38501. * Attach the input controls to a specific dom element to get the input from.
  38502. * @param element Defines the element the controls should be listened from
  38503. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38504. */
  38505. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38506. /**
  38507. * Detach the current controls from the specified dom element.
  38508. * @param element Defines the element to stop listening the inputs from
  38509. */
  38510. detachControl(element: Nullable<HTMLElement>): void;
  38511. /**
  38512. * Gets the class name of the current intput.
  38513. * @returns the class name
  38514. */
  38515. getClassName(): string;
  38516. /** @hidden */
  38517. _onLostFocus(e: FocusEvent): void;
  38518. /**
  38519. * Get the friendly name associated with the input class.
  38520. * @returns the input friendly name
  38521. */
  38522. getSimpleName(): string;
  38523. /**
  38524. * Update the current camera state depending on the inputs that have been used this frame.
  38525. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38526. */
  38527. checkInputs(): void;
  38528. }
  38529. }
  38530. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38531. import { Nullable } from "babylonjs/types";
  38532. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38533. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38534. /**
  38535. * Manage the mouse wheel inputs to control a follow camera.
  38536. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38537. */
  38538. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38539. /**
  38540. * Defines the camera the input is attached to.
  38541. */
  38542. camera: FollowCamera;
  38543. /**
  38544. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38545. */
  38546. axisControlRadius: boolean;
  38547. /**
  38548. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38549. */
  38550. axisControlHeight: boolean;
  38551. /**
  38552. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38553. */
  38554. axisControlRotation: boolean;
  38555. /**
  38556. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38557. * relation to mouseWheel events.
  38558. */
  38559. wheelPrecision: number;
  38560. /**
  38561. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38562. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38563. */
  38564. wheelDeltaPercentage: number;
  38565. private _wheel;
  38566. private _observer;
  38567. /**
  38568. * Attach the input controls to a specific dom element to get the input from.
  38569. * @param element Defines the element the controls should be listened from
  38570. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38571. */
  38572. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38573. /**
  38574. * Detach the current controls from the specified dom element.
  38575. * @param element Defines the element to stop listening the inputs from
  38576. */
  38577. detachControl(element: Nullable<HTMLElement>): void;
  38578. /**
  38579. * Gets the class name of the current intput.
  38580. * @returns the class name
  38581. */
  38582. getClassName(): string;
  38583. /**
  38584. * Get the friendly name associated with the input class.
  38585. * @returns the input friendly name
  38586. */
  38587. getSimpleName(): string;
  38588. }
  38589. }
  38590. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38591. import { Nullable } from "babylonjs/types";
  38592. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38593. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38594. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38595. /**
  38596. * Manage the pointers inputs to control an follow camera.
  38597. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38598. */
  38599. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38600. /**
  38601. * Defines the camera the input is attached to.
  38602. */
  38603. camera: FollowCamera;
  38604. /**
  38605. * Gets the class name of the current input.
  38606. * @returns the class name
  38607. */
  38608. getClassName(): string;
  38609. /**
  38610. * Defines the pointer angular sensibility along the X axis or how fast is
  38611. * the camera rotating.
  38612. * A negative number will reverse the axis direction.
  38613. */
  38614. angularSensibilityX: number;
  38615. /**
  38616. * Defines the pointer angular sensibility along the Y axis or how fast is
  38617. * the camera rotating.
  38618. * A negative number will reverse the axis direction.
  38619. */
  38620. angularSensibilityY: number;
  38621. /**
  38622. * Defines the pointer pinch precision or how fast is the camera zooming.
  38623. * A negative number will reverse the axis direction.
  38624. */
  38625. pinchPrecision: number;
  38626. /**
  38627. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38628. * from 0.
  38629. * It defines the percentage of current camera.radius to use as delta when
  38630. * pinch zoom is used.
  38631. */
  38632. pinchDeltaPercentage: number;
  38633. /**
  38634. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38635. */
  38636. axisXControlRadius: boolean;
  38637. /**
  38638. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38639. */
  38640. axisXControlHeight: boolean;
  38641. /**
  38642. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38643. */
  38644. axisXControlRotation: boolean;
  38645. /**
  38646. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38647. */
  38648. axisYControlRadius: boolean;
  38649. /**
  38650. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38651. */
  38652. axisYControlHeight: boolean;
  38653. /**
  38654. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38655. */
  38656. axisYControlRotation: boolean;
  38657. /**
  38658. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38659. */
  38660. axisPinchControlRadius: boolean;
  38661. /**
  38662. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38663. */
  38664. axisPinchControlHeight: boolean;
  38665. /**
  38666. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38667. */
  38668. axisPinchControlRotation: boolean;
  38669. /**
  38670. * Log error messages if basic misconfiguration has occurred.
  38671. */
  38672. warningEnable: boolean;
  38673. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38674. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38675. private _warningCounter;
  38676. private _warning;
  38677. }
  38678. }
  38679. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38680. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38681. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38682. /**
  38683. * Default Inputs manager for the FollowCamera.
  38684. * It groups all the default supported inputs for ease of use.
  38685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38686. */
  38687. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38688. /**
  38689. * Instantiates a new FollowCameraInputsManager.
  38690. * @param camera Defines the camera the inputs belong to
  38691. */
  38692. constructor(camera: FollowCamera);
  38693. /**
  38694. * Add keyboard input support to the input manager.
  38695. * @returns the current input manager
  38696. */
  38697. addKeyboard(): FollowCameraInputsManager;
  38698. /**
  38699. * Add mouse wheel input support to the input manager.
  38700. * @returns the current input manager
  38701. */
  38702. addMouseWheel(): FollowCameraInputsManager;
  38703. /**
  38704. * Add pointers input support to the input manager.
  38705. * @returns the current input manager
  38706. */
  38707. addPointers(): FollowCameraInputsManager;
  38708. /**
  38709. * Add orientation input support to the input manager.
  38710. * @returns the current input manager
  38711. */
  38712. addVRDeviceOrientation(): FollowCameraInputsManager;
  38713. }
  38714. }
  38715. declare module "babylonjs/Cameras/followCamera" {
  38716. import { Nullable } from "babylonjs/types";
  38717. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38718. import { Scene } from "babylonjs/scene";
  38719. import { Vector3 } from "babylonjs/Maths/math.vector";
  38720. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38721. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38722. /**
  38723. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38724. * an arc rotate version arcFollowCamera are available.
  38725. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38726. */
  38727. export class FollowCamera extends TargetCamera {
  38728. /**
  38729. * Distance the follow camera should follow an object at
  38730. */
  38731. radius: number;
  38732. /**
  38733. * Minimum allowed distance of the camera to the axis of rotation
  38734. * (The camera can not get closer).
  38735. * This can help limiting how the Camera is able to move in the scene.
  38736. */
  38737. lowerRadiusLimit: Nullable<number>;
  38738. /**
  38739. * Maximum allowed distance of the camera to the axis of rotation
  38740. * (The camera can not get further).
  38741. * This can help limiting how the Camera is able to move in the scene.
  38742. */
  38743. upperRadiusLimit: Nullable<number>;
  38744. /**
  38745. * Define a rotation offset between the camera and the object it follows
  38746. */
  38747. rotationOffset: number;
  38748. /**
  38749. * Minimum allowed angle to camera position relative to target object.
  38750. * This can help limiting how the Camera is able to move in the scene.
  38751. */
  38752. lowerRotationOffsetLimit: Nullable<number>;
  38753. /**
  38754. * Maximum allowed angle to camera position relative to target object.
  38755. * This can help limiting how the Camera is able to move in the scene.
  38756. */
  38757. upperRotationOffsetLimit: Nullable<number>;
  38758. /**
  38759. * Define a height offset between the camera and the object it follows.
  38760. * It can help following an object from the top (like a car chaing a plane)
  38761. */
  38762. heightOffset: number;
  38763. /**
  38764. * Minimum allowed height of camera position relative to target object.
  38765. * This can help limiting how the Camera is able to move in the scene.
  38766. */
  38767. lowerHeightOffsetLimit: Nullable<number>;
  38768. /**
  38769. * Maximum allowed height of camera position relative to target object.
  38770. * This can help limiting how the Camera is able to move in the scene.
  38771. */
  38772. upperHeightOffsetLimit: Nullable<number>;
  38773. /**
  38774. * Define how fast the camera can accelerate to follow it s target.
  38775. */
  38776. cameraAcceleration: number;
  38777. /**
  38778. * Define the speed limit of the camera following an object.
  38779. */
  38780. maxCameraSpeed: number;
  38781. /**
  38782. * Define the target of the camera.
  38783. */
  38784. lockedTarget: Nullable<AbstractMesh>;
  38785. /**
  38786. * Defines the input associated with the camera.
  38787. */
  38788. inputs: FollowCameraInputsManager;
  38789. /**
  38790. * Instantiates the follow camera.
  38791. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38792. * @param name Define the name of the camera in the scene
  38793. * @param position Define the position of the camera
  38794. * @param scene Define the scene the camera belong to
  38795. * @param lockedTarget Define the target of the camera
  38796. */
  38797. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38798. private _follow;
  38799. /**
  38800. * Attached controls to the current camera.
  38801. * @param element Defines the element the controls should be listened from
  38802. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38803. */
  38804. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38805. /**
  38806. * Detach the current controls from the camera.
  38807. * The camera will stop reacting to inputs.
  38808. * @param element Defines the element to stop listening the inputs from
  38809. */
  38810. detachControl(element: HTMLElement): void;
  38811. /** @hidden */
  38812. _checkInputs(): void;
  38813. private _checkLimits;
  38814. /**
  38815. * Gets the camera class name.
  38816. * @returns the class name
  38817. */
  38818. getClassName(): string;
  38819. }
  38820. /**
  38821. * Arc Rotate version of the follow camera.
  38822. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38823. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38824. */
  38825. export class ArcFollowCamera extends TargetCamera {
  38826. /** The longitudinal angle of the camera */
  38827. alpha: number;
  38828. /** The latitudinal angle of the camera */
  38829. beta: number;
  38830. /** The radius of the camera from its target */
  38831. radius: number;
  38832. /** Define the camera target (the messh it should follow) */
  38833. target: Nullable<AbstractMesh>;
  38834. private _cartesianCoordinates;
  38835. /**
  38836. * Instantiates a new ArcFollowCamera
  38837. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38838. * @param name Define the name of the camera
  38839. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38840. * @param beta Define the rotation angle of the camera around the elevation axis
  38841. * @param radius Define the radius of the camera from its target point
  38842. * @param target Define the target of the camera
  38843. * @param scene Define the scene the camera belongs to
  38844. */
  38845. constructor(name: string,
  38846. /** The longitudinal angle of the camera */
  38847. alpha: number,
  38848. /** The latitudinal angle of the camera */
  38849. beta: number,
  38850. /** The radius of the camera from its target */
  38851. radius: number,
  38852. /** Define the camera target (the messh it should follow) */
  38853. target: Nullable<AbstractMesh>, scene: Scene);
  38854. private _follow;
  38855. /** @hidden */
  38856. _checkInputs(): void;
  38857. /**
  38858. * Returns the class name of the object.
  38859. * It is mostly used internally for serialization purposes.
  38860. */
  38861. getClassName(): string;
  38862. }
  38863. }
  38864. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38865. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38866. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38867. import { Nullable } from "babylonjs/types";
  38868. /**
  38869. * Manage the keyboard inputs to control the movement of a follow camera.
  38870. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38871. */
  38872. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38873. /**
  38874. * Defines the camera the input is attached to.
  38875. */
  38876. camera: FollowCamera;
  38877. /**
  38878. * Defines the list of key codes associated with the up action (increase heightOffset)
  38879. */
  38880. keysHeightOffsetIncr: number[];
  38881. /**
  38882. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38883. */
  38884. keysHeightOffsetDecr: number[];
  38885. /**
  38886. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38887. */
  38888. keysHeightOffsetModifierAlt: boolean;
  38889. /**
  38890. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38891. */
  38892. keysHeightOffsetModifierCtrl: boolean;
  38893. /**
  38894. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38895. */
  38896. keysHeightOffsetModifierShift: boolean;
  38897. /**
  38898. * Defines the list of key codes associated with the left action (increase rotationOffset)
  38899. */
  38900. keysRotationOffsetIncr: number[];
  38901. /**
  38902. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  38903. */
  38904. keysRotationOffsetDecr: number[];
  38905. /**
  38906. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  38907. */
  38908. keysRotationOffsetModifierAlt: boolean;
  38909. /**
  38910. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  38911. */
  38912. keysRotationOffsetModifierCtrl: boolean;
  38913. /**
  38914. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  38915. */
  38916. keysRotationOffsetModifierShift: boolean;
  38917. /**
  38918. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  38919. */
  38920. keysRadiusIncr: number[];
  38921. /**
  38922. * Defines the list of key codes associated with the zoom-out action (increase radius)
  38923. */
  38924. keysRadiusDecr: number[];
  38925. /**
  38926. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  38927. */
  38928. keysRadiusModifierAlt: boolean;
  38929. /**
  38930. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  38931. */
  38932. keysRadiusModifierCtrl: boolean;
  38933. /**
  38934. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  38935. */
  38936. keysRadiusModifierShift: boolean;
  38937. /**
  38938. * Defines the rate of change of heightOffset.
  38939. */
  38940. heightSensibility: number;
  38941. /**
  38942. * Defines the rate of change of rotationOffset.
  38943. */
  38944. rotationSensibility: number;
  38945. /**
  38946. * Defines the rate of change of radius.
  38947. */
  38948. radiusSensibility: number;
  38949. private _keys;
  38950. private _ctrlPressed;
  38951. private _altPressed;
  38952. private _shiftPressed;
  38953. private _onCanvasBlurObserver;
  38954. private _onKeyboardObserver;
  38955. private _engine;
  38956. private _scene;
  38957. /**
  38958. * Attach the input controls to a specific dom element to get the input from.
  38959. * @param element Defines the element the controls should be listened from
  38960. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38961. */
  38962. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38963. /**
  38964. * Detach the current controls from the specified dom element.
  38965. * @param element Defines the element to stop listening the inputs from
  38966. */
  38967. detachControl(element: Nullable<HTMLElement>): void;
  38968. /**
  38969. * Update the current camera state depending on the inputs that have been used this frame.
  38970. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38971. */
  38972. checkInputs(): void;
  38973. /**
  38974. * Gets the class name of the current input.
  38975. * @returns the class name
  38976. */
  38977. getClassName(): string;
  38978. /**
  38979. * Get the friendly name associated with the input class.
  38980. * @returns the input friendly name
  38981. */
  38982. getSimpleName(): string;
  38983. /**
  38984. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38985. * allow modification of the heightOffset value.
  38986. */
  38987. private _modifierHeightOffset;
  38988. /**
  38989. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38990. * allow modification of the rotationOffset value.
  38991. */
  38992. private _modifierRotationOffset;
  38993. /**
  38994. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  38995. * allow modification of the radius value.
  38996. */
  38997. private _modifierRadius;
  38998. }
  38999. }
  39000. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39001. import { Nullable } from "babylonjs/types";
  39002. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39003. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39004. import { Observable } from "babylonjs/Misc/observable";
  39005. module "babylonjs/Cameras/freeCameraInputsManager" {
  39006. interface FreeCameraInputsManager {
  39007. /**
  39008. * @hidden
  39009. */
  39010. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39011. /**
  39012. * Add orientation input support to the input manager.
  39013. * @returns the current input manager
  39014. */
  39015. addDeviceOrientation(): FreeCameraInputsManager;
  39016. }
  39017. }
  39018. /**
  39019. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39020. * Screen rotation is taken into account.
  39021. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39022. */
  39023. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39024. private _camera;
  39025. private _screenOrientationAngle;
  39026. private _constantTranform;
  39027. private _screenQuaternion;
  39028. private _alpha;
  39029. private _beta;
  39030. private _gamma;
  39031. /**
  39032. * Can be used to detect if a device orientation sensor is availible on a device
  39033. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39034. * @returns a promise that will resolve on orientation change
  39035. */
  39036. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39037. /**
  39038. * @hidden
  39039. */
  39040. _onDeviceOrientationChangedObservable: Observable<void>;
  39041. /**
  39042. * Instantiates a new input
  39043. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39044. */
  39045. constructor();
  39046. /**
  39047. * Define the camera controlled by the input.
  39048. */
  39049. camera: FreeCamera;
  39050. /**
  39051. * Attach the input controls to a specific dom element to get the input from.
  39052. * @param element Defines the element the controls should be listened from
  39053. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39054. */
  39055. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39056. private _orientationChanged;
  39057. private _deviceOrientation;
  39058. /**
  39059. * Detach the current controls from the specified dom element.
  39060. * @param element Defines the element to stop listening the inputs from
  39061. */
  39062. detachControl(element: Nullable<HTMLElement>): void;
  39063. /**
  39064. * Update the current camera state depending on the inputs that have been used this frame.
  39065. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39066. */
  39067. checkInputs(): void;
  39068. /**
  39069. * Gets the class name of the current intput.
  39070. * @returns the class name
  39071. */
  39072. getClassName(): string;
  39073. /**
  39074. * Get the friendly name associated with the input class.
  39075. * @returns the input friendly name
  39076. */
  39077. getSimpleName(): string;
  39078. }
  39079. }
  39080. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39081. import { Nullable } from "babylonjs/types";
  39082. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39083. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39084. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39085. /**
  39086. * Manage the gamepad inputs to control a free camera.
  39087. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39088. */
  39089. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39090. /**
  39091. * Define the camera the input is attached to.
  39092. */
  39093. camera: FreeCamera;
  39094. /**
  39095. * Define the Gamepad controlling the input
  39096. */
  39097. gamepad: Nullable<Gamepad>;
  39098. /**
  39099. * Defines the gamepad rotation sensiblity.
  39100. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39101. */
  39102. gamepadAngularSensibility: number;
  39103. /**
  39104. * Defines the gamepad move sensiblity.
  39105. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39106. */
  39107. gamepadMoveSensibility: number;
  39108. private _onGamepadConnectedObserver;
  39109. private _onGamepadDisconnectedObserver;
  39110. private _cameraTransform;
  39111. private _deltaTransform;
  39112. private _vector3;
  39113. private _vector2;
  39114. /**
  39115. * Attach the input controls to a specific dom element to get the input from.
  39116. * @param element Defines the element the controls should be listened from
  39117. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39118. */
  39119. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39120. /**
  39121. * Detach the current controls from the specified dom element.
  39122. * @param element Defines the element to stop listening the inputs from
  39123. */
  39124. detachControl(element: Nullable<HTMLElement>): void;
  39125. /**
  39126. * Update the current camera state depending on the inputs that have been used this frame.
  39127. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39128. */
  39129. checkInputs(): void;
  39130. /**
  39131. * Gets the class name of the current intput.
  39132. * @returns the class name
  39133. */
  39134. getClassName(): string;
  39135. /**
  39136. * Get the friendly name associated with the input class.
  39137. * @returns the input friendly name
  39138. */
  39139. getSimpleName(): string;
  39140. }
  39141. }
  39142. declare module "babylonjs/Misc/virtualJoystick" {
  39143. import { Nullable } from "babylonjs/types";
  39144. import { Vector3 } from "babylonjs/Maths/math.vector";
  39145. /**
  39146. * Defines the potential axis of a Joystick
  39147. */
  39148. export enum JoystickAxis {
  39149. /** X axis */
  39150. X = 0,
  39151. /** Y axis */
  39152. Y = 1,
  39153. /** Z axis */
  39154. Z = 2
  39155. }
  39156. /**
  39157. * Class used to define virtual joystick (used in touch mode)
  39158. */
  39159. export class VirtualJoystick {
  39160. /**
  39161. * Gets or sets a boolean indicating that left and right values must be inverted
  39162. */
  39163. reverseLeftRight: boolean;
  39164. /**
  39165. * Gets or sets a boolean indicating that up and down values must be inverted
  39166. */
  39167. reverseUpDown: boolean;
  39168. /**
  39169. * Gets the offset value for the position (ie. the change of the position value)
  39170. */
  39171. deltaPosition: Vector3;
  39172. /**
  39173. * Gets a boolean indicating if the virtual joystick was pressed
  39174. */
  39175. pressed: boolean;
  39176. /**
  39177. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39178. */
  39179. static Canvas: Nullable<HTMLCanvasElement>;
  39180. private static _globalJoystickIndex;
  39181. private static vjCanvasContext;
  39182. private static vjCanvasWidth;
  39183. private static vjCanvasHeight;
  39184. private static halfWidth;
  39185. private _action;
  39186. private _axisTargetedByLeftAndRight;
  39187. private _axisTargetedByUpAndDown;
  39188. private _joystickSensibility;
  39189. private _inversedSensibility;
  39190. private _joystickPointerID;
  39191. private _joystickColor;
  39192. private _joystickPointerPos;
  39193. private _joystickPreviousPointerPos;
  39194. private _joystickPointerStartPos;
  39195. private _deltaJoystickVector;
  39196. private _leftJoystick;
  39197. private _touches;
  39198. private _onPointerDownHandlerRef;
  39199. private _onPointerMoveHandlerRef;
  39200. private _onPointerUpHandlerRef;
  39201. private _onResize;
  39202. /**
  39203. * Creates a new virtual joystick
  39204. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39205. */
  39206. constructor(leftJoystick?: boolean);
  39207. /**
  39208. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39209. * @param newJoystickSensibility defines the new sensibility
  39210. */
  39211. setJoystickSensibility(newJoystickSensibility: number): void;
  39212. private _onPointerDown;
  39213. private _onPointerMove;
  39214. private _onPointerUp;
  39215. /**
  39216. * Change the color of the virtual joystick
  39217. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39218. */
  39219. setJoystickColor(newColor: string): void;
  39220. /**
  39221. * Defines a callback to call when the joystick is touched
  39222. * @param action defines the callback
  39223. */
  39224. setActionOnTouch(action: () => any): void;
  39225. /**
  39226. * Defines which axis you'd like to control for left & right
  39227. * @param axis defines the axis to use
  39228. */
  39229. setAxisForLeftRight(axis: JoystickAxis): void;
  39230. /**
  39231. * Defines which axis you'd like to control for up & down
  39232. * @param axis defines the axis to use
  39233. */
  39234. setAxisForUpDown(axis: JoystickAxis): void;
  39235. private _drawVirtualJoystick;
  39236. /**
  39237. * Release internal HTML canvas
  39238. */
  39239. releaseCanvas(): void;
  39240. }
  39241. }
  39242. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39243. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39244. import { Nullable } from "babylonjs/types";
  39245. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39246. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39247. module "babylonjs/Cameras/freeCameraInputsManager" {
  39248. interface FreeCameraInputsManager {
  39249. /**
  39250. * Add virtual joystick input support to the input manager.
  39251. * @returns the current input manager
  39252. */
  39253. addVirtualJoystick(): FreeCameraInputsManager;
  39254. }
  39255. }
  39256. /**
  39257. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39258. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39259. */
  39260. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39261. /**
  39262. * Defines the camera the input is attached to.
  39263. */
  39264. camera: FreeCamera;
  39265. private _leftjoystick;
  39266. private _rightjoystick;
  39267. /**
  39268. * Gets the left stick of the virtual joystick.
  39269. * @returns The virtual Joystick
  39270. */
  39271. getLeftJoystick(): VirtualJoystick;
  39272. /**
  39273. * Gets the right stick of the virtual joystick.
  39274. * @returns The virtual Joystick
  39275. */
  39276. getRightJoystick(): VirtualJoystick;
  39277. /**
  39278. * Update the current camera state depending on the inputs that have been used this frame.
  39279. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39280. */
  39281. checkInputs(): void;
  39282. /**
  39283. * Attach the input controls to a specific dom element to get the input from.
  39284. * @param element Defines the element the controls should be listened from
  39285. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39286. */
  39287. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39288. /**
  39289. * Detach the current controls from the specified dom element.
  39290. * @param element Defines the element to stop listening the inputs from
  39291. */
  39292. detachControl(element: Nullable<HTMLElement>): void;
  39293. /**
  39294. * Gets the class name of the current intput.
  39295. * @returns the class name
  39296. */
  39297. getClassName(): string;
  39298. /**
  39299. * Get the friendly name associated with the input class.
  39300. * @returns the input friendly name
  39301. */
  39302. getSimpleName(): string;
  39303. }
  39304. }
  39305. declare module "babylonjs/Cameras/Inputs/index" {
  39306. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39307. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39308. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39309. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39310. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39311. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39312. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39313. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39314. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39315. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39316. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39317. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39318. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39319. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39320. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39321. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39322. }
  39323. declare module "babylonjs/Cameras/touchCamera" {
  39324. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39325. import { Scene } from "babylonjs/scene";
  39326. import { Vector3 } from "babylonjs/Maths/math.vector";
  39327. /**
  39328. * This represents a FPS type of camera controlled by touch.
  39329. * This is like a universal camera minus the Gamepad controls.
  39330. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39331. */
  39332. export class TouchCamera extends FreeCamera {
  39333. /**
  39334. * Defines the touch sensibility for rotation.
  39335. * The higher the faster.
  39336. */
  39337. touchAngularSensibility: number;
  39338. /**
  39339. * Defines the touch sensibility for move.
  39340. * The higher the faster.
  39341. */
  39342. touchMoveSensibility: number;
  39343. /**
  39344. * Instantiates a new touch camera.
  39345. * This represents a FPS type of camera controlled by touch.
  39346. * This is like a universal camera minus the Gamepad controls.
  39347. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39348. * @param name Define the name of the camera in the scene
  39349. * @param position Define the start position of the camera in the scene
  39350. * @param scene Define the scene the camera belongs to
  39351. */
  39352. constructor(name: string, position: Vector3, scene: Scene);
  39353. /**
  39354. * Gets the current object class name.
  39355. * @return the class name
  39356. */
  39357. getClassName(): string;
  39358. /** @hidden */
  39359. _setupInputs(): void;
  39360. }
  39361. }
  39362. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39363. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39364. import { Scene } from "babylonjs/scene";
  39365. import { Vector3 } from "babylonjs/Maths/math.vector";
  39366. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39367. import { Axis } from "babylonjs/Maths/math.axis";
  39368. /**
  39369. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39370. * being tilted forward or back and left or right.
  39371. */
  39372. export class DeviceOrientationCamera extends FreeCamera {
  39373. private _initialQuaternion;
  39374. private _quaternionCache;
  39375. private _tmpDragQuaternion;
  39376. /**
  39377. * Creates a new device orientation camera
  39378. * @param name The name of the camera
  39379. * @param position The start position camera
  39380. * @param scene The scene the camera belongs to
  39381. */
  39382. constructor(name: string, position: Vector3, scene: Scene);
  39383. /**
  39384. * @hidden
  39385. * Disabled pointer input on first orientation sensor update (Default: true)
  39386. */
  39387. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  39388. private _dragFactor;
  39389. /**
  39390. * Enabled turning on the y axis when the orientation sensor is active
  39391. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39392. */
  39393. enableHorizontalDragging(dragFactor?: number): void;
  39394. /**
  39395. * Gets the current instance class name ("DeviceOrientationCamera").
  39396. * This helps avoiding instanceof at run time.
  39397. * @returns the class name
  39398. */
  39399. getClassName(): string;
  39400. /**
  39401. * @hidden
  39402. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39403. */
  39404. _checkInputs(): void;
  39405. /**
  39406. * Reset the camera to its default orientation on the specified axis only.
  39407. * @param axis The axis to reset
  39408. */
  39409. resetToCurrentRotation(axis?: Axis): void;
  39410. }
  39411. }
  39412. declare module "babylonjs/Gamepads/xboxGamepad" {
  39413. import { Observable } from "babylonjs/Misc/observable";
  39414. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39415. /**
  39416. * Defines supported buttons for XBox360 compatible gamepads
  39417. */
  39418. export enum Xbox360Button {
  39419. /** A */
  39420. A = 0,
  39421. /** B */
  39422. B = 1,
  39423. /** X */
  39424. X = 2,
  39425. /** Y */
  39426. Y = 3,
  39427. /** Start */
  39428. Start = 4,
  39429. /** Back */
  39430. Back = 5,
  39431. /** Left button */
  39432. LB = 6,
  39433. /** Right button */
  39434. RB = 7,
  39435. /** Left stick */
  39436. LeftStick = 8,
  39437. /** Right stick */
  39438. RightStick = 9
  39439. }
  39440. /** Defines values for XBox360 DPad */
  39441. export enum Xbox360Dpad {
  39442. /** Up */
  39443. Up = 0,
  39444. /** Down */
  39445. Down = 1,
  39446. /** Left */
  39447. Left = 2,
  39448. /** Right */
  39449. Right = 3
  39450. }
  39451. /**
  39452. * Defines a XBox360 gamepad
  39453. */
  39454. export class Xbox360Pad extends Gamepad {
  39455. private _leftTrigger;
  39456. private _rightTrigger;
  39457. private _onlefttriggerchanged;
  39458. private _onrighttriggerchanged;
  39459. private _onbuttondown;
  39460. private _onbuttonup;
  39461. private _ondpaddown;
  39462. private _ondpadup;
  39463. /** Observable raised when a button is pressed */
  39464. onButtonDownObservable: Observable<Xbox360Button>;
  39465. /** Observable raised when a button is released */
  39466. onButtonUpObservable: Observable<Xbox360Button>;
  39467. /** Observable raised when a pad is pressed */
  39468. onPadDownObservable: Observable<Xbox360Dpad>;
  39469. /** Observable raised when a pad is released */
  39470. onPadUpObservable: Observable<Xbox360Dpad>;
  39471. private _buttonA;
  39472. private _buttonB;
  39473. private _buttonX;
  39474. private _buttonY;
  39475. private _buttonBack;
  39476. private _buttonStart;
  39477. private _buttonLB;
  39478. private _buttonRB;
  39479. private _buttonLeftStick;
  39480. private _buttonRightStick;
  39481. private _dPadUp;
  39482. private _dPadDown;
  39483. private _dPadLeft;
  39484. private _dPadRight;
  39485. private _isXboxOnePad;
  39486. /**
  39487. * Creates a new XBox360 gamepad object
  39488. * @param id defines the id of this gamepad
  39489. * @param index defines its index
  39490. * @param gamepad defines the internal HTML gamepad object
  39491. * @param xboxOne defines if it is a XBox One gamepad
  39492. */
  39493. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39494. /**
  39495. * Defines the callback to call when left trigger is pressed
  39496. * @param callback defines the callback to use
  39497. */
  39498. onlefttriggerchanged(callback: (value: number) => void): void;
  39499. /**
  39500. * Defines the callback to call when right trigger is pressed
  39501. * @param callback defines the callback to use
  39502. */
  39503. onrighttriggerchanged(callback: (value: number) => void): void;
  39504. /**
  39505. * Gets the left trigger value
  39506. */
  39507. /**
  39508. * Sets the left trigger value
  39509. */
  39510. leftTrigger: number;
  39511. /**
  39512. * Gets the right trigger value
  39513. */
  39514. /**
  39515. * Sets the right trigger value
  39516. */
  39517. rightTrigger: number;
  39518. /**
  39519. * Defines the callback to call when a button is pressed
  39520. * @param callback defines the callback to use
  39521. */
  39522. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39523. /**
  39524. * Defines the callback to call when a button is released
  39525. * @param callback defines the callback to use
  39526. */
  39527. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39528. /**
  39529. * Defines the callback to call when a pad is pressed
  39530. * @param callback defines the callback to use
  39531. */
  39532. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39533. /**
  39534. * Defines the callback to call when a pad is released
  39535. * @param callback defines the callback to use
  39536. */
  39537. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39538. private _setButtonValue;
  39539. private _setDPadValue;
  39540. /**
  39541. * Gets the value of the `A` button
  39542. */
  39543. /**
  39544. * Sets the value of the `A` button
  39545. */
  39546. buttonA: number;
  39547. /**
  39548. * Gets the value of the `B` button
  39549. */
  39550. /**
  39551. * Sets the value of the `B` button
  39552. */
  39553. buttonB: number;
  39554. /**
  39555. * Gets the value of the `X` button
  39556. */
  39557. /**
  39558. * Sets the value of the `X` button
  39559. */
  39560. buttonX: number;
  39561. /**
  39562. * Gets the value of the `Y` button
  39563. */
  39564. /**
  39565. * Sets the value of the `Y` button
  39566. */
  39567. buttonY: number;
  39568. /**
  39569. * Gets the value of the `Start` button
  39570. */
  39571. /**
  39572. * Sets the value of the `Start` button
  39573. */
  39574. buttonStart: number;
  39575. /**
  39576. * Gets the value of the `Back` button
  39577. */
  39578. /**
  39579. * Sets the value of the `Back` button
  39580. */
  39581. buttonBack: number;
  39582. /**
  39583. * Gets the value of the `Left` button
  39584. */
  39585. /**
  39586. * Sets the value of the `Left` button
  39587. */
  39588. buttonLB: number;
  39589. /**
  39590. * Gets the value of the `Right` button
  39591. */
  39592. /**
  39593. * Sets the value of the `Right` button
  39594. */
  39595. buttonRB: number;
  39596. /**
  39597. * Gets the value of the Left joystick
  39598. */
  39599. /**
  39600. * Sets the value of the Left joystick
  39601. */
  39602. buttonLeftStick: number;
  39603. /**
  39604. * Gets the value of the Right joystick
  39605. */
  39606. /**
  39607. * Sets the value of the Right joystick
  39608. */
  39609. buttonRightStick: number;
  39610. /**
  39611. * Gets the value of D-pad up
  39612. */
  39613. /**
  39614. * Sets the value of D-pad up
  39615. */
  39616. dPadUp: number;
  39617. /**
  39618. * Gets the value of D-pad down
  39619. */
  39620. /**
  39621. * Sets the value of D-pad down
  39622. */
  39623. dPadDown: number;
  39624. /**
  39625. * Gets the value of D-pad left
  39626. */
  39627. /**
  39628. * Sets the value of D-pad left
  39629. */
  39630. dPadLeft: number;
  39631. /**
  39632. * Gets the value of D-pad right
  39633. */
  39634. /**
  39635. * Sets the value of D-pad right
  39636. */
  39637. dPadRight: number;
  39638. /**
  39639. * Force the gamepad to synchronize with device values
  39640. */
  39641. update(): void;
  39642. /**
  39643. * Disposes the gamepad
  39644. */
  39645. dispose(): void;
  39646. }
  39647. }
  39648. declare module "babylonjs/Gamepads/gamepadManager" {
  39649. import { Observable } from "babylonjs/Misc/observable";
  39650. import { Nullable } from "babylonjs/types";
  39651. import { Scene } from "babylonjs/scene";
  39652. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39653. /**
  39654. * Manager for handling gamepads
  39655. */
  39656. export class GamepadManager {
  39657. private _scene?;
  39658. private _babylonGamepads;
  39659. private _oneGamepadConnected;
  39660. /** @hidden */
  39661. _isMonitoring: boolean;
  39662. private _gamepadEventSupported;
  39663. private _gamepadSupport;
  39664. /**
  39665. * observable to be triggered when the gamepad controller has been connected
  39666. */
  39667. onGamepadConnectedObservable: Observable<Gamepad>;
  39668. /**
  39669. * observable to be triggered when the gamepad controller has been disconnected
  39670. */
  39671. onGamepadDisconnectedObservable: Observable<Gamepad>;
  39672. private _onGamepadConnectedEvent;
  39673. private _onGamepadDisconnectedEvent;
  39674. /**
  39675. * Initializes the gamepad manager
  39676. * @param _scene BabylonJS scene
  39677. */
  39678. constructor(_scene?: Scene | undefined);
  39679. /**
  39680. * The gamepads in the game pad manager
  39681. */
  39682. readonly gamepads: Gamepad[];
  39683. /**
  39684. * Get the gamepad controllers based on type
  39685. * @param type The type of gamepad controller
  39686. * @returns Nullable gamepad
  39687. */
  39688. getGamepadByType(type?: number): Nullable<Gamepad>;
  39689. /**
  39690. * Disposes the gamepad manager
  39691. */
  39692. dispose(): void;
  39693. private _addNewGamepad;
  39694. private _startMonitoringGamepads;
  39695. private _stopMonitoringGamepads;
  39696. /** @hidden */
  39697. _checkGamepadsStatus(): void;
  39698. private _updateGamepadObjects;
  39699. }
  39700. }
  39701. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  39702. import { Nullable } from "babylonjs/types";
  39703. import { Scene } from "babylonjs/scene";
  39704. import { ISceneComponent } from "babylonjs/sceneComponent";
  39705. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  39706. module "babylonjs/scene" {
  39707. interface Scene {
  39708. /** @hidden */
  39709. _gamepadManager: Nullable<GamepadManager>;
  39710. /**
  39711. * Gets the gamepad manager associated with the scene
  39712. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  39713. */
  39714. gamepadManager: GamepadManager;
  39715. }
  39716. }
  39717. module "babylonjs/Cameras/freeCameraInputsManager" {
  39718. /**
  39719. * Interface representing a free camera inputs manager
  39720. */
  39721. interface FreeCameraInputsManager {
  39722. /**
  39723. * Adds gamepad input support to the FreeCameraInputsManager.
  39724. * @returns the FreeCameraInputsManager
  39725. */
  39726. addGamepad(): FreeCameraInputsManager;
  39727. }
  39728. }
  39729. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39730. /**
  39731. * Interface representing an arc rotate camera inputs manager
  39732. */
  39733. interface ArcRotateCameraInputsManager {
  39734. /**
  39735. * Adds gamepad input support to the ArcRotateCamera InputManager.
  39736. * @returns the camera inputs manager
  39737. */
  39738. addGamepad(): ArcRotateCameraInputsManager;
  39739. }
  39740. }
  39741. /**
  39742. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  39743. */
  39744. export class GamepadSystemSceneComponent implements ISceneComponent {
  39745. /**
  39746. * The component name helpfull to identify the component in the list of scene components.
  39747. */
  39748. readonly name: string;
  39749. /**
  39750. * The scene the component belongs to.
  39751. */
  39752. scene: Scene;
  39753. /**
  39754. * Creates a new instance of the component for the given scene
  39755. * @param scene Defines the scene to register the component in
  39756. */
  39757. constructor(scene: Scene);
  39758. /**
  39759. * Registers the component in a given scene
  39760. */
  39761. register(): void;
  39762. /**
  39763. * Rebuilds the elements related to this component in case of
  39764. * context lost for instance.
  39765. */
  39766. rebuild(): void;
  39767. /**
  39768. * Disposes the component and the associated ressources
  39769. */
  39770. dispose(): void;
  39771. private _beforeCameraUpdate;
  39772. }
  39773. }
  39774. declare module "babylonjs/Cameras/universalCamera" {
  39775. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  39776. import { Scene } from "babylonjs/scene";
  39777. import { Vector3 } from "babylonjs/Maths/math.vector";
  39778. import "babylonjs/Gamepads/gamepadSceneComponent";
  39779. /**
  39780. * 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,
  39781. * which still works and will still be found in many Playgrounds.
  39782. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39783. */
  39784. export class UniversalCamera extends TouchCamera {
  39785. /**
  39786. * Defines the gamepad rotation sensiblity.
  39787. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39788. */
  39789. gamepadAngularSensibility: number;
  39790. /**
  39791. * Defines the gamepad move sensiblity.
  39792. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39793. */
  39794. gamepadMoveSensibility: number;
  39795. /**
  39796. * 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,
  39797. * which still works and will still be found in many Playgrounds.
  39798. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39799. * @param name Define the name of the camera in the scene
  39800. * @param position Define the start position of the camera in the scene
  39801. * @param scene Define the scene the camera belongs to
  39802. */
  39803. constructor(name: string, position: Vector3, scene: Scene);
  39804. /**
  39805. * Gets the current object class name.
  39806. * @return the class name
  39807. */
  39808. getClassName(): string;
  39809. }
  39810. }
  39811. declare module "babylonjs/Cameras/gamepadCamera" {
  39812. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  39813. import { Scene } from "babylonjs/scene";
  39814. import { Vector3 } from "babylonjs/Maths/math.vector";
  39815. /**
  39816. * This represents a FPS type of camera. This is only here for back compat purpose.
  39817. * Please use the UniversalCamera instead as both are identical.
  39818. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39819. */
  39820. export class GamepadCamera extends UniversalCamera {
  39821. /**
  39822. * Instantiates a new Gamepad Camera
  39823. * This represents a FPS type of camera. This is only here for back compat purpose.
  39824. * Please use the UniversalCamera instead as both are identical.
  39825. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39826. * @param name Define the name of the camera in the scene
  39827. * @param position Define the start position of the camera in the scene
  39828. * @param scene Define the scene the camera belongs to
  39829. */
  39830. constructor(name: string, position: Vector3, scene: Scene);
  39831. /**
  39832. * Gets the current object class name.
  39833. * @return the class name
  39834. */
  39835. getClassName(): string;
  39836. }
  39837. }
  39838. declare module "babylonjs/Shaders/pass.fragment" {
  39839. /** @hidden */
  39840. export var passPixelShader: {
  39841. name: string;
  39842. shader: string;
  39843. };
  39844. }
  39845. declare module "babylonjs/Shaders/passCube.fragment" {
  39846. /** @hidden */
  39847. export var passCubePixelShader: {
  39848. name: string;
  39849. shader: string;
  39850. };
  39851. }
  39852. declare module "babylonjs/PostProcesses/passPostProcess" {
  39853. import { Nullable } from "babylonjs/types";
  39854. import { Camera } from "babylonjs/Cameras/camera";
  39855. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39856. import { Engine } from "babylonjs/Engines/engine";
  39857. import "babylonjs/Shaders/pass.fragment";
  39858. import "babylonjs/Shaders/passCube.fragment";
  39859. /**
  39860. * PassPostProcess which produces an output the same as it's input
  39861. */
  39862. export class PassPostProcess extends PostProcess {
  39863. /**
  39864. * Creates the PassPostProcess
  39865. * @param name The name of the effect.
  39866. * @param options The required width/height ratio to downsize to before computing the render pass.
  39867. * @param camera The camera to apply the render pass to.
  39868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39869. * @param engine The engine which the post process will be applied. (default: current engine)
  39870. * @param reusable If the post process can be reused on the same frame. (default: false)
  39871. * @param textureType The type of texture to be used when performing the post processing.
  39872. * @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)
  39873. */
  39874. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39875. }
  39876. /**
  39877. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  39878. */
  39879. export class PassCubePostProcess extends PostProcess {
  39880. private _face;
  39881. /**
  39882. * Gets or sets the cube face to display.
  39883. * * 0 is +X
  39884. * * 1 is -X
  39885. * * 2 is +Y
  39886. * * 3 is -Y
  39887. * * 4 is +Z
  39888. * * 5 is -Z
  39889. */
  39890. face: number;
  39891. /**
  39892. * Creates the PassCubePostProcess
  39893. * @param name The name of the effect.
  39894. * @param options The required width/height ratio to downsize to before computing the render pass.
  39895. * @param camera The camera to apply the render pass to.
  39896. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  39897. * @param engine The engine which the post process will be applied. (default: current engine)
  39898. * @param reusable If the post process can be reused on the same frame. (default: false)
  39899. * @param textureType The type of texture to be used when performing the post processing.
  39900. * @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)
  39901. */
  39902. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  39903. }
  39904. }
  39905. declare module "babylonjs/Shaders/anaglyph.fragment" {
  39906. /** @hidden */
  39907. export var anaglyphPixelShader: {
  39908. name: string;
  39909. shader: string;
  39910. };
  39911. }
  39912. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  39913. import { Engine } from "babylonjs/Engines/engine";
  39914. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  39915. import { Camera } from "babylonjs/Cameras/camera";
  39916. import "babylonjs/Shaders/anaglyph.fragment";
  39917. /**
  39918. * Postprocess used to generate anaglyphic rendering
  39919. */
  39920. export class AnaglyphPostProcess extends PostProcess {
  39921. private _passedProcess;
  39922. /**
  39923. * Creates a new AnaglyphPostProcess
  39924. * @param name defines postprocess name
  39925. * @param options defines creation options or target ratio scale
  39926. * @param rigCameras defines cameras using this postprocess
  39927. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  39928. * @param engine defines hosting engine
  39929. * @param reusable defines if the postprocess will be reused multiple times per frame
  39930. */
  39931. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  39932. }
  39933. }
  39934. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  39935. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  39936. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39937. import { Scene } from "babylonjs/scene";
  39938. import { Vector3 } from "babylonjs/Maths/math.vector";
  39939. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39940. /**
  39941. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  39942. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39943. */
  39944. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  39945. /**
  39946. * Creates a new AnaglyphArcRotateCamera
  39947. * @param name defines camera name
  39948. * @param alpha defines alpha angle (in radians)
  39949. * @param beta defines beta angle (in radians)
  39950. * @param radius defines radius
  39951. * @param target defines camera target
  39952. * @param interaxialDistance defines distance between each color axis
  39953. * @param scene defines the hosting scene
  39954. */
  39955. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  39956. /**
  39957. * Gets camera class name
  39958. * @returns AnaglyphArcRotateCamera
  39959. */
  39960. getClassName(): string;
  39961. }
  39962. }
  39963. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  39964. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39965. import { Scene } from "babylonjs/scene";
  39966. import { Vector3 } from "babylonjs/Maths/math.vector";
  39967. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39968. /**
  39969. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  39970. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39971. */
  39972. export class AnaglyphFreeCamera extends FreeCamera {
  39973. /**
  39974. * Creates a new AnaglyphFreeCamera
  39975. * @param name defines camera name
  39976. * @param position defines initial position
  39977. * @param interaxialDistance defines distance between each color axis
  39978. * @param scene defines the hosting scene
  39979. */
  39980. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  39981. /**
  39982. * Gets camera class name
  39983. * @returns AnaglyphFreeCamera
  39984. */
  39985. getClassName(): string;
  39986. }
  39987. }
  39988. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  39989. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  39990. import { Scene } from "babylonjs/scene";
  39991. import { Vector3 } from "babylonjs/Maths/math.vector";
  39992. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  39993. /**
  39994. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  39995. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  39996. */
  39997. export class AnaglyphGamepadCamera extends GamepadCamera {
  39998. /**
  39999. * Creates a new AnaglyphGamepadCamera
  40000. * @param name defines camera name
  40001. * @param position defines initial position
  40002. * @param interaxialDistance defines distance between each color axis
  40003. * @param scene defines the hosting scene
  40004. */
  40005. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40006. /**
  40007. * Gets camera class name
  40008. * @returns AnaglyphGamepadCamera
  40009. */
  40010. getClassName(): string;
  40011. }
  40012. }
  40013. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40014. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40015. import { Scene } from "babylonjs/scene";
  40016. import { Vector3 } from "babylonjs/Maths/math.vector";
  40017. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40018. /**
  40019. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40020. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40021. */
  40022. export class AnaglyphUniversalCamera extends UniversalCamera {
  40023. /**
  40024. * Creates a new AnaglyphUniversalCamera
  40025. * @param name defines camera name
  40026. * @param position defines initial position
  40027. * @param interaxialDistance defines distance between each color axis
  40028. * @param scene defines the hosting scene
  40029. */
  40030. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40031. /**
  40032. * Gets camera class name
  40033. * @returns AnaglyphUniversalCamera
  40034. */
  40035. getClassName(): string;
  40036. }
  40037. }
  40038. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40039. /** @hidden */
  40040. export var stereoscopicInterlacePixelShader: {
  40041. name: string;
  40042. shader: string;
  40043. };
  40044. }
  40045. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40046. import { Camera } from "babylonjs/Cameras/camera";
  40047. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40048. import { Engine } from "babylonjs/Engines/engine";
  40049. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40050. /**
  40051. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40052. */
  40053. export class StereoscopicInterlacePostProcess extends PostProcess {
  40054. private _stepSize;
  40055. private _passedProcess;
  40056. /**
  40057. * Initializes a StereoscopicInterlacePostProcess
  40058. * @param name The name of the effect.
  40059. * @param rigCameras The rig cameras to be appled to the post process
  40060. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40061. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40062. * @param engine The engine which the post process will be applied. (default: current engine)
  40063. * @param reusable If the post process can be reused on the same frame. (default: false)
  40064. */
  40065. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40066. }
  40067. }
  40068. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40069. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40070. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40071. import { Scene } from "babylonjs/scene";
  40072. import { Vector3 } from "babylonjs/Maths/math.vector";
  40073. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40074. /**
  40075. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40076. * @see http://doc.babylonjs.com/features/cameras
  40077. */
  40078. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40079. /**
  40080. * Creates a new StereoscopicArcRotateCamera
  40081. * @param name defines camera name
  40082. * @param alpha defines alpha angle (in radians)
  40083. * @param beta defines beta angle (in radians)
  40084. * @param radius defines radius
  40085. * @param target defines camera target
  40086. * @param interaxialDistance defines distance between each color axis
  40087. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40088. * @param scene defines the hosting scene
  40089. */
  40090. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40091. /**
  40092. * Gets camera class name
  40093. * @returns StereoscopicArcRotateCamera
  40094. */
  40095. getClassName(): string;
  40096. }
  40097. }
  40098. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40099. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40100. import { Scene } from "babylonjs/scene";
  40101. import { Vector3 } from "babylonjs/Maths/math.vector";
  40102. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40103. /**
  40104. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40105. * @see http://doc.babylonjs.com/features/cameras
  40106. */
  40107. export class StereoscopicFreeCamera extends FreeCamera {
  40108. /**
  40109. * Creates a new StereoscopicFreeCamera
  40110. * @param name defines camera name
  40111. * @param position defines initial position
  40112. * @param interaxialDistance defines distance between each color axis
  40113. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40114. * @param scene defines the hosting scene
  40115. */
  40116. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40117. /**
  40118. * Gets camera class name
  40119. * @returns StereoscopicFreeCamera
  40120. */
  40121. getClassName(): string;
  40122. }
  40123. }
  40124. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40125. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40126. import { Scene } from "babylonjs/scene";
  40127. import { Vector3 } from "babylonjs/Maths/math.vector";
  40128. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40129. /**
  40130. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40131. * @see http://doc.babylonjs.com/features/cameras
  40132. */
  40133. export class StereoscopicGamepadCamera extends GamepadCamera {
  40134. /**
  40135. * Creates a new StereoscopicGamepadCamera
  40136. * @param name defines camera name
  40137. * @param position defines initial position
  40138. * @param interaxialDistance defines distance between each color axis
  40139. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40140. * @param scene defines the hosting scene
  40141. */
  40142. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40143. /**
  40144. * Gets camera class name
  40145. * @returns StereoscopicGamepadCamera
  40146. */
  40147. getClassName(): string;
  40148. }
  40149. }
  40150. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40151. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40152. import { Scene } from "babylonjs/scene";
  40153. import { Vector3 } from "babylonjs/Maths/math.vector";
  40154. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40155. /**
  40156. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40157. * @see http://doc.babylonjs.com/features/cameras
  40158. */
  40159. export class StereoscopicUniversalCamera extends UniversalCamera {
  40160. /**
  40161. * Creates a new StereoscopicUniversalCamera
  40162. * @param name defines camera name
  40163. * @param position defines initial position
  40164. * @param interaxialDistance defines distance between each color axis
  40165. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40166. * @param scene defines the hosting scene
  40167. */
  40168. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40169. /**
  40170. * Gets camera class name
  40171. * @returns StereoscopicUniversalCamera
  40172. */
  40173. getClassName(): string;
  40174. }
  40175. }
  40176. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40177. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40178. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40179. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40180. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40181. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40182. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40183. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40184. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40185. }
  40186. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40187. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40188. import { Scene } from "babylonjs/scene";
  40189. import { Vector3 } from "babylonjs/Maths/math.vector";
  40190. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40191. /**
  40192. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40193. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40194. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40195. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40196. */
  40197. export class VirtualJoysticksCamera extends FreeCamera {
  40198. /**
  40199. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40200. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40201. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40202. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40203. * @param name Define the name of the camera in the scene
  40204. * @param position Define the start position of the camera in the scene
  40205. * @param scene Define the scene the camera belongs to
  40206. */
  40207. constructor(name: string, position: Vector3, scene: Scene);
  40208. /**
  40209. * Gets the current object class name.
  40210. * @return the class name
  40211. */
  40212. getClassName(): string;
  40213. }
  40214. }
  40215. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40216. import { Matrix } from "babylonjs/Maths/math.vector";
  40217. /**
  40218. * This represents all the required metrics to create a VR camera.
  40219. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40220. */
  40221. export class VRCameraMetrics {
  40222. /**
  40223. * Define the horizontal resolution off the screen.
  40224. */
  40225. hResolution: number;
  40226. /**
  40227. * Define the vertical resolution off the screen.
  40228. */
  40229. vResolution: number;
  40230. /**
  40231. * Define the horizontal screen size.
  40232. */
  40233. hScreenSize: number;
  40234. /**
  40235. * Define the vertical screen size.
  40236. */
  40237. vScreenSize: number;
  40238. /**
  40239. * Define the vertical screen center position.
  40240. */
  40241. vScreenCenter: number;
  40242. /**
  40243. * Define the distance of the eyes to the screen.
  40244. */
  40245. eyeToScreenDistance: number;
  40246. /**
  40247. * Define the distance between both lenses
  40248. */
  40249. lensSeparationDistance: number;
  40250. /**
  40251. * Define the distance between both viewer's eyes.
  40252. */
  40253. interpupillaryDistance: number;
  40254. /**
  40255. * Define the distortion factor of the VR postprocess.
  40256. * Please, touch with care.
  40257. */
  40258. distortionK: number[];
  40259. /**
  40260. * Define the chromatic aberration correction factors for the VR post process.
  40261. */
  40262. chromaAbCorrection: number[];
  40263. /**
  40264. * Define the scale factor of the post process.
  40265. * The smaller the better but the slower.
  40266. */
  40267. postProcessScaleFactor: number;
  40268. /**
  40269. * Define an offset for the lens center.
  40270. */
  40271. lensCenterOffset: number;
  40272. /**
  40273. * Define if the current vr camera should compensate the distortion of the lense or not.
  40274. */
  40275. compensateDistortion: boolean;
  40276. /**
  40277. * Defines if multiview should be enabled when rendering (Default: false)
  40278. */
  40279. multiviewEnabled: boolean;
  40280. /**
  40281. * Gets the rendering aspect ratio based on the provided resolutions.
  40282. */
  40283. readonly aspectRatio: number;
  40284. /**
  40285. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40286. */
  40287. readonly aspectRatioFov: number;
  40288. /**
  40289. * @hidden
  40290. */
  40291. readonly leftHMatrix: Matrix;
  40292. /**
  40293. * @hidden
  40294. */
  40295. readonly rightHMatrix: Matrix;
  40296. /**
  40297. * @hidden
  40298. */
  40299. readonly leftPreViewMatrix: Matrix;
  40300. /**
  40301. * @hidden
  40302. */
  40303. readonly rightPreViewMatrix: Matrix;
  40304. /**
  40305. * Get the default VRMetrics based on the most generic setup.
  40306. * @returns the default vr metrics
  40307. */
  40308. static GetDefault(): VRCameraMetrics;
  40309. }
  40310. }
  40311. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40312. /** @hidden */
  40313. export var vrDistortionCorrectionPixelShader: {
  40314. name: string;
  40315. shader: string;
  40316. };
  40317. }
  40318. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40319. import { Camera } from "babylonjs/Cameras/camera";
  40320. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40321. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40322. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40323. /**
  40324. * VRDistortionCorrectionPostProcess used for mobile VR
  40325. */
  40326. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40327. private _isRightEye;
  40328. private _distortionFactors;
  40329. private _postProcessScaleFactor;
  40330. private _lensCenterOffset;
  40331. private _scaleIn;
  40332. private _scaleFactor;
  40333. private _lensCenter;
  40334. /**
  40335. * Initializes the VRDistortionCorrectionPostProcess
  40336. * @param name The name of the effect.
  40337. * @param camera The camera to apply the render pass to.
  40338. * @param isRightEye If this is for the right eye distortion
  40339. * @param vrMetrics All the required metrics for the VR camera
  40340. */
  40341. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40342. }
  40343. }
  40344. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40345. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40346. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40347. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40348. import { Scene } from "babylonjs/scene";
  40349. import { Vector3 } from "babylonjs/Maths/math.vector";
  40350. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40351. import "babylonjs/Cameras/RigModes/vrRigMode";
  40352. /**
  40353. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40354. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40355. */
  40356. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40357. /**
  40358. * Creates a new VRDeviceOrientationArcRotateCamera
  40359. * @param name defines camera name
  40360. * @param alpha defines the camera rotation along the logitudinal axis
  40361. * @param beta defines the camera rotation along the latitudinal axis
  40362. * @param radius defines the camera distance from its target
  40363. * @param target defines the camera target
  40364. * @param scene defines the scene the camera belongs to
  40365. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40366. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40367. */
  40368. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40369. /**
  40370. * Gets camera class name
  40371. * @returns VRDeviceOrientationArcRotateCamera
  40372. */
  40373. getClassName(): string;
  40374. }
  40375. }
  40376. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40377. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40378. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40379. import { Scene } from "babylonjs/scene";
  40380. import { Vector3 } from "babylonjs/Maths/math.vector";
  40381. import "babylonjs/Cameras/RigModes/vrRigMode";
  40382. /**
  40383. * Camera used to simulate VR rendering (based on FreeCamera)
  40384. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40385. */
  40386. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40387. /**
  40388. * Creates a new VRDeviceOrientationFreeCamera
  40389. * @param name defines camera name
  40390. * @param position defines the start position of the camera
  40391. * @param scene defines the scene the camera belongs to
  40392. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40393. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40394. */
  40395. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40396. /**
  40397. * Gets camera class name
  40398. * @returns VRDeviceOrientationFreeCamera
  40399. */
  40400. getClassName(): string;
  40401. }
  40402. }
  40403. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40404. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40405. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40406. import { Scene } from "babylonjs/scene";
  40407. import { Vector3 } from "babylonjs/Maths/math.vector";
  40408. import "babylonjs/Gamepads/gamepadSceneComponent";
  40409. /**
  40410. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40411. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40412. */
  40413. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40414. /**
  40415. * Creates a new VRDeviceOrientationGamepadCamera
  40416. * @param name defines camera name
  40417. * @param position defines the start position of the camera
  40418. * @param scene defines the scene the camera belongs to
  40419. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40420. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40421. */
  40422. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40423. /**
  40424. * Gets camera class name
  40425. * @returns VRDeviceOrientationGamepadCamera
  40426. */
  40427. getClassName(): string;
  40428. }
  40429. }
  40430. declare module "babylonjs/Materials/pushMaterial" {
  40431. import { Nullable } from "babylonjs/types";
  40432. import { Scene } from "babylonjs/scene";
  40433. import { Matrix } from "babylonjs/Maths/math.vector";
  40434. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40435. import { Mesh } from "babylonjs/Meshes/mesh";
  40436. import { Material } from "babylonjs/Materials/material";
  40437. import { Effect } from "babylonjs/Materials/effect";
  40438. /**
  40439. * Base class of materials working in push mode in babylon JS
  40440. * @hidden
  40441. */
  40442. export class PushMaterial extends Material {
  40443. protected _activeEffect: Effect;
  40444. protected _normalMatrix: Matrix;
  40445. /**
  40446. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40447. * This means that the material can keep using a previous shader while a new one is being compiled.
  40448. * This is mostly used when shader parallel compilation is supported (true by default)
  40449. */
  40450. allowShaderHotSwapping: boolean;
  40451. constructor(name: string, scene: Scene);
  40452. getEffect(): Effect;
  40453. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40454. /**
  40455. * Binds the given world matrix to the active effect
  40456. *
  40457. * @param world the matrix to bind
  40458. */
  40459. bindOnlyWorldMatrix(world: Matrix): void;
  40460. /**
  40461. * Binds the given normal matrix to the active effect
  40462. *
  40463. * @param normalMatrix the matrix to bind
  40464. */
  40465. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40466. bind(world: Matrix, mesh?: Mesh): void;
  40467. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40468. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40469. }
  40470. }
  40471. declare module "babylonjs/Materials/materialFlags" {
  40472. /**
  40473. * This groups all the flags used to control the materials channel.
  40474. */
  40475. export class MaterialFlags {
  40476. private static _DiffuseTextureEnabled;
  40477. /**
  40478. * Are diffuse textures enabled in the application.
  40479. */
  40480. static DiffuseTextureEnabled: boolean;
  40481. private static _AmbientTextureEnabled;
  40482. /**
  40483. * Are ambient textures enabled in the application.
  40484. */
  40485. static AmbientTextureEnabled: boolean;
  40486. private static _OpacityTextureEnabled;
  40487. /**
  40488. * Are opacity textures enabled in the application.
  40489. */
  40490. static OpacityTextureEnabled: boolean;
  40491. private static _ReflectionTextureEnabled;
  40492. /**
  40493. * Are reflection textures enabled in the application.
  40494. */
  40495. static ReflectionTextureEnabled: boolean;
  40496. private static _EmissiveTextureEnabled;
  40497. /**
  40498. * Are emissive textures enabled in the application.
  40499. */
  40500. static EmissiveTextureEnabled: boolean;
  40501. private static _SpecularTextureEnabled;
  40502. /**
  40503. * Are specular textures enabled in the application.
  40504. */
  40505. static SpecularTextureEnabled: boolean;
  40506. private static _BumpTextureEnabled;
  40507. /**
  40508. * Are bump textures enabled in the application.
  40509. */
  40510. static BumpTextureEnabled: boolean;
  40511. private static _LightmapTextureEnabled;
  40512. /**
  40513. * Are lightmap textures enabled in the application.
  40514. */
  40515. static LightmapTextureEnabled: boolean;
  40516. private static _RefractionTextureEnabled;
  40517. /**
  40518. * Are refraction textures enabled in the application.
  40519. */
  40520. static RefractionTextureEnabled: boolean;
  40521. private static _ColorGradingTextureEnabled;
  40522. /**
  40523. * Are color grading textures enabled in the application.
  40524. */
  40525. static ColorGradingTextureEnabled: boolean;
  40526. private static _FresnelEnabled;
  40527. /**
  40528. * Are fresnels enabled in the application.
  40529. */
  40530. static FresnelEnabled: boolean;
  40531. private static _ClearCoatTextureEnabled;
  40532. /**
  40533. * Are clear coat textures enabled in the application.
  40534. */
  40535. static ClearCoatTextureEnabled: boolean;
  40536. private static _ClearCoatBumpTextureEnabled;
  40537. /**
  40538. * Are clear coat bump textures enabled in the application.
  40539. */
  40540. static ClearCoatBumpTextureEnabled: boolean;
  40541. private static _ClearCoatTintTextureEnabled;
  40542. /**
  40543. * Are clear coat tint textures enabled in the application.
  40544. */
  40545. static ClearCoatTintTextureEnabled: boolean;
  40546. private static _SheenTextureEnabled;
  40547. /**
  40548. * Are sheen textures enabled in the application.
  40549. */
  40550. static SheenTextureEnabled: boolean;
  40551. private static _AnisotropicTextureEnabled;
  40552. /**
  40553. * Are anisotropic textures enabled in the application.
  40554. */
  40555. static AnisotropicTextureEnabled: boolean;
  40556. private static _ThicknessTextureEnabled;
  40557. /**
  40558. * Are thickness textures enabled in the application.
  40559. */
  40560. static ThicknessTextureEnabled: boolean;
  40561. }
  40562. }
  40563. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40564. /** @hidden */
  40565. export var defaultFragmentDeclaration: {
  40566. name: string;
  40567. shader: string;
  40568. };
  40569. }
  40570. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40571. /** @hidden */
  40572. export var defaultUboDeclaration: {
  40573. name: string;
  40574. shader: string;
  40575. };
  40576. }
  40577. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40578. /** @hidden */
  40579. export var lightFragmentDeclaration: {
  40580. name: string;
  40581. shader: string;
  40582. };
  40583. }
  40584. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40585. /** @hidden */
  40586. export var lightUboDeclaration: {
  40587. name: string;
  40588. shader: string;
  40589. };
  40590. }
  40591. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40592. /** @hidden */
  40593. export var lightsFragmentFunctions: {
  40594. name: string;
  40595. shader: string;
  40596. };
  40597. }
  40598. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40599. /** @hidden */
  40600. export var shadowsFragmentFunctions: {
  40601. name: string;
  40602. shader: string;
  40603. };
  40604. }
  40605. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40606. /** @hidden */
  40607. export var fresnelFunction: {
  40608. name: string;
  40609. shader: string;
  40610. };
  40611. }
  40612. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40613. /** @hidden */
  40614. export var reflectionFunction: {
  40615. name: string;
  40616. shader: string;
  40617. };
  40618. }
  40619. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40620. /** @hidden */
  40621. export var bumpFragmentFunctions: {
  40622. name: string;
  40623. shader: string;
  40624. };
  40625. }
  40626. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40627. /** @hidden */
  40628. export var logDepthDeclaration: {
  40629. name: string;
  40630. shader: string;
  40631. };
  40632. }
  40633. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40634. /** @hidden */
  40635. export var bumpFragment: {
  40636. name: string;
  40637. shader: string;
  40638. };
  40639. }
  40640. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40641. /** @hidden */
  40642. export var depthPrePass: {
  40643. name: string;
  40644. shader: string;
  40645. };
  40646. }
  40647. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40648. /** @hidden */
  40649. export var lightFragment: {
  40650. name: string;
  40651. shader: string;
  40652. };
  40653. }
  40654. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40655. /** @hidden */
  40656. export var logDepthFragment: {
  40657. name: string;
  40658. shader: string;
  40659. };
  40660. }
  40661. declare module "babylonjs/Shaders/default.fragment" {
  40662. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40663. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40664. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40665. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40666. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40667. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  40668. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  40669. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  40670. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  40671. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  40672. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  40673. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  40674. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  40675. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40676. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  40677. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  40678. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  40679. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  40680. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  40681. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  40682. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  40683. /** @hidden */
  40684. export var defaultPixelShader: {
  40685. name: string;
  40686. shader: string;
  40687. };
  40688. }
  40689. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  40690. /** @hidden */
  40691. export var defaultVertexDeclaration: {
  40692. name: string;
  40693. shader: string;
  40694. };
  40695. }
  40696. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  40697. /** @hidden */
  40698. export var bumpVertexDeclaration: {
  40699. name: string;
  40700. shader: string;
  40701. };
  40702. }
  40703. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  40704. /** @hidden */
  40705. export var bumpVertex: {
  40706. name: string;
  40707. shader: string;
  40708. };
  40709. }
  40710. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  40711. /** @hidden */
  40712. export var fogVertex: {
  40713. name: string;
  40714. shader: string;
  40715. };
  40716. }
  40717. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  40718. /** @hidden */
  40719. export var shadowsVertex: {
  40720. name: string;
  40721. shader: string;
  40722. };
  40723. }
  40724. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  40725. /** @hidden */
  40726. export var pointCloudVertex: {
  40727. name: string;
  40728. shader: string;
  40729. };
  40730. }
  40731. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  40732. /** @hidden */
  40733. export var logDepthVertex: {
  40734. name: string;
  40735. shader: string;
  40736. };
  40737. }
  40738. declare module "babylonjs/Shaders/default.vertex" {
  40739. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  40740. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  40741. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  40742. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  40743. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  40744. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  40745. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  40746. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  40747. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  40748. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  40749. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  40750. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  40751. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  40752. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  40753. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  40754. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  40755. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  40756. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  40757. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  40758. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  40759. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  40760. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  40761. /** @hidden */
  40762. export var defaultVertexShader: {
  40763. name: string;
  40764. shader: string;
  40765. };
  40766. }
  40767. declare module "babylonjs/Materials/standardMaterial" {
  40768. import { SmartArray } from "babylonjs/Misc/smartArray";
  40769. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  40770. import { Nullable } from "babylonjs/types";
  40771. import { Scene } from "babylonjs/scene";
  40772. import { Matrix } from "babylonjs/Maths/math.vector";
  40773. import { Color3 } from "babylonjs/Maths/math.color";
  40774. import { SubMesh } from "babylonjs/Meshes/subMesh";
  40775. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40776. import { Mesh } from "babylonjs/Meshes/mesh";
  40777. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  40778. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  40779. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  40780. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  40781. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  40782. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  40783. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  40784. import "babylonjs/Shaders/default.fragment";
  40785. import "babylonjs/Shaders/default.vertex";
  40786. /** @hidden */
  40787. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  40788. MAINUV1: boolean;
  40789. MAINUV2: boolean;
  40790. DIFFUSE: boolean;
  40791. DIFFUSEDIRECTUV: number;
  40792. AMBIENT: boolean;
  40793. AMBIENTDIRECTUV: number;
  40794. OPACITY: boolean;
  40795. OPACITYDIRECTUV: number;
  40796. OPACITYRGB: boolean;
  40797. REFLECTION: boolean;
  40798. EMISSIVE: boolean;
  40799. EMISSIVEDIRECTUV: number;
  40800. SPECULAR: boolean;
  40801. SPECULARDIRECTUV: number;
  40802. BUMP: boolean;
  40803. BUMPDIRECTUV: number;
  40804. PARALLAX: boolean;
  40805. PARALLAXOCCLUSION: boolean;
  40806. SPECULAROVERALPHA: boolean;
  40807. CLIPPLANE: boolean;
  40808. CLIPPLANE2: boolean;
  40809. CLIPPLANE3: boolean;
  40810. CLIPPLANE4: boolean;
  40811. ALPHATEST: boolean;
  40812. DEPTHPREPASS: boolean;
  40813. ALPHAFROMDIFFUSE: boolean;
  40814. POINTSIZE: boolean;
  40815. FOG: boolean;
  40816. SPECULARTERM: boolean;
  40817. DIFFUSEFRESNEL: boolean;
  40818. OPACITYFRESNEL: boolean;
  40819. REFLECTIONFRESNEL: boolean;
  40820. REFRACTIONFRESNEL: boolean;
  40821. EMISSIVEFRESNEL: boolean;
  40822. FRESNEL: boolean;
  40823. NORMAL: boolean;
  40824. UV1: boolean;
  40825. UV2: boolean;
  40826. VERTEXCOLOR: boolean;
  40827. VERTEXALPHA: boolean;
  40828. NUM_BONE_INFLUENCERS: number;
  40829. BonesPerMesh: number;
  40830. BONETEXTURE: boolean;
  40831. INSTANCES: boolean;
  40832. GLOSSINESS: boolean;
  40833. ROUGHNESS: boolean;
  40834. EMISSIVEASILLUMINATION: boolean;
  40835. LINKEMISSIVEWITHDIFFUSE: boolean;
  40836. REFLECTIONFRESNELFROMSPECULAR: boolean;
  40837. LIGHTMAP: boolean;
  40838. LIGHTMAPDIRECTUV: number;
  40839. OBJECTSPACE_NORMALMAP: boolean;
  40840. USELIGHTMAPASSHADOWMAP: boolean;
  40841. REFLECTIONMAP_3D: boolean;
  40842. REFLECTIONMAP_SPHERICAL: boolean;
  40843. REFLECTIONMAP_PLANAR: boolean;
  40844. REFLECTIONMAP_CUBIC: boolean;
  40845. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  40846. REFLECTIONMAP_PROJECTION: boolean;
  40847. REFLECTIONMAP_SKYBOX: boolean;
  40848. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  40849. REFLECTIONMAP_EXPLICIT: boolean;
  40850. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  40851. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  40852. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  40853. INVERTCUBICMAP: boolean;
  40854. LOGARITHMICDEPTH: boolean;
  40855. REFRACTION: boolean;
  40856. REFRACTIONMAP_3D: boolean;
  40857. REFLECTIONOVERALPHA: boolean;
  40858. TWOSIDEDLIGHTING: boolean;
  40859. SHADOWFLOAT: boolean;
  40860. MORPHTARGETS: boolean;
  40861. MORPHTARGETS_NORMAL: boolean;
  40862. MORPHTARGETS_TANGENT: boolean;
  40863. MORPHTARGETS_UV: boolean;
  40864. NUM_MORPH_INFLUENCERS: number;
  40865. NONUNIFORMSCALING: boolean;
  40866. PREMULTIPLYALPHA: boolean;
  40867. IMAGEPROCESSING: boolean;
  40868. VIGNETTE: boolean;
  40869. VIGNETTEBLENDMODEMULTIPLY: boolean;
  40870. VIGNETTEBLENDMODEOPAQUE: boolean;
  40871. TONEMAPPING: boolean;
  40872. TONEMAPPING_ACES: boolean;
  40873. CONTRAST: boolean;
  40874. COLORCURVES: boolean;
  40875. COLORGRADING: boolean;
  40876. COLORGRADING3D: boolean;
  40877. SAMPLER3DGREENDEPTH: boolean;
  40878. SAMPLER3DBGRMAP: boolean;
  40879. IMAGEPROCESSINGPOSTPROCESS: boolean;
  40880. MULTIVIEW: boolean;
  40881. /**
  40882. * If the reflection texture on this material is in linear color space
  40883. * @hidden
  40884. */
  40885. IS_REFLECTION_LINEAR: boolean;
  40886. /**
  40887. * If the refraction texture on this material is in linear color space
  40888. * @hidden
  40889. */
  40890. IS_REFRACTION_LINEAR: boolean;
  40891. EXPOSURE: boolean;
  40892. constructor();
  40893. setReflectionMode(modeToEnable: string): void;
  40894. }
  40895. /**
  40896. * This is the default material used in Babylon. It is the best trade off between quality
  40897. * and performances.
  40898. * @see http://doc.babylonjs.com/babylon101/materials
  40899. */
  40900. export class StandardMaterial extends PushMaterial {
  40901. private _diffuseTexture;
  40902. /**
  40903. * The basic texture of the material as viewed under a light.
  40904. */
  40905. diffuseTexture: Nullable<BaseTexture>;
  40906. private _ambientTexture;
  40907. /**
  40908. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  40909. */
  40910. ambientTexture: Nullable<BaseTexture>;
  40911. private _opacityTexture;
  40912. /**
  40913. * Define the transparency of the material from a texture.
  40914. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  40915. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  40916. */
  40917. opacityTexture: Nullable<BaseTexture>;
  40918. private _reflectionTexture;
  40919. /**
  40920. * Define the texture used to display the reflection.
  40921. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40922. */
  40923. reflectionTexture: Nullable<BaseTexture>;
  40924. private _emissiveTexture;
  40925. /**
  40926. * Define texture of the material as if self lit.
  40927. * This will be mixed in the final result even in the absence of light.
  40928. */
  40929. emissiveTexture: Nullable<BaseTexture>;
  40930. private _specularTexture;
  40931. /**
  40932. * Define how the color and intensity of the highlight given by the light in the material.
  40933. */
  40934. specularTexture: Nullable<BaseTexture>;
  40935. private _bumpTexture;
  40936. /**
  40937. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  40938. * 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.
  40939. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  40940. */
  40941. bumpTexture: Nullable<BaseTexture>;
  40942. private _lightmapTexture;
  40943. /**
  40944. * Complex lighting can be computationally expensive to compute at runtime.
  40945. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  40946. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  40947. */
  40948. lightmapTexture: Nullable<BaseTexture>;
  40949. private _refractionTexture;
  40950. /**
  40951. * Define the texture used to display the refraction.
  40952. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  40953. */
  40954. refractionTexture: Nullable<BaseTexture>;
  40955. /**
  40956. * The color of the material lit by the environmental background lighting.
  40957. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  40958. */
  40959. ambientColor: Color3;
  40960. /**
  40961. * The basic color of the material as viewed under a light.
  40962. */
  40963. diffuseColor: Color3;
  40964. /**
  40965. * Define how the color and intensity of the highlight given by the light in the material.
  40966. */
  40967. specularColor: Color3;
  40968. /**
  40969. * Define the color of the material as if self lit.
  40970. * This will be mixed in the final result even in the absence of light.
  40971. */
  40972. emissiveColor: Color3;
  40973. /**
  40974. * Defines how sharp are the highlights in the material.
  40975. * The bigger the value the sharper giving a more glossy feeling to the result.
  40976. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  40977. */
  40978. specularPower: number;
  40979. private _useAlphaFromDiffuseTexture;
  40980. /**
  40981. * Does the transparency come from the diffuse texture alpha channel.
  40982. */
  40983. useAlphaFromDiffuseTexture: boolean;
  40984. private _useEmissiveAsIllumination;
  40985. /**
  40986. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  40987. */
  40988. useEmissiveAsIllumination: boolean;
  40989. private _linkEmissiveWithDiffuse;
  40990. /**
  40991. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  40992. * the emissive level when the final color is close to one.
  40993. */
  40994. linkEmissiveWithDiffuse: boolean;
  40995. private _useSpecularOverAlpha;
  40996. /**
  40997. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  40998. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  40999. */
  41000. useSpecularOverAlpha: boolean;
  41001. private _useReflectionOverAlpha;
  41002. /**
  41003. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41004. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41005. */
  41006. useReflectionOverAlpha: boolean;
  41007. private _disableLighting;
  41008. /**
  41009. * Does lights from the scene impacts this material.
  41010. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41011. */
  41012. disableLighting: boolean;
  41013. private _useObjectSpaceNormalMap;
  41014. /**
  41015. * Allows using an object space normal map (instead of tangent space).
  41016. */
  41017. useObjectSpaceNormalMap: boolean;
  41018. private _useParallax;
  41019. /**
  41020. * Is parallax enabled or not.
  41021. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41022. */
  41023. useParallax: boolean;
  41024. private _useParallaxOcclusion;
  41025. /**
  41026. * Is parallax occlusion enabled or not.
  41027. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41028. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41029. */
  41030. useParallaxOcclusion: boolean;
  41031. /**
  41032. * 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.
  41033. */
  41034. parallaxScaleBias: number;
  41035. private _roughness;
  41036. /**
  41037. * Helps to define how blurry the reflections should appears in the material.
  41038. */
  41039. roughness: number;
  41040. /**
  41041. * In case of refraction, define the value of the index of refraction.
  41042. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41043. */
  41044. indexOfRefraction: number;
  41045. /**
  41046. * Invert the refraction texture alongside the y axis.
  41047. * It can be useful with procedural textures or probe for instance.
  41048. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41049. */
  41050. invertRefractionY: boolean;
  41051. /**
  41052. * Defines the alpha limits in alpha test mode.
  41053. */
  41054. alphaCutOff: number;
  41055. private _useLightmapAsShadowmap;
  41056. /**
  41057. * In case of light mapping, define whether the map contains light or shadow informations.
  41058. */
  41059. useLightmapAsShadowmap: boolean;
  41060. private _diffuseFresnelParameters;
  41061. /**
  41062. * Define the diffuse fresnel parameters of the material.
  41063. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41064. */
  41065. diffuseFresnelParameters: FresnelParameters;
  41066. private _opacityFresnelParameters;
  41067. /**
  41068. * Define the opacity fresnel parameters of the material.
  41069. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41070. */
  41071. opacityFresnelParameters: FresnelParameters;
  41072. private _reflectionFresnelParameters;
  41073. /**
  41074. * Define the reflection fresnel parameters of the material.
  41075. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41076. */
  41077. reflectionFresnelParameters: FresnelParameters;
  41078. private _refractionFresnelParameters;
  41079. /**
  41080. * Define the refraction fresnel parameters of the material.
  41081. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41082. */
  41083. refractionFresnelParameters: FresnelParameters;
  41084. private _emissiveFresnelParameters;
  41085. /**
  41086. * Define the emissive fresnel parameters of the material.
  41087. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41088. */
  41089. emissiveFresnelParameters: FresnelParameters;
  41090. private _useReflectionFresnelFromSpecular;
  41091. /**
  41092. * If true automatically deducts the fresnels values from the material specularity.
  41093. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41094. */
  41095. useReflectionFresnelFromSpecular: boolean;
  41096. private _useGlossinessFromSpecularMapAlpha;
  41097. /**
  41098. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41099. */
  41100. useGlossinessFromSpecularMapAlpha: boolean;
  41101. private _maxSimultaneousLights;
  41102. /**
  41103. * Defines the maximum number of lights that can be used in the material
  41104. */
  41105. maxSimultaneousLights: number;
  41106. private _invertNormalMapX;
  41107. /**
  41108. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41109. */
  41110. invertNormalMapX: boolean;
  41111. private _invertNormalMapY;
  41112. /**
  41113. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41114. */
  41115. invertNormalMapY: boolean;
  41116. private _twoSidedLighting;
  41117. /**
  41118. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41119. */
  41120. twoSidedLighting: boolean;
  41121. /**
  41122. * Default configuration related to image processing available in the standard Material.
  41123. */
  41124. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41125. /**
  41126. * Gets the image processing configuration used either in this material.
  41127. */
  41128. /**
  41129. * Sets the Default image processing configuration used either in the this material.
  41130. *
  41131. * If sets to null, the scene one is in use.
  41132. */
  41133. imageProcessingConfiguration: ImageProcessingConfiguration;
  41134. /**
  41135. * Keep track of the image processing observer to allow dispose and replace.
  41136. */
  41137. private _imageProcessingObserver;
  41138. /**
  41139. * Attaches a new image processing configuration to the Standard Material.
  41140. * @param configuration
  41141. */
  41142. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41143. /**
  41144. * Gets wether the color curves effect is enabled.
  41145. */
  41146. /**
  41147. * Sets wether the color curves effect is enabled.
  41148. */
  41149. cameraColorCurvesEnabled: boolean;
  41150. /**
  41151. * Gets wether the color grading effect is enabled.
  41152. */
  41153. /**
  41154. * Gets wether the color grading effect is enabled.
  41155. */
  41156. cameraColorGradingEnabled: boolean;
  41157. /**
  41158. * Gets wether tonemapping is enabled or not.
  41159. */
  41160. /**
  41161. * Sets wether tonemapping is enabled or not
  41162. */
  41163. cameraToneMappingEnabled: boolean;
  41164. /**
  41165. * The camera exposure used on this material.
  41166. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41167. * This corresponds to a photographic exposure.
  41168. */
  41169. /**
  41170. * The camera exposure used on this material.
  41171. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41172. * This corresponds to a photographic exposure.
  41173. */
  41174. cameraExposure: number;
  41175. /**
  41176. * Gets The camera contrast used on this material.
  41177. */
  41178. /**
  41179. * Sets The camera contrast used on this material.
  41180. */
  41181. cameraContrast: number;
  41182. /**
  41183. * Gets the Color Grading 2D Lookup Texture.
  41184. */
  41185. /**
  41186. * Sets the Color Grading 2D Lookup Texture.
  41187. */
  41188. cameraColorGradingTexture: Nullable<BaseTexture>;
  41189. /**
  41190. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41191. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41192. * 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;
  41193. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41194. */
  41195. /**
  41196. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41197. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41198. * 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;
  41199. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41200. */
  41201. cameraColorCurves: Nullable<ColorCurves>;
  41202. /**
  41203. * Custom callback helping to override the default shader used in the material.
  41204. */
  41205. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41206. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41207. protected _worldViewProjectionMatrix: Matrix;
  41208. protected _globalAmbientColor: Color3;
  41209. protected _useLogarithmicDepth: boolean;
  41210. /**
  41211. * Instantiates a new standard material.
  41212. * This is the default material used in Babylon. It is the best trade off between quality
  41213. * and performances.
  41214. * @see http://doc.babylonjs.com/babylon101/materials
  41215. * @param name Define the name of the material in the scene
  41216. * @param scene Define the scene the material belong to
  41217. */
  41218. constructor(name: string, scene: Scene);
  41219. /**
  41220. * Gets a boolean indicating that current material needs to register RTT
  41221. */
  41222. readonly hasRenderTargetTextures: boolean;
  41223. /**
  41224. * Gets the current class name of the material e.g. "StandardMaterial"
  41225. * Mainly use in serialization.
  41226. * @returns the class name
  41227. */
  41228. getClassName(): string;
  41229. /**
  41230. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41231. * You can try switching to logarithmic depth.
  41232. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41233. */
  41234. useLogarithmicDepth: boolean;
  41235. /**
  41236. * Specifies if the material will require alpha blending
  41237. * @returns a boolean specifying if alpha blending is needed
  41238. */
  41239. needAlphaBlending(): boolean;
  41240. /**
  41241. * Specifies if this material should be rendered in alpha test mode
  41242. * @returns a boolean specifying if an alpha test is needed.
  41243. */
  41244. needAlphaTesting(): boolean;
  41245. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41246. /**
  41247. * Get the texture used for alpha test purpose.
  41248. * @returns the diffuse texture in case of the standard material.
  41249. */
  41250. getAlphaTestTexture(): Nullable<BaseTexture>;
  41251. /**
  41252. * Get if the submesh is ready to be used and all its information available.
  41253. * Child classes can use it to update shaders
  41254. * @param mesh defines the mesh to check
  41255. * @param subMesh defines which submesh to check
  41256. * @param useInstances specifies that instances should be used
  41257. * @returns a boolean indicating that the submesh is ready or not
  41258. */
  41259. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41260. /**
  41261. * Builds the material UBO layouts.
  41262. * Used internally during the effect preparation.
  41263. */
  41264. buildUniformLayout(): void;
  41265. /**
  41266. * Unbinds the material from the mesh
  41267. */
  41268. unbind(): void;
  41269. /**
  41270. * Binds the submesh to this material by preparing the effect and shader to draw
  41271. * @param world defines the world transformation matrix
  41272. * @param mesh defines the mesh containing the submesh
  41273. * @param subMesh defines the submesh to bind the material to
  41274. */
  41275. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41276. /**
  41277. * Get the list of animatables in the material.
  41278. * @returns the list of animatables object used in the material
  41279. */
  41280. getAnimatables(): IAnimatable[];
  41281. /**
  41282. * Gets the active textures from the material
  41283. * @returns an array of textures
  41284. */
  41285. getActiveTextures(): BaseTexture[];
  41286. /**
  41287. * Specifies if the material uses a texture
  41288. * @param texture defines the texture to check against the material
  41289. * @returns a boolean specifying if the material uses the texture
  41290. */
  41291. hasTexture(texture: BaseTexture): boolean;
  41292. /**
  41293. * Disposes the material
  41294. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41295. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41296. */
  41297. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41298. /**
  41299. * Makes a duplicate of the material, and gives it a new name
  41300. * @param name defines the new name for the duplicated material
  41301. * @returns the cloned material
  41302. */
  41303. clone(name: string): StandardMaterial;
  41304. /**
  41305. * Serializes this material in a JSON representation
  41306. * @returns the serialized material object
  41307. */
  41308. serialize(): any;
  41309. /**
  41310. * Creates a standard material from parsed material data
  41311. * @param source defines the JSON representation of the material
  41312. * @param scene defines the hosting scene
  41313. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41314. * @returns a new standard material
  41315. */
  41316. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41317. /**
  41318. * Are diffuse textures enabled in the application.
  41319. */
  41320. static DiffuseTextureEnabled: boolean;
  41321. /**
  41322. * Are ambient textures enabled in the application.
  41323. */
  41324. static AmbientTextureEnabled: boolean;
  41325. /**
  41326. * Are opacity textures enabled in the application.
  41327. */
  41328. static OpacityTextureEnabled: boolean;
  41329. /**
  41330. * Are reflection textures enabled in the application.
  41331. */
  41332. static ReflectionTextureEnabled: boolean;
  41333. /**
  41334. * Are emissive textures enabled in the application.
  41335. */
  41336. static EmissiveTextureEnabled: boolean;
  41337. /**
  41338. * Are specular textures enabled in the application.
  41339. */
  41340. static SpecularTextureEnabled: boolean;
  41341. /**
  41342. * Are bump textures enabled in the application.
  41343. */
  41344. static BumpTextureEnabled: boolean;
  41345. /**
  41346. * Are lightmap textures enabled in the application.
  41347. */
  41348. static LightmapTextureEnabled: boolean;
  41349. /**
  41350. * Are refraction textures enabled in the application.
  41351. */
  41352. static RefractionTextureEnabled: boolean;
  41353. /**
  41354. * Are color grading textures enabled in the application.
  41355. */
  41356. static ColorGradingTextureEnabled: boolean;
  41357. /**
  41358. * Are fresnels enabled in the application.
  41359. */
  41360. static FresnelEnabled: boolean;
  41361. }
  41362. }
  41363. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41364. import { Scene } from "babylonjs/scene";
  41365. import { Texture } from "babylonjs/Materials/Textures/texture";
  41366. /**
  41367. * A class extending Texture allowing drawing on a texture
  41368. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41369. */
  41370. export class DynamicTexture extends Texture {
  41371. private _generateMipMaps;
  41372. private _canvas;
  41373. private _context;
  41374. private _engine;
  41375. /**
  41376. * Creates a DynamicTexture
  41377. * @param name defines the name of the texture
  41378. * @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
  41379. * @param scene defines the scene where you want the texture
  41380. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41381. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41382. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41383. */
  41384. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41385. /**
  41386. * Get the current class name of the texture useful for serialization or dynamic coding.
  41387. * @returns "DynamicTexture"
  41388. */
  41389. getClassName(): string;
  41390. /**
  41391. * Gets the current state of canRescale
  41392. */
  41393. readonly canRescale: boolean;
  41394. private _recreate;
  41395. /**
  41396. * Scales the texture
  41397. * @param ratio the scale factor to apply to both width and height
  41398. */
  41399. scale(ratio: number): void;
  41400. /**
  41401. * Resizes the texture
  41402. * @param width the new width
  41403. * @param height the new height
  41404. */
  41405. scaleTo(width: number, height: number): void;
  41406. /**
  41407. * Gets the context of the canvas used by the texture
  41408. * @returns the canvas context of the dynamic texture
  41409. */
  41410. getContext(): CanvasRenderingContext2D;
  41411. /**
  41412. * Clears the texture
  41413. */
  41414. clear(): void;
  41415. /**
  41416. * Updates the texture
  41417. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41418. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41419. */
  41420. update(invertY?: boolean, premulAlpha?: boolean): void;
  41421. /**
  41422. * Draws text onto the texture
  41423. * @param text defines the text to be drawn
  41424. * @param x defines the placement of the text from the left
  41425. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41426. * @param font defines the font to be used with font-style, font-size, font-name
  41427. * @param color defines the color used for the text
  41428. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41429. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41430. * @param update defines whether texture is immediately update (default is true)
  41431. */
  41432. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41433. /**
  41434. * Clones the texture
  41435. * @returns the clone of the texture.
  41436. */
  41437. clone(): DynamicTexture;
  41438. /**
  41439. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41440. * @returns a serialized dynamic texture object
  41441. */
  41442. serialize(): any;
  41443. /** @hidden */
  41444. _rebuild(): void;
  41445. }
  41446. }
  41447. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41448. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41449. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41450. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41451. /** @hidden */
  41452. export var imageProcessingPixelShader: {
  41453. name: string;
  41454. shader: string;
  41455. };
  41456. }
  41457. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41458. import { Nullable } from "babylonjs/types";
  41459. import { Color4 } from "babylonjs/Maths/math.color";
  41460. import { Camera } from "babylonjs/Cameras/camera";
  41461. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41462. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41463. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41464. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41465. import { Engine } from "babylonjs/Engines/engine";
  41466. import "babylonjs/Shaders/imageProcessing.fragment";
  41467. import "babylonjs/Shaders/postprocess.vertex";
  41468. /**
  41469. * ImageProcessingPostProcess
  41470. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41471. */
  41472. export class ImageProcessingPostProcess extends PostProcess {
  41473. /**
  41474. * Default configuration related to image processing available in the PBR Material.
  41475. */
  41476. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41477. /**
  41478. * Gets the image processing configuration used either in this material.
  41479. */
  41480. /**
  41481. * Sets the Default image processing configuration used either in the this material.
  41482. *
  41483. * If sets to null, the scene one is in use.
  41484. */
  41485. imageProcessingConfiguration: ImageProcessingConfiguration;
  41486. /**
  41487. * Keep track of the image processing observer to allow dispose and replace.
  41488. */
  41489. private _imageProcessingObserver;
  41490. /**
  41491. * Attaches a new image processing configuration to the PBR Material.
  41492. * @param configuration
  41493. */
  41494. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41495. /**
  41496. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41497. */
  41498. /**
  41499. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41500. */
  41501. colorCurves: Nullable<ColorCurves>;
  41502. /**
  41503. * Gets wether the color curves effect is enabled.
  41504. */
  41505. /**
  41506. * Sets wether the color curves effect is enabled.
  41507. */
  41508. colorCurvesEnabled: boolean;
  41509. /**
  41510. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41511. */
  41512. /**
  41513. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41514. */
  41515. colorGradingTexture: Nullable<BaseTexture>;
  41516. /**
  41517. * Gets wether the color grading effect is enabled.
  41518. */
  41519. /**
  41520. * Gets wether the color grading effect is enabled.
  41521. */
  41522. colorGradingEnabled: boolean;
  41523. /**
  41524. * Gets exposure used in the effect.
  41525. */
  41526. /**
  41527. * Sets exposure used in the effect.
  41528. */
  41529. exposure: number;
  41530. /**
  41531. * Gets wether tonemapping is enabled or not.
  41532. */
  41533. /**
  41534. * Sets wether tonemapping is enabled or not
  41535. */
  41536. toneMappingEnabled: boolean;
  41537. /**
  41538. * Gets the type of tone mapping effect.
  41539. */
  41540. /**
  41541. * Sets the type of tone mapping effect.
  41542. */
  41543. toneMappingType: number;
  41544. /**
  41545. * Gets contrast used in the effect.
  41546. */
  41547. /**
  41548. * Sets contrast used in the effect.
  41549. */
  41550. contrast: number;
  41551. /**
  41552. * Gets Vignette stretch size.
  41553. */
  41554. /**
  41555. * Sets Vignette stretch size.
  41556. */
  41557. vignetteStretch: number;
  41558. /**
  41559. * Gets Vignette centre X Offset.
  41560. */
  41561. /**
  41562. * Sets Vignette centre X Offset.
  41563. */
  41564. vignetteCentreX: number;
  41565. /**
  41566. * Gets Vignette centre Y Offset.
  41567. */
  41568. /**
  41569. * Sets Vignette centre Y Offset.
  41570. */
  41571. vignetteCentreY: number;
  41572. /**
  41573. * Gets Vignette weight or intensity of the vignette effect.
  41574. */
  41575. /**
  41576. * Sets Vignette weight or intensity of the vignette effect.
  41577. */
  41578. vignetteWeight: number;
  41579. /**
  41580. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41581. * if vignetteEnabled is set to true.
  41582. */
  41583. /**
  41584. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41585. * if vignetteEnabled is set to true.
  41586. */
  41587. vignetteColor: Color4;
  41588. /**
  41589. * Gets Camera field of view used by the Vignette effect.
  41590. */
  41591. /**
  41592. * Sets Camera field of view used by the Vignette effect.
  41593. */
  41594. vignetteCameraFov: number;
  41595. /**
  41596. * Gets the vignette blend mode allowing different kind of effect.
  41597. */
  41598. /**
  41599. * Sets the vignette blend mode allowing different kind of effect.
  41600. */
  41601. vignetteBlendMode: number;
  41602. /**
  41603. * Gets wether the vignette effect is enabled.
  41604. */
  41605. /**
  41606. * Sets wether the vignette effect is enabled.
  41607. */
  41608. vignetteEnabled: boolean;
  41609. private _fromLinearSpace;
  41610. /**
  41611. * Gets wether the input of the processing is in Gamma or Linear Space.
  41612. */
  41613. /**
  41614. * Sets wether the input of the processing is in Gamma or Linear Space.
  41615. */
  41616. fromLinearSpace: boolean;
  41617. /**
  41618. * Defines cache preventing GC.
  41619. */
  41620. private _defines;
  41621. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41622. /**
  41623. * "ImageProcessingPostProcess"
  41624. * @returns "ImageProcessingPostProcess"
  41625. */
  41626. getClassName(): string;
  41627. protected _updateParameters(): void;
  41628. dispose(camera?: Camera): void;
  41629. }
  41630. }
  41631. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41632. import { Scene } from "babylonjs/scene";
  41633. import { Color3 } from "babylonjs/Maths/math.color";
  41634. import { Mesh } from "babylonjs/Meshes/mesh";
  41635. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41636. import { Nullable } from "babylonjs/types";
  41637. /**
  41638. * Class containing static functions to help procedurally build meshes
  41639. */
  41640. export class GroundBuilder {
  41641. /**
  41642. * Creates a ground mesh
  41643. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41644. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41646. * @param name defines the name of the mesh
  41647. * @param options defines the options used to create the mesh
  41648. * @param scene defines the hosting scene
  41649. * @returns the ground mesh
  41650. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41651. */
  41652. static CreateGround(name: string, options: {
  41653. width?: number;
  41654. height?: number;
  41655. subdivisions?: number;
  41656. subdivisionsX?: number;
  41657. subdivisionsY?: number;
  41658. updatable?: boolean;
  41659. }, scene: any): Mesh;
  41660. /**
  41661. * Creates a tiled ground mesh
  41662. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41663. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  41664. * * 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
  41665. * * 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
  41666. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41667. * @param name defines the name of the mesh
  41668. * @param options defines the options used to create the mesh
  41669. * @param scene defines the hosting scene
  41670. * @returns the tiled ground mesh
  41671. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  41672. */
  41673. static CreateTiledGround(name: string, options: {
  41674. xmin: number;
  41675. zmin: number;
  41676. xmax: number;
  41677. zmax: number;
  41678. subdivisions?: {
  41679. w: number;
  41680. h: number;
  41681. };
  41682. precision?: {
  41683. w: number;
  41684. h: number;
  41685. };
  41686. updatable?: boolean;
  41687. }, scene?: Nullable<Scene>): Mesh;
  41688. /**
  41689. * Creates a ground mesh from a height map
  41690. * * The parameter `url` sets the URL of the height map image resource.
  41691. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  41692. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  41693. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  41694. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  41695. * * 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.
  41696. * * 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).
  41697. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  41698. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41699. * @param name defines the name of the mesh
  41700. * @param url defines the url to the height map
  41701. * @param options defines the options used to create the mesh
  41702. * @param scene defines the hosting scene
  41703. * @returns the ground mesh
  41704. * @see https://doc.babylonjs.com/babylon101/height_map
  41705. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  41706. */
  41707. static CreateGroundFromHeightMap(name: string, url: string, options: {
  41708. width?: number;
  41709. height?: number;
  41710. subdivisions?: number;
  41711. minHeight?: number;
  41712. maxHeight?: number;
  41713. colorFilter?: Color3;
  41714. alphaFilter?: number;
  41715. updatable?: boolean;
  41716. onReady?: (mesh: GroundMesh) => void;
  41717. }, scene?: Nullable<Scene>): GroundMesh;
  41718. }
  41719. }
  41720. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  41721. import { Vector4 } from "babylonjs/Maths/math.vector";
  41722. import { Mesh } from "babylonjs/Meshes/mesh";
  41723. /**
  41724. * Class containing static functions to help procedurally build meshes
  41725. */
  41726. export class TorusBuilder {
  41727. /**
  41728. * Creates a torus mesh
  41729. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  41730. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  41731. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  41732. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41733. * * 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
  41734. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41735. * @param name defines the name of the mesh
  41736. * @param options defines the options used to create the mesh
  41737. * @param scene defines the hosting scene
  41738. * @returns the torus mesh
  41739. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  41740. */
  41741. static CreateTorus(name: string, options: {
  41742. diameter?: number;
  41743. thickness?: number;
  41744. tessellation?: number;
  41745. updatable?: boolean;
  41746. sideOrientation?: number;
  41747. frontUVs?: Vector4;
  41748. backUVs?: Vector4;
  41749. }, scene: any): Mesh;
  41750. }
  41751. }
  41752. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  41753. import { Vector4 } from "babylonjs/Maths/math.vector";
  41754. import { Color4 } from "babylonjs/Maths/math.color";
  41755. import { Mesh } from "babylonjs/Meshes/mesh";
  41756. /**
  41757. * Class containing static functions to help procedurally build meshes
  41758. */
  41759. export class CylinderBuilder {
  41760. /**
  41761. * Creates a cylinder or a cone mesh
  41762. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  41763. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  41764. * * 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.
  41765. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  41766. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  41767. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  41768. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  41769. * * 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).
  41770. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  41771. * * 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).
  41772. * * 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
  41773. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  41774. * * 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
  41775. * * 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.
  41776. * * If `enclose` is false, a ring surface is one element.
  41777. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  41778. * * 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
  41779. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  41780. * * 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
  41781. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  41782. * @param name defines the name of the mesh
  41783. * @param options defines the options used to create the mesh
  41784. * @param scene defines the hosting scene
  41785. * @returns the cylinder mesh
  41786. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41787. */
  41788. static CreateCylinder(name: string, options: {
  41789. height?: number;
  41790. diameterTop?: number;
  41791. diameterBottom?: number;
  41792. diameter?: number;
  41793. tessellation?: number;
  41794. subdivisions?: number;
  41795. arc?: number;
  41796. faceColors?: Color4[];
  41797. faceUV?: Vector4[];
  41798. updatable?: boolean;
  41799. hasRings?: boolean;
  41800. enclose?: boolean;
  41801. cap?: number;
  41802. sideOrientation?: number;
  41803. frontUVs?: Vector4;
  41804. backUVs?: Vector4;
  41805. }, scene: any): Mesh;
  41806. }
  41807. }
  41808. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  41809. import { Observable } from "babylonjs/Misc/observable";
  41810. import { Nullable } from "babylonjs/types";
  41811. import { Camera } from "babylonjs/Cameras/camera";
  41812. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41813. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41814. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  41815. import { Scene } from "babylonjs/scene";
  41816. import { Vector3 } from "babylonjs/Maths/math.vector";
  41817. import { Color3 } from "babylonjs/Maths/math.color";
  41818. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  41819. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41820. import { Mesh } from "babylonjs/Meshes/mesh";
  41821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  41822. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41823. import "babylonjs/Meshes/Builders/groundBuilder";
  41824. import "babylonjs/Meshes/Builders/torusBuilder";
  41825. import "babylonjs/Meshes/Builders/cylinderBuilder";
  41826. import "babylonjs/Gamepads/gamepadSceneComponent";
  41827. import "babylonjs/Animations/animatable";
  41828. /**
  41829. * Options to modify the vr teleportation behavior.
  41830. */
  41831. export interface VRTeleportationOptions {
  41832. /**
  41833. * The name of the mesh which should be used as the teleportation floor. (default: null)
  41834. */
  41835. floorMeshName?: string;
  41836. /**
  41837. * A list of meshes to be used as the teleportation floor. (default: empty)
  41838. */
  41839. floorMeshes?: Mesh[];
  41840. }
  41841. /**
  41842. * Options to modify the vr experience helper's behavior.
  41843. */
  41844. export interface VRExperienceHelperOptions extends WebVROptions {
  41845. /**
  41846. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  41847. */
  41848. createDeviceOrientationCamera?: boolean;
  41849. /**
  41850. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  41851. */
  41852. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  41853. /**
  41854. * Uses the main button on the controller to toggle the laser casted. (default: true)
  41855. */
  41856. laserToggle?: boolean;
  41857. /**
  41858. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  41859. */
  41860. floorMeshes?: Mesh[];
  41861. /**
  41862. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  41863. */
  41864. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  41865. }
  41866. /**
  41867. * Event containing information after VR has been entered
  41868. */
  41869. export class OnAfterEnteringVRObservableEvent {
  41870. /**
  41871. * If entering vr was successful
  41872. */
  41873. success: boolean;
  41874. }
  41875. /**
  41876. * Helps to quickly add VR support to an existing scene.
  41877. * See http://doc.babylonjs.com/how_to/webvr_helper
  41878. */
  41879. export class VRExperienceHelper {
  41880. /** Options to modify the vr experience helper's behavior. */
  41881. webVROptions: VRExperienceHelperOptions;
  41882. private _scene;
  41883. private _position;
  41884. private _btnVR;
  41885. private _btnVRDisplayed;
  41886. private _webVRsupported;
  41887. private _webVRready;
  41888. private _webVRrequesting;
  41889. private _webVRpresenting;
  41890. private _hasEnteredVR;
  41891. private _fullscreenVRpresenting;
  41892. private _canvas;
  41893. private _webVRCamera;
  41894. private _vrDeviceOrientationCamera;
  41895. private _deviceOrientationCamera;
  41896. private _existingCamera;
  41897. private _onKeyDown;
  41898. private _onVrDisplayPresentChange;
  41899. private _onVRDisplayChanged;
  41900. private _onVRRequestPresentStart;
  41901. private _onVRRequestPresentComplete;
  41902. /**
  41903. * 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)
  41904. */
  41905. enableGazeEvenWhenNoPointerLock: boolean;
  41906. /**
  41907. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  41908. */
  41909. exitVROnDoubleTap: boolean;
  41910. /**
  41911. * Observable raised right before entering VR.
  41912. */
  41913. onEnteringVRObservable: Observable<VRExperienceHelper>;
  41914. /**
  41915. * Observable raised when entering VR has completed.
  41916. */
  41917. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  41918. /**
  41919. * Observable raised when exiting VR.
  41920. */
  41921. onExitingVRObservable: Observable<VRExperienceHelper>;
  41922. /**
  41923. * Observable raised when controller mesh is loaded.
  41924. */
  41925. onControllerMeshLoadedObservable: Observable<WebVRController>;
  41926. /** Return this.onEnteringVRObservable
  41927. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  41928. */
  41929. readonly onEnteringVR: Observable<VRExperienceHelper>;
  41930. /** Return this.onExitingVRObservable
  41931. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  41932. */
  41933. readonly onExitingVR: Observable<VRExperienceHelper>;
  41934. /** Return this.onControllerMeshLoadedObservable
  41935. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  41936. */
  41937. readonly onControllerMeshLoaded: Observable<WebVRController>;
  41938. private _rayLength;
  41939. private _useCustomVRButton;
  41940. private _teleportationRequested;
  41941. private _teleportActive;
  41942. private _floorMeshName;
  41943. private _floorMeshesCollection;
  41944. private _rotationAllowed;
  41945. private _teleportBackwardsVector;
  41946. private _teleportationTarget;
  41947. private _isDefaultTeleportationTarget;
  41948. private _postProcessMove;
  41949. private _teleportationFillColor;
  41950. private _teleportationBorderColor;
  41951. private _rotationAngle;
  41952. private _haloCenter;
  41953. private _cameraGazer;
  41954. private _padSensibilityUp;
  41955. private _padSensibilityDown;
  41956. private _leftController;
  41957. private _rightController;
  41958. /**
  41959. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  41960. */
  41961. onNewMeshSelected: Observable<AbstractMesh>;
  41962. /**
  41963. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  41964. */
  41965. onNewMeshPicked: Observable<PickingInfo>;
  41966. private _circleEase;
  41967. /**
  41968. * Observable raised before camera teleportation
  41969. */
  41970. onBeforeCameraTeleport: Observable<Vector3>;
  41971. /**
  41972. * Observable raised after camera teleportation
  41973. */
  41974. onAfterCameraTeleport: Observable<Vector3>;
  41975. /**
  41976. * Observable raised when current selected mesh gets unselected
  41977. */
  41978. onSelectedMeshUnselected: Observable<AbstractMesh>;
  41979. private _raySelectionPredicate;
  41980. /**
  41981. * To be optionaly changed by user to define custom ray selection
  41982. */
  41983. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  41984. /**
  41985. * To be optionaly changed by user to define custom selection logic (after ray selection)
  41986. */
  41987. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  41988. /**
  41989. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  41990. */
  41991. teleportationEnabled: boolean;
  41992. private _defaultHeight;
  41993. private _teleportationInitialized;
  41994. private _interactionsEnabled;
  41995. private _interactionsRequested;
  41996. private _displayGaze;
  41997. private _displayLaserPointer;
  41998. /**
  41999. * The mesh used to display where the user is going to teleport.
  42000. */
  42001. /**
  42002. * Sets the mesh to be used to display where the user is going to teleport.
  42003. */
  42004. teleportationTarget: Mesh;
  42005. /**
  42006. * 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
  42007. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42008. * See http://doc.babylonjs.com/resources/baking_transformations
  42009. */
  42010. gazeTrackerMesh: Mesh;
  42011. /**
  42012. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42013. */
  42014. updateGazeTrackerScale: boolean;
  42015. /**
  42016. * If the gaze trackers color should be updated when selecting meshes
  42017. */
  42018. updateGazeTrackerColor: boolean;
  42019. /**
  42020. * The gaze tracking mesh corresponding to the left controller
  42021. */
  42022. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42023. /**
  42024. * The gaze tracking mesh corresponding to the right controller
  42025. */
  42026. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42027. /**
  42028. * If the ray of the gaze should be displayed.
  42029. */
  42030. /**
  42031. * Sets if the ray of the gaze should be displayed.
  42032. */
  42033. displayGaze: boolean;
  42034. /**
  42035. * If the ray of the LaserPointer should be displayed.
  42036. */
  42037. /**
  42038. * Sets if the ray of the LaserPointer should be displayed.
  42039. */
  42040. displayLaserPointer: boolean;
  42041. /**
  42042. * The deviceOrientationCamera used as the camera when not in VR.
  42043. */
  42044. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42045. /**
  42046. * Based on the current WebVR support, returns the current VR camera used.
  42047. */
  42048. readonly currentVRCamera: Nullable<Camera>;
  42049. /**
  42050. * The webVRCamera which is used when in VR.
  42051. */
  42052. readonly webVRCamera: WebVRFreeCamera;
  42053. /**
  42054. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42055. */
  42056. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42057. /**
  42058. * The html button that is used to trigger entering into VR.
  42059. */
  42060. readonly vrButton: Nullable<HTMLButtonElement>;
  42061. private readonly _teleportationRequestInitiated;
  42062. /**
  42063. * Defines wether or not Pointer lock should be requested when switching to
  42064. * full screen.
  42065. */
  42066. requestPointerLockOnFullScreen: boolean;
  42067. /**
  42068. * Instantiates a VRExperienceHelper.
  42069. * Helps to quickly add VR support to an existing scene.
  42070. * @param scene The scene the VRExperienceHelper belongs to.
  42071. * @param webVROptions Options to modify the vr experience helper's behavior.
  42072. */
  42073. constructor(scene: Scene,
  42074. /** Options to modify the vr experience helper's behavior. */
  42075. webVROptions?: VRExperienceHelperOptions);
  42076. private _onDefaultMeshLoaded;
  42077. private _onResize;
  42078. private _onFullscreenChange;
  42079. /**
  42080. * Gets a value indicating if we are currently in VR mode.
  42081. */
  42082. readonly isInVRMode: boolean;
  42083. private onVrDisplayPresentChange;
  42084. private onVRDisplayChanged;
  42085. private moveButtonToBottomRight;
  42086. private displayVRButton;
  42087. private updateButtonVisibility;
  42088. private _cachedAngularSensibility;
  42089. /**
  42090. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42091. * Otherwise, will use the fullscreen API.
  42092. */
  42093. enterVR(): void;
  42094. /**
  42095. * Attempt to exit VR, or fullscreen.
  42096. */
  42097. exitVR(): void;
  42098. /**
  42099. * The position of the vr experience helper.
  42100. */
  42101. /**
  42102. * Sets the position of the vr experience helper.
  42103. */
  42104. position: Vector3;
  42105. /**
  42106. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42107. */
  42108. enableInteractions(): void;
  42109. private readonly _noControllerIsActive;
  42110. private beforeRender;
  42111. private _isTeleportationFloor;
  42112. /**
  42113. * Adds a floor mesh to be used for teleportation.
  42114. * @param floorMesh the mesh to be used for teleportation.
  42115. */
  42116. addFloorMesh(floorMesh: Mesh): void;
  42117. /**
  42118. * Removes a floor mesh from being used for teleportation.
  42119. * @param floorMesh the mesh to be removed.
  42120. */
  42121. removeFloorMesh(floorMesh: Mesh): void;
  42122. /**
  42123. * Enables interactions and teleportation using the VR controllers and gaze.
  42124. * @param vrTeleportationOptions options to modify teleportation behavior.
  42125. */
  42126. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42127. private _onNewGamepadConnected;
  42128. private _tryEnableInteractionOnController;
  42129. private _onNewGamepadDisconnected;
  42130. private _enableInteractionOnController;
  42131. private _checkTeleportWithRay;
  42132. private _checkRotate;
  42133. private _checkTeleportBackwards;
  42134. private _enableTeleportationOnController;
  42135. private _createTeleportationCircles;
  42136. private _displayTeleportationTarget;
  42137. private _hideTeleportationTarget;
  42138. private _rotateCamera;
  42139. private _moveTeleportationSelectorTo;
  42140. private _workingVector;
  42141. private _workingQuaternion;
  42142. private _workingMatrix;
  42143. /**
  42144. * Teleports the users feet to the desired location
  42145. * @param location The location where the user's feet should be placed
  42146. */
  42147. teleportCamera(location: Vector3): void;
  42148. private _convertNormalToDirectionOfRay;
  42149. private _castRayAndSelectObject;
  42150. private _notifySelectedMeshUnselected;
  42151. /**
  42152. * Sets the color of the laser ray from the vr controllers.
  42153. * @param color new color for the ray.
  42154. */
  42155. changeLaserColor(color: Color3): void;
  42156. /**
  42157. * Sets the color of the ray from the vr headsets gaze.
  42158. * @param color new color for the ray.
  42159. */
  42160. changeGazeColor(color: Color3): void;
  42161. /**
  42162. * Exits VR and disposes of the vr experience helper
  42163. */
  42164. dispose(): void;
  42165. /**
  42166. * Gets the name of the VRExperienceHelper class
  42167. * @returns "VRExperienceHelper"
  42168. */
  42169. getClassName(): string;
  42170. }
  42171. }
  42172. declare module "babylonjs/Cameras/VR/index" {
  42173. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42174. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42175. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42176. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42177. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42178. export * from "babylonjs/Cameras/VR/webVRCamera";
  42179. }
  42180. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42181. import { Observable } from "babylonjs/Misc/observable";
  42182. import { Nullable } from "babylonjs/types";
  42183. import { IDisposable, Scene } from "babylonjs/scene";
  42184. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42185. /**
  42186. * Manages an XRSession to work with Babylon's engine
  42187. * @see https://doc.babylonjs.com/how_to/webxr
  42188. */
  42189. export class WebXRSessionManager implements IDisposable {
  42190. private scene;
  42191. /**
  42192. * Fires every time a new xrFrame arrives which can be used to update the camera
  42193. */
  42194. onXRFrameObservable: Observable<any>;
  42195. /**
  42196. * Fires when the xr session is ended either by the device or manually done
  42197. */
  42198. onXRSessionEnded: Observable<any>;
  42199. /**
  42200. * Underlying xr session
  42201. */
  42202. session: XRSession;
  42203. /**
  42204. * Type of reference space used when creating the session
  42205. */
  42206. referenceSpace: XRReferenceSpace;
  42207. /** @hidden */
  42208. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42209. /**
  42210. * Current XR frame
  42211. */
  42212. currentFrame: Nullable<XRFrame>;
  42213. private _xrNavigator;
  42214. private baseLayer;
  42215. /**
  42216. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42217. * @param scene The scene which the session should be created for
  42218. */
  42219. constructor(scene: Scene);
  42220. /**
  42221. * Initializes the manager
  42222. * After initialization enterXR can be called to start an XR session
  42223. * @returns Promise which resolves after it is initialized
  42224. */
  42225. initializeAsync(): Promise<void>;
  42226. /**
  42227. * Initializes an xr session
  42228. * @param xrSessionMode mode to initialize
  42229. * @returns a promise which will resolve once the session has been initialized
  42230. */
  42231. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42232. /**
  42233. * Sets the reference space on the xr session
  42234. * @param referenceSpace space to set
  42235. * @returns a promise that will resolve once the reference space has been set
  42236. */
  42237. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42238. /**
  42239. * Updates the render state of the session
  42240. * @param state state to set
  42241. * @returns a promise that resolves once the render state has been updated
  42242. */
  42243. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42244. /**
  42245. * Starts rendering to the xr layer
  42246. * @returns a promise that will resolve once rendering has started
  42247. */
  42248. startRenderingToXRAsync(): Promise<void>;
  42249. /**
  42250. * Stops the xrSession and restores the renderloop
  42251. * @returns Promise which resolves after it exits XR
  42252. */
  42253. exitXRAsync(): Promise<unknown>;
  42254. /**
  42255. * Checks if a session would be supported for the creation options specified
  42256. * @param sessionMode session mode to check if supported eg. immersive-vr
  42257. * @returns true if supported
  42258. */
  42259. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42260. /**
  42261. * @hidden
  42262. * Converts the render layer of xrSession to a render target
  42263. * @param session session to create render target for
  42264. * @param scene scene the new render target should be created for
  42265. */
  42266. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42267. /**
  42268. * Disposes of the session manager
  42269. */
  42270. dispose(): void;
  42271. }
  42272. }
  42273. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42274. import { Scene } from "babylonjs/scene";
  42275. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42276. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42277. /**
  42278. * WebXR Camera which holds the views for the xrSession
  42279. * @see https://doc.babylonjs.com/how_to/webxr
  42280. */
  42281. export class WebXRCamera extends FreeCamera {
  42282. private static _TmpMatrix;
  42283. /**
  42284. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42285. * @param name the name of the camera
  42286. * @param scene the scene to add the camera to
  42287. */
  42288. constructor(name: string, scene: Scene);
  42289. private _updateNumberOfRigCameras;
  42290. /** @hidden */
  42291. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42292. /**
  42293. * Updates the cameras position from the current pose information of the XR session
  42294. * @param xrSessionManager the session containing pose information
  42295. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42296. */
  42297. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42298. }
  42299. }
  42300. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42301. import { Nullable } from "babylonjs/types";
  42302. import { IDisposable } from "babylonjs/scene";
  42303. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42304. /**
  42305. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42306. */
  42307. export class WebXRManagedOutputCanvas implements IDisposable {
  42308. private helper;
  42309. private _canvas;
  42310. /**
  42311. * xrpresent context of the canvas which can be used to display/mirror xr content
  42312. */
  42313. canvasContext: WebGLRenderingContext;
  42314. /**
  42315. * xr layer for the canvas
  42316. */
  42317. xrLayer: Nullable<XRWebGLLayer>;
  42318. /**
  42319. * Initializes the xr layer for the session
  42320. * @param xrSession xr session
  42321. * @returns a promise that will resolve once the XR Layer has been created
  42322. */
  42323. initializeXRLayerAsync(xrSession: any): any;
  42324. /**
  42325. * Initializes the canvas to be added/removed upon entering/exiting xr
  42326. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42327. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42328. */
  42329. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42330. /**
  42331. * Disposes of the object
  42332. */
  42333. dispose(): void;
  42334. private _setManagedOutputCanvas;
  42335. private _addCanvas;
  42336. private _removeCanvas;
  42337. }
  42338. }
  42339. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42340. import { Observable } from "babylonjs/Misc/observable";
  42341. import { IDisposable, Scene } from "babylonjs/scene";
  42342. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42343. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42344. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42345. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42346. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42347. /**
  42348. * States of the webXR experience
  42349. */
  42350. export enum WebXRState {
  42351. /**
  42352. * Transitioning to being in XR mode
  42353. */
  42354. ENTERING_XR = 0,
  42355. /**
  42356. * Transitioning to non XR mode
  42357. */
  42358. EXITING_XR = 1,
  42359. /**
  42360. * In XR mode and presenting
  42361. */
  42362. IN_XR = 2,
  42363. /**
  42364. * Not entered XR mode
  42365. */
  42366. NOT_IN_XR = 3
  42367. }
  42368. /**
  42369. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42370. * @see https://doc.babylonjs.com/how_to/webxr
  42371. */
  42372. export class WebXRExperienceHelper implements IDisposable {
  42373. private scene;
  42374. /**
  42375. * 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
  42376. */
  42377. container: AbstractMesh;
  42378. /**
  42379. * Camera used to render xr content
  42380. */
  42381. camera: WebXRCamera;
  42382. /**
  42383. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42384. */
  42385. state: WebXRState;
  42386. private _setState;
  42387. private static _TmpVector;
  42388. /**
  42389. * Fires when the state of the experience helper has changed
  42390. */
  42391. onStateChangedObservable: Observable<WebXRState>;
  42392. /** Session manager used to keep track of xr session */
  42393. sessionManager: WebXRSessionManager;
  42394. private _nonVRCamera;
  42395. private _originalSceneAutoClear;
  42396. private _supported;
  42397. /**
  42398. * Creates the experience helper
  42399. * @param scene the scene to attach the experience helper to
  42400. * @returns a promise for the experience helper
  42401. */
  42402. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42403. /**
  42404. * Creates a WebXRExperienceHelper
  42405. * @param scene The scene the helper should be created in
  42406. */
  42407. private constructor();
  42408. /**
  42409. * Exits XR mode and returns the scene to its original state
  42410. * @returns promise that resolves after xr mode has exited
  42411. */
  42412. exitXRAsync(): Promise<unknown>;
  42413. /**
  42414. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42415. * @param sessionCreationOptions options for the XR session
  42416. * @param referenceSpaceType frame of reference of the XR session
  42417. * @param outputCanvas the output canvas that will be used to enter XR mode
  42418. * @returns promise that resolves after xr mode has entered
  42419. */
  42420. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42421. /**
  42422. * Updates the global position of the camera by moving the camera's container
  42423. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42424. * @param position The desired global position of the camera
  42425. */
  42426. setPositionOfCameraUsingContainer(position: Vector3): void;
  42427. /**
  42428. * Rotates the xr camera by rotating the camera's container around the camera's position
  42429. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42430. * @param rotation the desired quaternion rotation to apply to the camera
  42431. */
  42432. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42433. /**
  42434. * Disposes of the experience helper
  42435. */
  42436. dispose(): void;
  42437. }
  42438. }
  42439. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42440. import { Nullable } from "babylonjs/types";
  42441. import { Observable } from "babylonjs/Misc/observable";
  42442. import { IDisposable, Scene } from "babylonjs/scene";
  42443. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42444. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42445. /**
  42446. * Button which can be used to enter a different mode of XR
  42447. */
  42448. export class WebXREnterExitUIButton {
  42449. /** button element */
  42450. element: HTMLElement;
  42451. /** XR initialization options for the button */
  42452. sessionMode: XRSessionMode;
  42453. /** Reference space type */
  42454. referenceSpaceType: XRReferenceSpaceType;
  42455. /**
  42456. * Creates a WebXREnterExitUIButton
  42457. * @param element button element
  42458. * @param sessionMode XR initialization session mode
  42459. * @param referenceSpaceType the type of reference space to be used
  42460. */
  42461. constructor(
  42462. /** button element */
  42463. element: HTMLElement,
  42464. /** XR initialization options for the button */
  42465. sessionMode: XRSessionMode,
  42466. /** Reference space type */
  42467. referenceSpaceType: XRReferenceSpaceType);
  42468. /**
  42469. * Overwritable function which can be used to update the button's visuals when the state changes
  42470. * @param activeButton the current active button in the UI
  42471. */
  42472. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42473. }
  42474. /**
  42475. * Options to create the webXR UI
  42476. */
  42477. export class WebXREnterExitUIOptions {
  42478. /**
  42479. * Context to enter xr with
  42480. */
  42481. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42482. /**
  42483. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42484. */
  42485. customButtons?: Array<WebXREnterExitUIButton>;
  42486. }
  42487. /**
  42488. * UI to allow the user to enter/exit XR mode
  42489. */
  42490. export class WebXREnterExitUI implements IDisposable {
  42491. private scene;
  42492. private _overlay;
  42493. private _buttons;
  42494. private _activeButton;
  42495. /**
  42496. * Fired every time the active button is changed.
  42497. *
  42498. * When xr is entered via a button that launches xr that button will be the callback parameter
  42499. *
  42500. * When exiting xr the callback parameter will be null)
  42501. */
  42502. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42503. /**
  42504. * Creates UI to allow the user to enter/exit XR mode
  42505. * @param scene the scene to add the ui to
  42506. * @param helper the xr experience helper to enter/exit xr with
  42507. * @param options options to configure the UI
  42508. * @returns the created ui
  42509. */
  42510. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42511. private constructor();
  42512. private _updateButtons;
  42513. /**
  42514. * Disposes of the object
  42515. */
  42516. dispose(): void;
  42517. }
  42518. }
  42519. declare module "babylonjs/Cameras/XR/webXRController" {
  42520. import { Nullable } from "babylonjs/types";
  42521. import { Observable } from "babylonjs/Misc/observable";
  42522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42523. import { Ray } from "babylonjs/Culling/ray";
  42524. import { Scene } from "babylonjs/scene";
  42525. /**
  42526. * Represents an XR input
  42527. */
  42528. export class WebXRController {
  42529. private scene;
  42530. /** The underlying input source for the controller */
  42531. inputSource: XRInputSource;
  42532. private parentContainer;
  42533. /**
  42534. * 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
  42535. */
  42536. grip?: AbstractMesh;
  42537. /**
  42538. * Pointer which can be used to select objects or attach a visible laser to
  42539. */
  42540. pointer: AbstractMesh;
  42541. /**
  42542. * Event that fires when the controller is removed/disposed
  42543. */
  42544. onDisposeObservable: Observable<{}>;
  42545. private _tmpMatrix;
  42546. private _tmpQuaternion;
  42547. private _tmpVector;
  42548. /**
  42549. * Creates the controller
  42550. * @see https://doc.babylonjs.com/how_to/webxr
  42551. * @param scene the scene which the controller should be associated to
  42552. * @param inputSource the underlying input source for the controller
  42553. * @param parentContainer parent that the controller meshes should be children of
  42554. */
  42555. constructor(scene: Scene,
  42556. /** The underlying input source for the controller */
  42557. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42558. /**
  42559. * Updates the controller pose based on the given XRFrame
  42560. * @param xrFrame xr frame to update the pose with
  42561. * @param referenceSpace reference space to use
  42562. */
  42563. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42564. /**
  42565. * Gets a world space ray coming from the controller
  42566. * @param result the resulting ray
  42567. */
  42568. getWorldPointerRayToRef(result: Ray): void;
  42569. /**
  42570. * Disposes of the object
  42571. */
  42572. dispose(): void;
  42573. }
  42574. }
  42575. declare module "babylonjs/Cameras/XR/webXRInput" {
  42576. import { Observable } from "babylonjs/Misc/observable";
  42577. import { IDisposable } from "babylonjs/scene";
  42578. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42579. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42580. /**
  42581. * XR input used to track XR inputs such as controllers/rays
  42582. */
  42583. export class WebXRInput implements IDisposable {
  42584. /**
  42585. * Base experience the input listens to
  42586. */
  42587. baseExperience: WebXRExperienceHelper;
  42588. /**
  42589. * XR controllers being tracked
  42590. */
  42591. controllers: Array<WebXRController>;
  42592. private _frameObserver;
  42593. private _stateObserver;
  42594. /**
  42595. * Event when a controller has been connected/added
  42596. */
  42597. onControllerAddedObservable: Observable<WebXRController>;
  42598. /**
  42599. * Event when a controller has been removed/disconnected
  42600. */
  42601. onControllerRemovedObservable: Observable<WebXRController>;
  42602. /**
  42603. * Initializes the WebXRInput
  42604. * @param baseExperience experience helper which the input should be created for
  42605. */
  42606. constructor(
  42607. /**
  42608. * Base experience the input listens to
  42609. */
  42610. baseExperience: WebXRExperienceHelper);
  42611. private _onInputSourcesChange;
  42612. private _addAndRemoveControllers;
  42613. /**
  42614. * Disposes of the object
  42615. */
  42616. dispose(): void;
  42617. }
  42618. }
  42619. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42621. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42622. /**
  42623. * Enables teleportation
  42624. */
  42625. export class WebXRControllerTeleportation {
  42626. private _teleportationFillColor;
  42627. private _teleportationBorderColor;
  42628. private _tmpRay;
  42629. private _tmpVector;
  42630. /**
  42631. * Creates a WebXRControllerTeleportation
  42632. * @param input input manager to add teleportation to
  42633. * @param floorMeshes floormeshes which can be teleported to
  42634. */
  42635. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42636. }
  42637. }
  42638. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42639. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42640. /**
  42641. * Handles pointer input automatically for the pointer of XR controllers
  42642. */
  42643. export class WebXRControllerPointerSelection {
  42644. private static _idCounter;
  42645. private _tmpRay;
  42646. /**
  42647. * Creates a WebXRControllerPointerSelection
  42648. * @param input input manager to setup pointer selection
  42649. */
  42650. constructor(input: WebXRInput);
  42651. private _convertNormalToDirectionOfRay;
  42652. private _updatePointerDistance;
  42653. }
  42654. }
  42655. declare module "babylonjs/Loading/sceneLoader" {
  42656. import { Observable } from "babylonjs/Misc/observable";
  42657. import { Nullable } from "babylonjs/types";
  42658. import { Scene } from "babylonjs/scene";
  42659. import { Engine } from "babylonjs/Engines/engine";
  42660. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42661. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42662. import { AssetContainer } from "babylonjs/assetContainer";
  42663. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  42664. import { Skeleton } from "babylonjs/Bones/skeleton";
  42665. /**
  42666. * Class used to represent data loading progression
  42667. */
  42668. export class SceneLoaderProgressEvent {
  42669. /** defines if data length to load can be evaluated */
  42670. readonly lengthComputable: boolean;
  42671. /** defines the loaded data length */
  42672. readonly loaded: number;
  42673. /** defines the data length to load */
  42674. readonly total: number;
  42675. /**
  42676. * Create a new progress event
  42677. * @param lengthComputable defines if data length to load can be evaluated
  42678. * @param loaded defines the loaded data length
  42679. * @param total defines the data length to load
  42680. */
  42681. constructor(
  42682. /** defines if data length to load can be evaluated */
  42683. lengthComputable: boolean,
  42684. /** defines the loaded data length */
  42685. loaded: number,
  42686. /** defines the data length to load */
  42687. total: number);
  42688. /**
  42689. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  42690. * @param event defines the source event
  42691. * @returns a new SceneLoaderProgressEvent
  42692. */
  42693. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  42694. }
  42695. /**
  42696. * Interface used by SceneLoader plugins to define supported file extensions
  42697. */
  42698. export interface ISceneLoaderPluginExtensions {
  42699. /**
  42700. * Defines the list of supported extensions
  42701. */
  42702. [extension: string]: {
  42703. isBinary: boolean;
  42704. };
  42705. }
  42706. /**
  42707. * Interface used by SceneLoader plugin factory
  42708. */
  42709. export interface ISceneLoaderPluginFactory {
  42710. /**
  42711. * Defines the name of the factory
  42712. */
  42713. name: string;
  42714. /**
  42715. * Function called to create a new plugin
  42716. * @return the new plugin
  42717. */
  42718. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  42719. /**
  42720. * Boolean indicating if the plugin can direct load specific data
  42721. */
  42722. canDirectLoad?: (data: string) => boolean;
  42723. }
  42724. /**
  42725. * Interface used to define a SceneLoader plugin
  42726. */
  42727. export interface ISceneLoaderPlugin {
  42728. /**
  42729. * The friendly name of this plugin.
  42730. */
  42731. name: string;
  42732. /**
  42733. * The file extensions supported by this plugin.
  42734. */
  42735. extensions: string | ISceneLoaderPluginExtensions;
  42736. /**
  42737. * Import meshes into a scene.
  42738. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42739. * @param scene The scene to import into
  42740. * @param data The data to import
  42741. * @param rootUrl The root url for scene and resources
  42742. * @param meshes The meshes array to import into
  42743. * @param particleSystems The particle systems array to import into
  42744. * @param skeletons The skeletons array to import into
  42745. * @param onError The callback when import fails
  42746. * @returns True if successful or false otherwise
  42747. */
  42748. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  42749. /**
  42750. * Load into a scene.
  42751. * @param scene The scene to load into
  42752. * @param data The data to import
  42753. * @param rootUrl The root url for scene and resources
  42754. * @param onError The callback when import fails
  42755. * @returns true if successful or false otherwise
  42756. */
  42757. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  42758. /**
  42759. * The callback that returns true if the data can be directly loaded.
  42760. */
  42761. canDirectLoad?: (data: string) => boolean;
  42762. /**
  42763. * The callback that allows custom handling of the root url based on the response url.
  42764. */
  42765. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42766. /**
  42767. * Load into an asset container.
  42768. * @param scene The scene to load into
  42769. * @param data The data to import
  42770. * @param rootUrl The root url for scene and resources
  42771. * @param onError The callback when import fails
  42772. * @returns The loaded asset container
  42773. */
  42774. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  42775. }
  42776. /**
  42777. * Interface used to define an async SceneLoader plugin
  42778. */
  42779. export interface ISceneLoaderPluginAsync {
  42780. /**
  42781. * The friendly name of this plugin.
  42782. */
  42783. name: string;
  42784. /**
  42785. * The file extensions supported by this plugin.
  42786. */
  42787. extensions: string | ISceneLoaderPluginExtensions;
  42788. /**
  42789. * Import meshes into a scene.
  42790. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42791. * @param scene The scene to import into
  42792. * @param data The data to import
  42793. * @param rootUrl The root url for scene and resources
  42794. * @param onProgress The callback when the load progresses
  42795. * @param fileName Defines the name of the file to load
  42796. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  42797. */
  42798. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  42799. meshes: AbstractMesh[];
  42800. particleSystems: IParticleSystem[];
  42801. skeletons: Skeleton[];
  42802. animationGroups: AnimationGroup[];
  42803. }>;
  42804. /**
  42805. * Load into a scene.
  42806. * @param scene The scene to load into
  42807. * @param data The data to import
  42808. * @param rootUrl The root url for scene and resources
  42809. * @param onProgress The callback when the load progresses
  42810. * @param fileName Defines the name of the file to load
  42811. * @returns Nothing
  42812. */
  42813. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  42814. /**
  42815. * The callback that returns true if the data can be directly loaded.
  42816. */
  42817. canDirectLoad?: (data: string) => boolean;
  42818. /**
  42819. * The callback that allows custom handling of the root url based on the response url.
  42820. */
  42821. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  42822. /**
  42823. * Load into an asset container.
  42824. * @param scene The scene to load into
  42825. * @param data The data to import
  42826. * @param rootUrl The root url for scene and resources
  42827. * @param onProgress The callback when the load progresses
  42828. * @param fileName Defines the name of the file to load
  42829. * @returns The loaded asset container
  42830. */
  42831. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  42832. }
  42833. /**
  42834. * Class used to load scene from various file formats using registered plugins
  42835. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  42836. */
  42837. export class SceneLoader {
  42838. /**
  42839. * No logging while loading
  42840. */
  42841. static readonly NO_LOGGING: number;
  42842. /**
  42843. * Minimal logging while loading
  42844. */
  42845. static readonly MINIMAL_LOGGING: number;
  42846. /**
  42847. * Summary logging while loading
  42848. */
  42849. static readonly SUMMARY_LOGGING: number;
  42850. /**
  42851. * Detailled logging while loading
  42852. */
  42853. static readonly DETAILED_LOGGING: number;
  42854. /**
  42855. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  42856. */
  42857. static ForceFullSceneLoadingForIncremental: boolean;
  42858. /**
  42859. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  42860. */
  42861. static ShowLoadingScreen: boolean;
  42862. /**
  42863. * Defines the current logging level (while loading the scene)
  42864. * @ignorenaming
  42865. */
  42866. static loggingLevel: number;
  42867. /**
  42868. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  42869. */
  42870. static CleanBoneMatrixWeights: boolean;
  42871. /**
  42872. * Event raised when a plugin is used to load a scene
  42873. */
  42874. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  42875. private static _registeredPlugins;
  42876. private static _getDefaultPlugin;
  42877. private static _getPluginForExtension;
  42878. private static _getPluginForDirectLoad;
  42879. private static _getPluginForFilename;
  42880. private static _getDirectLoad;
  42881. private static _loadData;
  42882. private static _getFileInfo;
  42883. /**
  42884. * Gets a plugin that can load the given extension
  42885. * @param extension defines the extension to load
  42886. * @returns a plugin or null if none works
  42887. */
  42888. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  42889. /**
  42890. * Gets a boolean indicating that the given extension can be loaded
  42891. * @param extension defines the extension to load
  42892. * @returns true if the extension is supported
  42893. */
  42894. static IsPluginForExtensionAvailable(extension: string): boolean;
  42895. /**
  42896. * Adds a new plugin to the list of registered plugins
  42897. * @param plugin defines the plugin to add
  42898. */
  42899. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  42900. /**
  42901. * Import meshes into a scene
  42902. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42903. * @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)
  42904. * @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)
  42905. * @param scene the instance of BABYLON.Scene to append to
  42906. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  42907. * @param onProgress a callback with a progress event for each file being loaded
  42908. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42909. * @param pluginExtension the extension used to determine the plugin
  42910. * @returns The loaded plugin
  42911. */
  42912. 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>;
  42913. /**
  42914. * Import meshes into a scene
  42915. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  42916. * @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)
  42917. * @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)
  42918. * @param scene the instance of BABYLON.Scene to append to
  42919. * @param onProgress a callback with a progress event for each file being loaded
  42920. * @param pluginExtension the extension used to determine the plugin
  42921. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  42922. */
  42923. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  42924. meshes: AbstractMesh[];
  42925. particleSystems: IParticleSystem[];
  42926. skeletons: Skeleton[];
  42927. animationGroups: AnimationGroup[];
  42928. }>;
  42929. /**
  42930. * Load a scene
  42931. * @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)
  42932. * @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)
  42933. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42934. * @param onSuccess a callback with the scene when import succeeds
  42935. * @param onProgress a callback with a progress event for each file being loaded
  42936. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42937. * @param pluginExtension the extension used to determine the plugin
  42938. * @returns The loaded plugin
  42939. */
  42940. 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>;
  42941. /**
  42942. * Load a scene
  42943. * @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)
  42944. * @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)
  42945. * @param engine is the instance of BABYLON.Engine to use to create the scene
  42946. * @param onProgress a callback with a progress event for each file being loaded
  42947. * @param pluginExtension the extension used to determine the plugin
  42948. * @returns The loaded scene
  42949. */
  42950. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42951. /**
  42952. * Append a scene
  42953. * @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)
  42954. * @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)
  42955. * @param scene is the instance of BABYLON.Scene to append to
  42956. * @param onSuccess a callback with the scene when import succeeds
  42957. * @param onProgress a callback with a progress event for each file being loaded
  42958. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42959. * @param pluginExtension the extension used to determine the plugin
  42960. * @returns The loaded plugin
  42961. */
  42962. 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>;
  42963. /**
  42964. * Append a scene
  42965. * @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)
  42966. * @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)
  42967. * @param scene is the instance of BABYLON.Scene to append to
  42968. * @param onProgress a callback with a progress event for each file being loaded
  42969. * @param pluginExtension the extension used to determine the plugin
  42970. * @returns The given scene
  42971. */
  42972. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  42973. /**
  42974. * Load a scene into an asset container
  42975. * @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)
  42976. * @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)
  42977. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  42978. * @param onSuccess a callback with the scene when import succeeds
  42979. * @param onProgress a callback with a progress event for each file being loaded
  42980. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  42981. * @param pluginExtension the extension used to determine the plugin
  42982. * @returns The loaded plugin
  42983. */
  42984. 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>;
  42985. /**
  42986. * Load a scene into an asset container
  42987. * @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)
  42988. * @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)
  42989. * @param scene is the instance of Scene to append to
  42990. * @param onProgress a callback with a progress event for each file being loaded
  42991. * @param pluginExtension the extension used to determine the plugin
  42992. * @returns The loaded asset container
  42993. */
  42994. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  42995. }
  42996. }
  42997. declare module "babylonjs/Gamepads/Controllers/genericController" {
  42998. import { Scene } from "babylonjs/scene";
  42999. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43000. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43001. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43002. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43003. /**
  43004. * Generic Controller
  43005. */
  43006. export class GenericController extends WebVRController {
  43007. /**
  43008. * Base Url for the controller model.
  43009. */
  43010. static readonly MODEL_BASE_URL: string;
  43011. /**
  43012. * File name for the controller model.
  43013. */
  43014. static readonly MODEL_FILENAME: string;
  43015. /**
  43016. * Creates a new GenericController from a gamepad
  43017. * @param vrGamepad the gamepad that the controller should be created from
  43018. */
  43019. constructor(vrGamepad: any);
  43020. /**
  43021. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43022. * @param scene scene in which to add meshes
  43023. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43024. */
  43025. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43026. /**
  43027. * Called once for each button that changed state since the last frame
  43028. * @param buttonIdx Which button index changed
  43029. * @param state New state of the button
  43030. * @param changes Which properties on the state changed since last frame
  43031. */
  43032. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43033. }
  43034. }
  43035. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43036. import { Observable } from "babylonjs/Misc/observable";
  43037. import { Scene } from "babylonjs/scene";
  43038. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43039. import { Ray } from "babylonjs/Culling/ray";
  43040. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43041. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43042. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43043. /**
  43044. * Defines the WindowsMotionController object that the state of the windows motion controller
  43045. */
  43046. export class WindowsMotionController extends WebVRController {
  43047. /**
  43048. * The base url used to load the left and right controller models
  43049. */
  43050. static MODEL_BASE_URL: string;
  43051. /**
  43052. * The name of the left controller model file
  43053. */
  43054. static MODEL_LEFT_FILENAME: string;
  43055. /**
  43056. * The name of the right controller model file
  43057. */
  43058. static MODEL_RIGHT_FILENAME: string;
  43059. /**
  43060. * The controller name prefix for this controller type
  43061. */
  43062. static readonly GAMEPAD_ID_PREFIX: string;
  43063. /**
  43064. * The controller id pattern for this controller type
  43065. */
  43066. private static readonly GAMEPAD_ID_PATTERN;
  43067. private _loadedMeshInfo;
  43068. private readonly _mapping;
  43069. /**
  43070. * Fired when the trackpad on this controller is clicked
  43071. */
  43072. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43073. /**
  43074. * Fired when the trackpad on this controller is modified
  43075. */
  43076. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43077. /**
  43078. * The current x and y values of this controller's trackpad
  43079. */
  43080. trackpad: StickValues;
  43081. /**
  43082. * Creates a new WindowsMotionController from a gamepad
  43083. * @param vrGamepad the gamepad that the controller should be created from
  43084. */
  43085. constructor(vrGamepad: any);
  43086. /**
  43087. * Fired when the trigger on this controller is modified
  43088. */
  43089. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43090. /**
  43091. * Fired when the menu button on this controller is modified
  43092. */
  43093. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43094. /**
  43095. * Fired when the grip button on this controller is modified
  43096. */
  43097. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43098. /**
  43099. * Fired when the thumbstick button on this controller is modified
  43100. */
  43101. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43102. /**
  43103. * Fired when the touchpad button on this controller is modified
  43104. */
  43105. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43106. /**
  43107. * Fired when the touchpad values on this controller are modified
  43108. */
  43109. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43110. private _updateTrackpad;
  43111. /**
  43112. * Called once per frame by the engine.
  43113. */
  43114. update(): void;
  43115. /**
  43116. * Called once for each button that changed state since the last frame
  43117. * @param buttonIdx Which button index changed
  43118. * @param state New state of the button
  43119. * @param changes Which properties on the state changed since last frame
  43120. */
  43121. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43122. /**
  43123. * Moves the buttons on the controller mesh based on their current state
  43124. * @param buttonName the name of the button to move
  43125. * @param buttonValue the value of the button which determines the buttons new position
  43126. */
  43127. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43128. /**
  43129. * Moves the axis on the controller mesh based on its current state
  43130. * @param axis the index of the axis
  43131. * @param axisValue the value of the axis which determines the meshes new position
  43132. * @hidden
  43133. */
  43134. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43135. /**
  43136. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43137. * @param scene scene in which to add meshes
  43138. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43139. */
  43140. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43141. /**
  43142. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43143. * can be transformed by button presses and axes values, based on this._mapping.
  43144. *
  43145. * @param scene scene in which the meshes exist
  43146. * @param meshes list of meshes that make up the controller model to process
  43147. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43148. */
  43149. private processModel;
  43150. private createMeshInfo;
  43151. /**
  43152. * Gets the ray of the controller in the direction the controller is pointing
  43153. * @param length the length the resulting ray should be
  43154. * @returns a ray in the direction the controller is pointing
  43155. */
  43156. getForwardRay(length?: number): Ray;
  43157. /**
  43158. * Disposes of the controller
  43159. */
  43160. dispose(): void;
  43161. }
  43162. }
  43163. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43164. import { Observable } from "babylonjs/Misc/observable";
  43165. import { Scene } from "babylonjs/scene";
  43166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43167. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43168. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43169. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43170. /**
  43171. * Oculus Touch Controller
  43172. */
  43173. export class OculusTouchController extends WebVRController {
  43174. /**
  43175. * Base Url for the controller model.
  43176. */
  43177. static MODEL_BASE_URL: string;
  43178. /**
  43179. * File name for the left controller model.
  43180. */
  43181. static MODEL_LEFT_FILENAME: string;
  43182. /**
  43183. * File name for the right controller model.
  43184. */
  43185. static MODEL_RIGHT_FILENAME: string;
  43186. /**
  43187. * Base Url for the Quest controller model.
  43188. */
  43189. static QUEST_MODEL_BASE_URL: string;
  43190. /**
  43191. * @hidden
  43192. * If the controllers are running on a device that needs the updated Quest controller models
  43193. */
  43194. static _IsQuest: boolean;
  43195. /**
  43196. * Fired when the secondary trigger on this controller is modified
  43197. */
  43198. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43199. /**
  43200. * Fired when the thumb rest on this controller is modified
  43201. */
  43202. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43203. /**
  43204. * Creates a new OculusTouchController from a gamepad
  43205. * @param vrGamepad the gamepad that the controller should be created from
  43206. */
  43207. constructor(vrGamepad: any);
  43208. /**
  43209. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43210. * @param scene scene in which to add meshes
  43211. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43212. */
  43213. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43214. /**
  43215. * Fired when the A button on this controller is modified
  43216. */
  43217. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43218. /**
  43219. * Fired when the B button on this controller is modified
  43220. */
  43221. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43222. /**
  43223. * Fired when the X button on this controller is modified
  43224. */
  43225. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43226. /**
  43227. * Fired when the Y button on this controller is modified
  43228. */
  43229. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43230. /**
  43231. * Called once for each button that changed state since the last frame
  43232. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43233. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43234. * 2) secondary trigger (same)
  43235. * 3) A (right) X (left), touch, pressed = value
  43236. * 4) B / Y
  43237. * 5) thumb rest
  43238. * @param buttonIdx Which button index changed
  43239. * @param state New state of the button
  43240. * @param changes Which properties on the state changed since last frame
  43241. */
  43242. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43243. }
  43244. }
  43245. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43246. import { Scene } from "babylonjs/scene";
  43247. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43248. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43249. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43250. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43251. import { Observable } from "babylonjs/Misc/observable";
  43252. /**
  43253. * Vive Controller
  43254. */
  43255. export class ViveController extends WebVRController {
  43256. /**
  43257. * Base Url for the controller model.
  43258. */
  43259. static MODEL_BASE_URL: string;
  43260. /**
  43261. * File name for the controller model.
  43262. */
  43263. static MODEL_FILENAME: string;
  43264. /**
  43265. * Creates a new ViveController from a gamepad
  43266. * @param vrGamepad the gamepad that the controller should be created from
  43267. */
  43268. constructor(vrGamepad: any);
  43269. /**
  43270. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43271. * @param scene scene in which to add meshes
  43272. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43273. */
  43274. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43275. /**
  43276. * Fired when the left button on this controller is modified
  43277. */
  43278. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43279. /**
  43280. * Fired when the right button on this controller is modified
  43281. */
  43282. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43283. /**
  43284. * Fired when the menu button on this controller is modified
  43285. */
  43286. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43287. /**
  43288. * Called once for each button that changed state since the last frame
  43289. * Vive mapping:
  43290. * 0: touchpad
  43291. * 1: trigger
  43292. * 2: left AND right buttons
  43293. * 3: menu button
  43294. * @param buttonIdx Which button index changed
  43295. * @param state New state of the button
  43296. * @param changes Which properties on the state changed since last frame
  43297. */
  43298. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43299. }
  43300. }
  43301. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43302. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43303. /**
  43304. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43305. */
  43306. export class WebXRControllerModelLoader {
  43307. /**
  43308. * Creates the WebXRControllerModelLoader
  43309. * @param input xr input that creates the controllers
  43310. */
  43311. constructor(input: WebXRInput);
  43312. }
  43313. }
  43314. declare module "babylonjs/Cameras/XR/index" {
  43315. export * from "babylonjs/Cameras/XR/webXRCamera";
  43316. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43317. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43318. export * from "babylonjs/Cameras/XR/webXRInput";
  43319. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43320. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43321. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43322. export * from "babylonjs/Cameras/XR/webXRController";
  43323. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43324. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43325. }
  43326. declare module "babylonjs/Cameras/RigModes/index" {
  43327. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43328. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43329. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43330. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43331. }
  43332. declare module "babylonjs/Cameras/index" {
  43333. export * from "babylonjs/Cameras/Inputs/index";
  43334. export * from "babylonjs/Cameras/cameraInputsManager";
  43335. export * from "babylonjs/Cameras/camera";
  43336. export * from "babylonjs/Cameras/targetCamera";
  43337. export * from "babylonjs/Cameras/freeCamera";
  43338. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43339. export * from "babylonjs/Cameras/touchCamera";
  43340. export * from "babylonjs/Cameras/arcRotateCamera";
  43341. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43342. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43343. export * from "babylonjs/Cameras/flyCamera";
  43344. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43345. export * from "babylonjs/Cameras/followCamera";
  43346. export * from "babylonjs/Cameras/gamepadCamera";
  43347. export * from "babylonjs/Cameras/Stereoscopic/index";
  43348. export * from "babylonjs/Cameras/universalCamera";
  43349. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43350. export * from "babylonjs/Cameras/VR/index";
  43351. export * from "babylonjs/Cameras/XR/index";
  43352. export * from "babylonjs/Cameras/RigModes/index";
  43353. }
  43354. declare module "babylonjs/Collisions/index" {
  43355. export * from "babylonjs/Collisions/collider";
  43356. export * from "babylonjs/Collisions/collisionCoordinator";
  43357. export * from "babylonjs/Collisions/pickingInfo";
  43358. export * from "babylonjs/Collisions/intersectionInfo";
  43359. export * from "babylonjs/Collisions/meshCollisionData";
  43360. }
  43361. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43362. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43363. import { Vector3 } from "babylonjs/Maths/math.vector";
  43364. import { Ray } from "babylonjs/Culling/ray";
  43365. import { Plane } from "babylonjs/Maths/math.plane";
  43366. /**
  43367. * Contains an array of blocks representing the octree
  43368. */
  43369. export interface IOctreeContainer<T> {
  43370. /**
  43371. * Blocks within the octree
  43372. */
  43373. blocks: Array<OctreeBlock<T>>;
  43374. }
  43375. /**
  43376. * Class used to store a cell in an octree
  43377. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43378. */
  43379. export class OctreeBlock<T> {
  43380. /**
  43381. * Gets the content of the current block
  43382. */
  43383. entries: T[];
  43384. /**
  43385. * Gets the list of block children
  43386. */
  43387. blocks: Array<OctreeBlock<T>>;
  43388. private _depth;
  43389. private _maxDepth;
  43390. private _capacity;
  43391. private _minPoint;
  43392. private _maxPoint;
  43393. private _boundingVectors;
  43394. private _creationFunc;
  43395. /**
  43396. * Creates a new block
  43397. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43398. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43399. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43400. * @param depth defines the current depth of this block in the octree
  43401. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43402. * @param creationFunc defines a callback to call when an element is added to the block
  43403. */
  43404. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43405. /**
  43406. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43407. */
  43408. readonly capacity: number;
  43409. /**
  43410. * Gets the minimum vector (in world space) of the block's bounding box
  43411. */
  43412. readonly minPoint: Vector3;
  43413. /**
  43414. * Gets the maximum vector (in world space) of the block's bounding box
  43415. */
  43416. readonly maxPoint: Vector3;
  43417. /**
  43418. * Add a new element to this block
  43419. * @param entry defines the element to add
  43420. */
  43421. addEntry(entry: T): void;
  43422. /**
  43423. * Remove an element from this block
  43424. * @param entry defines the element to remove
  43425. */
  43426. removeEntry(entry: T): void;
  43427. /**
  43428. * Add an array of elements to this block
  43429. * @param entries defines the array of elements to add
  43430. */
  43431. addEntries(entries: T[]): void;
  43432. /**
  43433. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43434. * @param frustumPlanes defines the frustum planes to test
  43435. * @param selection defines the array to store current content if selection is positive
  43436. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43437. */
  43438. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43439. /**
  43440. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43441. * @param sphereCenter defines the bounding sphere center
  43442. * @param sphereRadius defines the bounding sphere radius
  43443. * @param selection defines the array to store current content if selection is positive
  43444. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43445. */
  43446. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43447. /**
  43448. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43449. * @param ray defines the ray to test with
  43450. * @param selection defines the array to store current content if selection is positive
  43451. */
  43452. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43453. /**
  43454. * Subdivide the content into child blocks (this block will then be empty)
  43455. */
  43456. createInnerBlocks(): void;
  43457. /**
  43458. * @hidden
  43459. */
  43460. 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;
  43461. }
  43462. }
  43463. declare module "babylonjs/Culling/Octrees/octree" {
  43464. import { SmartArray } from "babylonjs/Misc/smartArray";
  43465. import { Vector3 } from "babylonjs/Maths/math.vector";
  43466. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43468. import { Ray } from "babylonjs/Culling/ray";
  43469. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43470. import { Plane } from "babylonjs/Maths/math.plane";
  43471. /**
  43472. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43473. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43474. */
  43475. export class Octree<T> {
  43476. /** 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.) */
  43477. maxDepth: number;
  43478. /**
  43479. * Blocks within the octree containing objects
  43480. */
  43481. blocks: Array<OctreeBlock<T>>;
  43482. /**
  43483. * Content stored in the octree
  43484. */
  43485. dynamicContent: T[];
  43486. private _maxBlockCapacity;
  43487. private _selectionContent;
  43488. private _creationFunc;
  43489. /**
  43490. * Creates a octree
  43491. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43492. * @param creationFunc function to be used to instatiate the octree
  43493. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43494. * @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.)
  43495. */
  43496. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43497. /** 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.) */
  43498. maxDepth?: number);
  43499. /**
  43500. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43501. * @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);
  43502. * @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);
  43503. * @param entries meshes to be added to the octree blocks
  43504. */
  43505. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43506. /**
  43507. * Adds a mesh to the octree
  43508. * @param entry Mesh to add to the octree
  43509. */
  43510. addMesh(entry: T): void;
  43511. /**
  43512. * Remove an element from the octree
  43513. * @param entry defines the element to remove
  43514. */
  43515. removeMesh(entry: T): void;
  43516. /**
  43517. * Selects an array of meshes within the frustum
  43518. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43519. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43520. * @returns array of meshes within the frustum
  43521. */
  43522. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43523. /**
  43524. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43525. * @param sphereCenter defines the bounding sphere center
  43526. * @param sphereRadius defines the bounding sphere radius
  43527. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43528. * @returns an array of objects that intersect the sphere
  43529. */
  43530. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43531. /**
  43532. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43533. * @param ray defines the ray to test with
  43534. * @returns array of intersected objects
  43535. */
  43536. intersectsRay(ray: Ray): SmartArray<T>;
  43537. /**
  43538. * Adds a mesh into the octree block if it intersects the block
  43539. */
  43540. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43541. /**
  43542. * Adds a submesh into the octree block if it intersects the block
  43543. */
  43544. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43545. }
  43546. }
  43547. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43548. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43549. import { Scene } from "babylonjs/scene";
  43550. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43551. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43552. import { Ray } from "babylonjs/Culling/ray";
  43553. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43554. import { Collider } from "babylonjs/Collisions/collider";
  43555. module "babylonjs/scene" {
  43556. interface Scene {
  43557. /**
  43558. * @hidden
  43559. * Backing Filed
  43560. */
  43561. _selectionOctree: Octree<AbstractMesh>;
  43562. /**
  43563. * Gets the octree used to boost mesh selection (picking)
  43564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43565. */
  43566. selectionOctree: Octree<AbstractMesh>;
  43567. /**
  43568. * Creates or updates the octree used to boost selection (picking)
  43569. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43570. * @param maxCapacity defines the maximum capacity per leaf
  43571. * @param maxDepth defines the maximum depth of the octree
  43572. * @returns an octree of AbstractMesh
  43573. */
  43574. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43575. }
  43576. }
  43577. module "babylonjs/Meshes/abstractMesh" {
  43578. interface AbstractMesh {
  43579. /**
  43580. * @hidden
  43581. * Backing Field
  43582. */
  43583. _submeshesOctree: Octree<SubMesh>;
  43584. /**
  43585. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43586. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43587. * @param maxCapacity defines the maximum size of each block (64 by default)
  43588. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43589. * @returns the new octree
  43590. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43591. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43592. */
  43593. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43594. }
  43595. }
  43596. /**
  43597. * Defines the octree scene component responsible to manage any octrees
  43598. * in a given scene.
  43599. */
  43600. export class OctreeSceneComponent {
  43601. /**
  43602. * The component name help to identify the component in the list of scene components.
  43603. */
  43604. readonly name: string;
  43605. /**
  43606. * The scene the component belongs to.
  43607. */
  43608. scene: Scene;
  43609. /**
  43610. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43611. */
  43612. readonly checksIsEnabled: boolean;
  43613. /**
  43614. * Creates a new instance of the component for the given scene
  43615. * @param scene Defines the scene to register the component in
  43616. */
  43617. constructor(scene: Scene);
  43618. /**
  43619. * Registers the component in a given scene
  43620. */
  43621. register(): void;
  43622. /**
  43623. * Return the list of active meshes
  43624. * @returns the list of active meshes
  43625. */
  43626. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43627. /**
  43628. * Return the list of active sub meshes
  43629. * @param mesh The mesh to get the candidates sub meshes from
  43630. * @returns the list of active sub meshes
  43631. */
  43632. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43633. private _tempRay;
  43634. /**
  43635. * Return the list of sub meshes intersecting with a given local ray
  43636. * @param mesh defines the mesh to find the submesh for
  43637. * @param localRay defines the ray in local space
  43638. * @returns the list of intersecting sub meshes
  43639. */
  43640. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43641. /**
  43642. * Return the list of sub meshes colliding with a collider
  43643. * @param mesh defines the mesh to find the submesh for
  43644. * @param collider defines the collider to evaluate the collision against
  43645. * @returns the list of colliding sub meshes
  43646. */
  43647. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43648. /**
  43649. * Rebuilds the elements related to this component in case of
  43650. * context lost for instance.
  43651. */
  43652. rebuild(): void;
  43653. /**
  43654. * Disposes the component and the associated ressources.
  43655. */
  43656. dispose(): void;
  43657. }
  43658. }
  43659. declare module "babylonjs/Culling/Octrees/index" {
  43660. export * from "babylonjs/Culling/Octrees/octree";
  43661. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43662. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43663. }
  43664. declare module "babylonjs/Culling/index" {
  43665. export * from "babylonjs/Culling/boundingBox";
  43666. export * from "babylonjs/Culling/boundingInfo";
  43667. export * from "babylonjs/Culling/boundingSphere";
  43668. export * from "babylonjs/Culling/Octrees/index";
  43669. export * from "babylonjs/Culling/ray";
  43670. }
  43671. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  43672. import { IDisposable, Scene } from "babylonjs/scene";
  43673. import { Nullable } from "babylonjs/types";
  43674. import { Observable } from "babylonjs/Misc/observable";
  43675. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43676. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  43677. import { Camera } from "babylonjs/Cameras/camera";
  43678. /**
  43679. * Renders a layer on top of an existing scene
  43680. */
  43681. export class UtilityLayerRenderer implements IDisposable {
  43682. /** the original scene that will be rendered on top of */
  43683. originalScene: Scene;
  43684. private _pointerCaptures;
  43685. private _lastPointerEvents;
  43686. private static _DefaultUtilityLayer;
  43687. private static _DefaultKeepDepthUtilityLayer;
  43688. private _sharedGizmoLight;
  43689. private _renderCamera;
  43690. /**
  43691. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  43692. * @returns the camera that is used when rendering the utility layer
  43693. */
  43694. getRenderCamera(): Nullable<Camera>;
  43695. /**
  43696. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  43697. * @param cam the camera that should be used when rendering the utility layer
  43698. */
  43699. setRenderCamera(cam: Nullable<Camera>): void;
  43700. /**
  43701. * @hidden
  43702. * Light which used by gizmos to get light shading
  43703. */
  43704. _getSharedGizmoLight(): HemisphericLight;
  43705. /**
  43706. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  43707. */
  43708. pickUtilitySceneFirst: boolean;
  43709. /**
  43710. * 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)
  43711. */
  43712. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  43713. /**
  43714. * 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)
  43715. */
  43716. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  43717. /**
  43718. * The scene that is rendered on top of the original scene
  43719. */
  43720. utilityLayerScene: Scene;
  43721. /**
  43722. * If the utility layer should automatically be rendered on top of existing scene
  43723. */
  43724. shouldRender: boolean;
  43725. /**
  43726. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  43727. */
  43728. onlyCheckPointerDownEvents: boolean;
  43729. /**
  43730. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  43731. */
  43732. processAllEvents: boolean;
  43733. /**
  43734. * Observable raised when the pointer move from the utility layer scene to the main scene
  43735. */
  43736. onPointerOutObservable: Observable<number>;
  43737. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  43738. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  43739. private _afterRenderObserver;
  43740. private _sceneDisposeObserver;
  43741. private _originalPointerObserver;
  43742. /**
  43743. * Instantiates a UtilityLayerRenderer
  43744. * @param originalScene the original scene that will be rendered on top of
  43745. * @param handleEvents boolean indicating if the utility layer should handle events
  43746. */
  43747. constructor(
  43748. /** the original scene that will be rendered on top of */
  43749. originalScene: Scene, handleEvents?: boolean);
  43750. private _notifyObservers;
  43751. /**
  43752. * Renders the utility layers scene on top of the original scene
  43753. */
  43754. render(): void;
  43755. /**
  43756. * Disposes of the renderer
  43757. */
  43758. dispose(): void;
  43759. private _updateCamera;
  43760. }
  43761. }
  43762. declare module "babylonjs/Gizmos/gizmo" {
  43763. import { Nullable } from "babylonjs/types";
  43764. import { IDisposable } from "babylonjs/scene";
  43765. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43766. import { Mesh } from "babylonjs/Meshes/mesh";
  43767. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43768. /**
  43769. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  43770. */
  43771. export class Gizmo implements IDisposable {
  43772. /** The utility layer the gizmo will be added to */
  43773. gizmoLayer: UtilityLayerRenderer;
  43774. /**
  43775. * The root mesh of the gizmo
  43776. */
  43777. _rootMesh: Mesh;
  43778. private _attachedMesh;
  43779. /**
  43780. * Ratio for the scale of the gizmo (Default: 1)
  43781. */
  43782. scaleRatio: number;
  43783. /**
  43784. * If a custom mesh has been set (Default: false)
  43785. */
  43786. protected _customMeshSet: boolean;
  43787. /**
  43788. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  43789. * * When set, interactions will be enabled
  43790. */
  43791. attachedMesh: Nullable<AbstractMesh>;
  43792. /**
  43793. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  43794. * @param mesh The mesh to replace the default mesh of the gizmo
  43795. */
  43796. setCustomMesh(mesh: Mesh): void;
  43797. /**
  43798. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  43799. */
  43800. updateGizmoRotationToMatchAttachedMesh: boolean;
  43801. /**
  43802. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  43803. */
  43804. updateGizmoPositionToMatchAttachedMesh: boolean;
  43805. /**
  43806. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  43807. */
  43808. updateScale: boolean;
  43809. protected _interactionsEnabled: boolean;
  43810. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43811. private _beforeRenderObserver;
  43812. private _tempVector;
  43813. /**
  43814. * Creates a gizmo
  43815. * @param gizmoLayer The utility layer the gizmo will be added to
  43816. */
  43817. constructor(
  43818. /** The utility layer the gizmo will be added to */
  43819. gizmoLayer?: UtilityLayerRenderer);
  43820. /**
  43821. * Updates the gizmo to match the attached mesh's position/rotation
  43822. */
  43823. protected _update(): void;
  43824. /**
  43825. * Disposes of the gizmo
  43826. */
  43827. dispose(): void;
  43828. }
  43829. }
  43830. declare module "babylonjs/Gizmos/planeDragGizmo" {
  43831. import { Observable } from "babylonjs/Misc/observable";
  43832. import { Nullable } from "babylonjs/types";
  43833. import { Vector3 } from "babylonjs/Maths/math.vector";
  43834. import { Color3 } from "babylonjs/Maths/math.color";
  43835. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43837. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43838. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43839. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43840. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43841. import { Scene } from "babylonjs/scene";
  43842. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43843. /**
  43844. * Single plane drag gizmo
  43845. */
  43846. export class PlaneDragGizmo extends Gizmo {
  43847. /**
  43848. * Drag behavior responsible for the gizmos dragging interactions
  43849. */
  43850. dragBehavior: PointerDragBehavior;
  43851. private _pointerObserver;
  43852. /**
  43853. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43854. */
  43855. snapDistance: number;
  43856. /**
  43857. * Event that fires each time the gizmo snaps to a new location.
  43858. * * snapDistance is the the change in distance
  43859. */
  43860. onSnapObservable: Observable<{
  43861. snapDistance: number;
  43862. }>;
  43863. private _plane;
  43864. private _coloredMaterial;
  43865. private _hoverMaterial;
  43866. private _isEnabled;
  43867. private _parent;
  43868. /** @hidden */
  43869. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  43870. /** @hidden */
  43871. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  43872. /**
  43873. * Creates a PlaneDragGizmo
  43874. * @param gizmoLayer The utility layer the gizmo will be added to
  43875. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  43876. * @param color The color of the gizmo
  43877. */
  43878. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  43879. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  43880. /**
  43881. * If the gizmo is enabled
  43882. */
  43883. isEnabled: boolean;
  43884. /**
  43885. * Disposes of the gizmo
  43886. */
  43887. dispose(): void;
  43888. }
  43889. }
  43890. declare module "babylonjs/Gizmos/positionGizmo" {
  43891. import { Observable } from "babylonjs/Misc/observable";
  43892. import { Nullable } from "babylonjs/types";
  43893. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43894. import { Mesh } from "babylonjs/Meshes/mesh";
  43895. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43896. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  43897. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  43898. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43899. /**
  43900. * Gizmo that enables dragging a mesh along 3 axis
  43901. */
  43902. export class PositionGizmo extends Gizmo {
  43903. /**
  43904. * Internal gizmo used for interactions on the x axis
  43905. */
  43906. xGizmo: AxisDragGizmo;
  43907. /**
  43908. * Internal gizmo used for interactions on the y axis
  43909. */
  43910. yGizmo: AxisDragGizmo;
  43911. /**
  43912. * Internal gizmo used for interactions on the z axis
  43913. */
  43914. zGizmo: AxisDragGizmo;
  43915. /**
  43916. * Internal gizmo used for interactions on the yz plane
  43917. */
  43918. xPlaneGizmo: PlaneDragGizmo;
  43919. /**
  43920. * Internal gizmo used for interactions on the xz plane
  43921. */
  43922. yPlaneGizmo: PlaneDragGizmo;
  43923. /**
  43924. * Internal gizmo used for interactions on the xy plane
  43925. */
  43926. zPlaneGizmo: PlaneDragGizmo;
  43927. /**
  43928. * private variables
  43929. */
  43930. private _meshAttached;
  43931. private _updateGizmoRotationToMatchAttachedMesh;
  43932. private _snapDistance;
  43933. private _scaleRatio;
  43934. /** Fires an event when any of it's sub gizmos are dragged */
  43935. onDragStartObservable: Observable<unknown>;
  43936. /** Fires an event when any of it's sub gizmos are released from dragging */
  43937. onDragEndObservable: Observable<unknown>;
  43938. /**
  43939. * If set to true, planar drag is enabled
  43940. */
  43941. private _planarGizmoEnabled;
  43942. attachedMesh: Nullable<AbstractMesh>;
  43943. /**
  43944. * Creates a PositionGizmo
  43945. * @param gizmoLayer The utility layer the gizmo will be added to
  43946. */
  43947. constructor(gizmoLayer?: UtilityLayerRenderer);
  43948. /**
  43949. * If the planar drag gizmo is enabled
  43950. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  43951. */
  43952. planarGizmoEnabled: boolean;
  43953. updateGizmoRotationToMatchAttachedMesh: boolean;
  43954. /**
  43955. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43956. */
  43957. snapDistance: number;
  43958. /**
  43959. * Ratio for the scale of the gizmo (Default: 1)
  43960. */
  43961. scaleRatio: number;
  43962. /**
  43963. * Disposes of the gizmo
  43964. */
  43965. dispose(): void;
  43966. /**
  43967. * CustomMeshes are not supported by this gizmo
  43968. * @param mesh The mesh to replace the default mesh of the gizmo
  43969. */
  43970. setCustomMesh(mesh: Mesh): void;
  43971. }
  43972. }
  43973. declare module "babylonjs/Gizmos/axisDragGizmo" {
  43974. import { Observable } from "babylonjs/Misc/observable";
  43975. import { Nullable } from "babylonjs/types";
  43976. import { Vector3 } from "babylonjs/Maths/math.vector";
  43977. import { TransformNode } from "babylonjs/Meshes/transformNode";
  43978. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43979. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  43980. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  43981. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  43982. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  43983. import { Scene } from "babylonjs/scene";
  43984. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  43985. import { Color3 } from "babylonjs/Maths/math.color";
  43986. /**
  43987. * Single axis drag gizmo
  43988. */
  43989. export class AxisDragGizmo extends Gizmo {
  43990. /**
  43991. * Drag behavior responsible for the gizmos dragging interactions
  43992. */
  43993. dragBehavior: PointerDragBehavior;
  43994. private _pointerObserver;
  43995. /**
  43996. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  43997. */
  43998. snapDistance: number;
  43999. /**
  44000. * Event that fires each time the gizmo snaps to a new location.
  44001. * * snapDistance is the the change in distance
  44002. */
  44003. onSnapObservable: Observable<{
  44004. snapDistance: number;
  44005. }>;
  44006. private _isEnabled;
  44007. private _parent;
  44008. private _arrow;
  44009. private _coloredMaterial;
  44010. private _hoverMaterial;
  44011. /** @hidden */
  44012. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44013. /** @hidden */
  44014. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44015. /**
  44016. * Creates an AxisDragGizmo
  44017. * @param gizmoLayer The utility layer the gizmo will be added to
  44018. * @param dragAxis The axis which the gizmo will be able to drag on
  44019. * @param color The color of the gizmo
  44020. */
  44021. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44022. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44023. /**
  44024. * If the gizmo is enabled
  44025. */
  44026. isEnabled: boolean;
  44027. /**
  44028. * Disposes of the gizmo
  44029. */
  44030. dispose(): void;
  44031. }
  44032. }
  44033. declare module "babylonjs/Debug/axesViewer" {
  44034. import { Vector3 } from "babylonjs/Maths/math.vector";
  44035. import { Nullable } from "babylonjs/types";
  44036. import { Scene } from "babylonjs/scene";
  44037. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44038. /**
  44039. * The Axes viewer will show 3 axes in a specific point in space
  44040. */
  44041. export class AxesViewer {
  44042. private _xAxis;
  44043. private _yAxis;
  44044. private _zAxis;
  44045. private _scaleLinesFactor;
  44046. private _instanced;
  44047. /**
  44048. * Gets the hosting scene
  44049. */
  44050. scene: Scene;
  44051. /**
  44052. * Gets or sets a number used to scale line length
  44053. */
  44054. scaleLines: number;
  44055. /** Gets the node hierarchy used to render x-axis */
  44056. readonly xAxis: TransformNode;
  44057. /** Gets the node hierarchy used to render y-axis */
  44058. readonly yAxis: TransformNode;
  44059. /** Gets the node hierarchy used to render z-axis */
  44060. readonly zAxis: TransformNode;
  44061. /**
  44062. * Creates a new AxesViewer
  44063. * @param scene defines the hosting scene
  44064. * @param scaleLines defines a number used to scale line length (1 by default)
  44065. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44066. * @param xAxis defines the node hierarchy used to render the x-axis
  44067. * @param yAxis defines the node hierarchy used to render the y-axis
  44068. * @param zAxis defines the node hierarchy used to render the z-axis
  44069. */
  44070. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44071. /**
  44072. * Force the viewer to update
  44073. * @param position defines the position of the viewer
  44074. * @param xaxis defines the x axis of the viewer
  44075. * @param yaxis defines the y axis of the viewer
  44076. * @param zaxis defines the z axis of the viewer
  44077. */
  44078. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44079. /**
  44080. * Creates an instance of this axes viewer.
  44081. * @returns a new axes viewer with instanced meshes
  44082. */
  44083. createInstance(): AxesViewer;
  44084. /** Releases resources */
  44085. dispose(): void;
  44086. private static _SetRenderingGroupId;
  44087. }
  44088. }
  44089. declare module "babylonjs/Debug/boneAxesViewer" {
  44090. import { Nullable } from "babylonjs/types";
  44091. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44092. import { Vector3 } from "babylonjs/Maths/math.vector";
  44093. import { Mesh } from "babylonjs/Meshes/mesh";
  44094. import { Bone } from "babylonjs/Bones/bone";
  44095. import { Scene } from "babylonjs/scene";
  44096. /**
  44097. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44098. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44099. */
  44100. export class BoneAxesViewer extends AxesViewer {
  44101. /**
  44102. * Gets or sets the target mesh where to display the axes viewer
  44103. */
  44104. mesh: Nullable<Mesh>;
  44105. /**
  44106. * Gets or sets the target bone where to display the axes viewer
  44107. */
  44108. bone: Nullable<Bone>;
  44109. /** Gets current position */
  44110. pos: Vector3;
  44111. /** Gets direction of X axis */
  44112. xaxis: Vector3;
  44113. /** Gets direction of Y axis */
  44114. yaxis: Vector3;
  44115. /** Gets direction of Z axis */
  44116. zaxis: Vector3;
  44117. /**
  44118. * Creates a new BoneAxesViewer
  44119. * @param scene defines the hosting scene
  44120. * @param bone defines the target bone
  44121. * @param mesh defines the target mesh
  44122. * @param scaleLines defines a scaling factor for line length (1 by default)
  44123. */
  44124. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44125. /**
  44126. * Force the viewer to update
  44127. */
  44128. update(): void;
  44129. /** Releases resources */
  44130. dispose(): void;
  44131. }
  44132. }
  44133. declare module "babylonjs/Debug/debugLayer" {
  44134. import { Scene } from "babylonjs/scene";
  44135. /**
  44136. * Interface used to define scene explorer extensibility option
  44137. */
  44138. export interface IExplorerExtensibilityOption {
  44139. /**
  44140. * Define the option label
  44141. */
  44142. label: string;
  44143. /**
  44144. * Defines the action to execute on click
  44145. */
  44146. action: (entity: any) => void;
  44147. }
  44148. /**
  44149. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44150. */
  44151. export interface IExplorerExtensibilityGroup {
  44152. /**
  44153. * Defines a predicate to test if a given type mut be extended
  44154. */
  44155. predicate: (entity: any) => boolean;
  44156. /**
  44157. * Gets the list of options added to a type
  44158. */
  44159. entries: IExplorerExtensibilityOption[];
  44160. }
  44161. /**
  44162. * Interface used to define the options to use to create the Inspector
  44163. */
  44164. export interface IInspectorOptions {
  44165. /**
  44166. * Display in overlay mode (default: false)
  44167. */
  44168. overlay?: boolean;
  44169. /**
  44170. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44171. */
  44172. globalRoot?: HTMLElement;
  44173. /**
  44174. * Display the Scene explorer
  44175. */
  44176. showExplorer?: boolean;
  44177. /**
  44178. * Display the property inspector
  44179. */
  44180. showInspector?: boolean;
  44181. /**
  44182. * Display in embed mode (both panes on the right)
  44183. */
  44184. embedMode?: boolean;
  44185. /**
  44186. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44187. */
  44188. handleResize?: boolean;
  44189. /**
  44190. * Allow the panes to popup (default: true)
  44191. */
  44192. enablePopup?: boolean;
  44193. /**
  44194. * Allow the panes to be closed by users (default: true)
  44195. */
  44196. enableClose?: boolean;
  44197. /**
  44198. * Optional list of extensibility entries
  44199. */
  44200. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44201. /**
  44202. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44203. */
  44204. inspectorURL?: string;
  44205. }
  44206. module "babylonjs/scene" {
  44207. interface Scene {
  44208. /**
  44209. * @hidden
  44210. * Backing field
  44211. */
  44212. _debugLayer: DebugLayer;
  44213. /**
  44214. * Gets the debug layer (aka Inspector) associated with the scene
  44215. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44216. */
  44217. debugLayer: DebugLayer;
  44218. }
  44219. }
  44220. /**
  44221. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44222. * what is happening in your scene
  44223. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44224. */
  44225. export class DebugLayer {
  44226. /**
  44227. * Define the url to get the inspector script from.
  44228. * By default it uses the babylonjs CDN.
  44229. * @ignoreNaming
  44230. */
  44231. static InspectorURL: string;
  44232. private _scene;
  44233. private BJSINSPECTOR;
  44234. private _onPropertyChangedObservable?;
  44235. /**
  44236. * Observable triggered when a property is changed through the inspector.
  44237. */
  44238. readonly onPropertyChangedObservable: any;
  44239. /**
  44240. * Instantiates a new debug layer.
  44241. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44242. * what is happening in your scene
  44243. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44244. * @param scene Defines the scene to inspect
  44245. */
  44246. constructor(scene: Scene);
  44247. /** Creates the inspector window. */
  44248. private _createInspector;
  44249. /**
  44250. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44251. * @param entity defines the entity to select
  44252. * @param lineContainerTitle defines the specific block to highlight
  44253. */
  44254. select(entity: any, lineContainerTitle?: string): void;
  44255. /** Get the inspector from bundle or global */
  44256. private _getGlobalInspector;
  44257. /**
  44258. * Get if the inspector is visible or not.
  44259. * @returns true if visible otherwise, false
  44260. */
  44261. isVisible(): boolean;
  44262. /**
  44263. * Hide the inspector and close its window.
  44264. */
  44265. hide(): void;
  44266. /**
  44267. * Launch the debugLayer.
  44268. * @param config Define the configuration of the inspector
  44269. * @return a promise fulfilled when the debug layer is visible
  44270. */
  44271. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44272. }
  44273. }
  44274. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44275. import { Nullable } from "babylonjs/types";
  44276. import { Scene } from "babylonjs/scene";
  44277. import { Vector4 } from "babylonjs/Maths/math.vector";
  44278. import { Color4 } from "babylonjs/Maths/math.color";
  44279. import { Mesh } from "babylonjs/Meshes/mesh";
  44280. /**
  44281. * Class containing static functions to help procedurally build meshes
  44282. */
  44283. export class BoxBuilder {
  44284. /**
  44285. * Creates a box mesh
  44286. * * The parameter `size` sets the size (float) of each box side (default 1)
  44287. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44288. * * 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)
  44289. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44290. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44291. * * 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
  44292. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44293. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44294. * @param name defines the name of the mesh
  44295. * @param options defines the options used to create the mesh
  44296. * @param scene defines the hosting scene
  44297. * @returns the box mesh
  44298. */
  44299. static CreateBox(name: string, options: {
  44300. size?: number;
  44301. width?: number;
  44302. height?: number;
  44303. depth?: number;
  44304. faceUV?: Vector4[];
  44305. faceColors?: Color4[];
  44306. sideOrientation?: number;
  44307. frontUVs?: Vector4;
  44308. backUVs?: Vector4;
  44309. wrap?: boolean;
  44310. topBaseAt?: number;
  44311. bottomBaseAt?: number;
  44312. updatable?: boolean;
  44313. }, scene?: Nullable<Scene>): Mesh;
  44314. }
  44315. }
  44316. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44317. import { Vector4 } from "babylonjs/Maths/math.vector";
  44318. import { Mesh } from "babylonjs/Meshes/mesh";
  44319. /**
  44320. * Class containing static functions to help procedurally build meshes
  44321. */
  44322. export class SphereBuilder {
  44323. /**
  44324. * Creates a sphere mesh
  44325. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44326. * * 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`)
  44327. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44328. * * 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
  44329. * * 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)
  44330. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44331. * * 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
  44332. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44333. * @param name defines the name of the mesh
  44334. * @param options defines the options used to create the mesh
  44335. * @param scene defines the hosting scene
  44336. * @returns the sphere mesh
  44337. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44338. */
  44339. static CreateSphere(name: string, options: {
  44340. segments?: number;
  44341. diameter?: number;
  44342. diameterX?: number;
  44343. diameterY?: number;
  44344. diameterZ?: number;
  44345. arc?: number;
  44346. slice?: number;
  44347. sideOrientation?: number;
  44348. frontUVs?: Vector4;
  44349. backUVs?: Vector4;
  44350. updatable?: boolean;
  44351. }, scene: any): Mesh;
  44352. }
  44353. }
  44354. declare module "babylonjs/Debug/physicsViewer" {
  44355. import { Nullable } from "babylonjs/types";
  44356. import { Scene } from "babylonjs/scene";
  44357. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44358. import { Mesh } from "babylonjs/Meshes/mesh";
  44359. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44360. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44361. /**
  44362. * Used to show the physics impostor around the specific mesh
  44363. */
  44364. export class PhysicsViewer {
  44365. /** @hidden */
  44366. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44367. /** @hidden */
  44368. protected _meshes: Array<Nullable<AbstractMesh>>;
  44369. /** @hidden */
  44370. protected _scene: Nullable<Scene>;
  44371. /** @hidden */
  44372. protected _numMeshes: number;
  44373. /** @hidden */
  44374. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44375. private _renderFunction;
  44376. private _utilityLayer;
  44377. private _debugBoxMesh;
  44378. private _debugSphereMesh;
  44379. private _debugCylinderMesh;
  44380. private _debugMaterial;
  44381. private _debugMeshMeshes;
  44382. /**
  44383. * Creates a new PhysicsViewer
  44384. * @param scene defines the hosting scene
  44385. */
  44386. constructor(scene: Scene);
  44387. /** @hidden */
  44388. protected _updateDebugMeshes(): void;
  44389. /**
  44390. * Renders a specified physic impostor
  44391. * @param impostor defines the impostor to render
  44392. * @param targetMesh defines the mesh represented by the impostor
  44393. * @returns the new debug mesh used to render the impostor
  44394. */
  44395. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44396. /**
  44397. * Hides a specified physic impostor
  44398. * @param impostor defines the impostor to hide
  44399. */
  44400. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44401. private _getDebugMaterial;
  44402. private _getDebugBoxMesh;
  44403. private _getDebugSphereMesh;
  44404. private _getDebugCylinderMesh;
  44405. private _getDebugMeshMesh;
  44406. private _getDebugMesh;
  44407. /** Releases all resources */
  44408. dispose(): void;
  44409. }
  44410. }
  44411. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44412. import { Vector3 } from "babylonjs/Maths/math.vector";
  44413. import { Color4 } from "babylonjs/Maths/math.color";
  44414. import { Nullable } from "babylonjs/types";
  44415. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44416. import { Scene } from "babylonjs/scene";
  44417. /**
  44418. * Class containing static functions to help procedurally build meshes
  44419. */
  44420. export class LinesBuilder {
  44421. /**
  44422. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44423. * * 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
  44424. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44425. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44426. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44427. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44428. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44429. * * 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
  44430. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44431. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44432. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44433. * @param name defines the name of the new line system
  44434. * @param options defines the options used to create the line system
  44435. * @param scene defines the hosting scene
  44436. * @returns a new line system mesh
  44437. */
  44438. static CreateLineSystem(name: string, options: {
  44439. lines: Vector3[][];
  44440. updatable?: boolean;
  44441. instance?: Nullable<LinesMesh>;
  44442. colors?: Nullable<Color4[][]>;
  44443. useVertexAlpha?: boolean;
  44444. }, scene: Nullable<Scene>): LinesMesh;
  44445. /**
  44446. * Creates a line mesh
  44447. * 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
  44448. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44449. * * The parameter `points` is an array successive Vector3
  44450. * * 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
  44451. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44452. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44453. * * When updating an instance, remember that only point positions can change, not the number of points
  44454. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44455. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44456. * @param name defines the name of the new line system
  44457. * @param options defines the options used to create the line system
  44458. * @param scene defines the hosting scene
  44459. * @returns a new line mesh
  44460. */
  44461. static CreateLines(name: string, options: {
  44462. points: Vector3[];
  44463. updatable?: boolean;
  44464. instance?: Nullable<LinesMesh>;
  44465. colors?: Color4[];
  44466. useVertexAlpha?: boolean;
  44467. }, scene?: Nullable<Scene>): LinesMesh;
  44468. /**
  44469. * Creates a dashed line mesh
  44470. * * 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
  44471. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44472. * * The parameter `points` is an array successive Vector3
  44473. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44474. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44475. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44476. * * 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
  44477. * * When updating an instance, remember that only point positions can change, not the number of points
  44478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44479. * @param name defines the name of the mesh
  44480. * @param options defines the options used to create the mesh
  44481. * @param scene defines the hosting scene
  44482. * @returns the dashed line mesh
  44483. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44484. */
  44485. static CreateDashedLines(name: string, options: {
  44486. points: Vector3[];
  44487. dashSize?: number;
  44488. gapSize?: number;
  44489. dashNb?: number;
  44490. updatable?: boolean;
  44491. instance?: LinesMesh;
  44492. }, scene?: Nullable<Scene>): LinesMesh;
  44493. }
  44494. }
  44495. declare module "babylonjs/Debug/rayHelper" {
  44496. import { Nullable } from "babylonjs/types";
  44497. import { Ray } from "babylonjs/Culling/ray";
  44498. import { Vector3 } from "babylonjs/Maths/math.vector";
  44499. import { Color3 } from "babylonjs/Maths/math.color";
  44500. import { Scene } from "babylonjs/scene";
  44501. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44502. import "babylonjs/Meshes/Builders/linesBuilder";
  44503. /**
  44504. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44505. * in order to better appreciate the issue one might have.
  44506. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44507. */
  44508. export class RayHelper {
  44509. /**
  44510. * Defines the ray we are currently tryin to visualize.
  44511. */
  44512. ray: Nullable<Ray>;
  44513. private _renderPoints;
  44514. private _renderLine;
  44515. private _renderFunction;
  44516. private _scene;
  44517. private _updateToMeshFunction;
  44518. private _attachedToMesh;
  44519. private _meshSpaceDirection;
  44520. private _meshSpaceOrigin;
  44521. /**
  44522. * Helper function to create a colored helper in a scene in one line.
  44523. * @param ray Defines the ray we are currently tryin to visualize
  44524. * @param scene Defines the scene the ray is used in
  44525. * @param color Defines the color we want to see the ray in
  44526. * @returns The newly created ray helper.
  44527. */
  44528. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44529. /**
  44530. * Instantiate a new ray helper.
  44531. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44532. * in order to better appreciate the issue one might have.
  44533. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44534. * @param ray Defines the ray we are currently tryin to visualize
  44535. */
  44536. constructor(ray: Ray);
  44537. /**
  44538. * Shows the ray we are willing to debug.
  44539. * @param scene Defines the scene the ray needs to be rendered in
  44540. * @param color Defines the color the ray needs to be rendered in
  44541. */
  44542. show(scene: Scene, color?: Color3): void;
  44543. /**
  44544. * Hides the ray we are debugging.
  44545. */
  44546. hide(): void;
  44547. private _render;
  44548. /**
  44549. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44550. * @param mesh Defines the mesh we want the helper attached to
  44551. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44552. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44553. * @param length Defines the length of the ray
  44554. */
  44555. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44556. /**
  44557. * Detach the ray helper from the mesh it has previously been attached to.
  44558. */
  44559. detachFromMesh(): void;
  44560. private _updateToMesh;
  44561. /**
  44562. * Dispose the helper and release its associated resources.
  44563. */
  44564. dispose(): void;
  44565. }
  44566. }
  44567. declare module "babylonjs/Debug/skeletonViewer" {
  44568. import { Color3 } from "babylonjs/Maths/math.color";
  44569. import { Scene } from "babylonjs/scene";
  44570. import { Nullable } from "babylonjs/types";
  44571. import { Skeleton } from "babylonjs/Bones/skeleton";
  44572. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44573. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44574. /**
  44575. * Class used to render a debug view of a given skeleton
  44576. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44577. */
  44578. export class SkeletonViewer {
  44579. /** defines the skeleton to render */
  44580. skeleton: Skeleton;
  44581. /** defines the mesh attached to the skeleton */
  44582. mesh: AbstractMesh;
  44583. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44584. autoUpdateBonesMatrices: boolean;
  44585. /** defines the rendering group id to use with the viewer */
  44586. renderingGroupId: number;
  44587. /** Gets or sets the color used to render the skeleton */
  44588. color: Color3;
  44589. private _scene;
  44590. private _debugLines;
  44591. private _debugMesh;
  44592. private _isEnabled;
  44593. private _renderFunction;
  44594. private _utilityLayer;
  44595. /**
  44596. * Returns the mesh used to render the bones
  44597. */
  44598. readonly debugMesh: Nullable<LinesMesh>;
  44599. /**
  44600. * Creates a new SkeletonViewer
  44601. * @param skeleton defines the skeleton to render
  44602. * @param mesh defines the mesh attached to the skeleton
  44603. * @param scene defines the hosting scene
  44604. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44605. * @param renderingGroupId defines the rendering group id to use with the viewer
  44606. */
  44607. constructor(
  44608. /** defines the skeleton to render */
  44609. skeleton: Skeleton,
  44610. /** defines the mesh attached to the skeleton */
  44611. mesh: AbstractMesh, scene: Scene,
  44612. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44613. autoUpdateBonesMatrices?: boolean,
  44614. /** defines the rendering group id to use with the viewer */
  44615. renderingGroupId?: number);
  44616. /** Gets or sets a boolean indicating if the viewer is enabled */
  44617. isEnabled: boolean;
  44618. private _getBonePosition;
  44619. private _getLinesForBonesWithLength;
  44620. private _getLinesForBonesNoLength;
  44621. /** Update the viewer to sync with current skeleton state */
  44622. update(): void;
  44623. /** Release associated resources */
  44624. dispose(): void;
  44625. }
  44626. }
  44627. declare module "babylonjs/Debug/index" {
  44628. export * from "babylonjs/Debug/axesViewer";
  44629. export * from "babylonjs/Debug/boneAxesViewer";
  44630. export * from "babylonjs/Debug/debugLayer";
  44631. export * from "babylonjs/Debug/physicsViewer";
  44632. export * from "babylonjs/Debug/rayHelper";
  44633. export * from "babylonjs/Debug/skeletonViewer";
  44634. }
  44635. declare module "babylonjs/Engines/nullEngine" {
  44636. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44637. import { Scene } from "babylonjs/scene";
  44638. import { Engine } from "babylonjs/Engines/engine";
  44639. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44640. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44641. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44642. import { Effect } from "babylonjs/Materials/effect";
  44643. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44644. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44645. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44646. /**
  44647. * Options to create the null engine
  44648. */
  44649. export class NullEngineOptions {
  44650. /**
  44651. * Render width (Default: 512)
  44652. */
  44653. renderWidth: number;
  44654. /**
  44655. * Render height (Default: 256)
  44656. */
  44657. renderHeight: number;
  44658. /**
  44659. * Texture size (Default: 512)
  44660. */
  44661. textureSize: number;
  44662. /**
  44663. * If delta time between frames should be constant
  44664. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44665. */
  44666. deterministicLockstep: boolean;
  44667. /**
  44668. * Maximum about of steps between frames (Default: 4)
  44669. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44670. */
  44671. lockstepMaxSteps: number;
  44672. }
  44673. /**
  44674. * The null engine class provides support for headless version of babylon.js.
  44675. * This can be used in server side scenario or for testing purposes
  44676. */
  44677. export class NullEngine extends Engine {
  44678. private _options;
  44679. /**
  44680. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  44681. */
  44682. isDeterministicLockStep(): boolean;
  44683. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  44684. getLockstepMaxSteps(): number;
  44685. /**
  44686. * Sets hardware scaling, used to save performance if needed
  44687. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  44688. */
  44689. getHardwareScalingLevel(): number;
  44690. constructor(options?: NullEngineOptions);
  44691. createVertexBuffer(vertices: FloatArray): DataBuffer;
  44692. createIndexBuffer(indices: IndicesArray): DataBuffer;
  44693. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  44694. getRenderWidth(useScreen?: boolean): number;
  44695. getRenderHeight(useScreen?: boolean): number;
  44696. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  44697. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  44698. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  44699. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  44700. bindSamplers(effect: Effect): void;
  44701. enableEffect(effect: Effect): void;
  44702. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  44703. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  44704. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  44705. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  44706. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  44707. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  44708. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  44709. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  44710. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  44711. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  44712. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  44713. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  44714. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  44715. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  44716. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44717. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  44718. setFloat(uniform: WebGLUniformLocation, value: number): void;
  44719. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  44720. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  44721. setBool(uniform: WebGLUniformLocation, bool: number): void;
  44722. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  44723. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  44724. bindBuffers(vertexBuffers: {
  44725. [key: string]: VertexBuffer;
  44726. }, indexBuffer: DataBuffer, effect: Effect): void;
  44727. wipeCaches(bruteForce?: boolean): void;
  44728. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  44729. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  44730. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  44731. /** @hidden */
  44732. _createTexture(): WebGLTexture;
  44733. /** @hidden */
  44734. _releaseTexture(texture: InternalTexture): void;
  44735. 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;
  44736. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  44737. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  44738. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  44739. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  44740. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  44741. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  44742. areAllEffectsReady(): boolean;
  44743. /**
  44744. * @hidden
  44745. * Get the current error code of the webGL context
  44746. * @returns the error code
  44747. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  44748. */
  44749. getError(): number;
  44750. /** @hidden */
  44751. _getUnpackAlignement(): number;
  44752. /** @hidden */
  44753. _unpackFlipY(value: boolean): void;
  44754. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  44755. /**
  44756. * Updates a dynamic vertex buffer.
  44757. * @param vertexBuffer the vertex buffer to update
  44758. * @param data the data used to update the vertex buffer
  44759. * @param byteOffset the byte offset of the data (optional)
  44760. * @param byteLength the byte length of the data (optional)
  44761. */
  44762. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  44763. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  44764. /** @hidden */
  44765. _bindTexture(channel: number, texture: InternalTexture): void;
  44766. /** @hidden */
  44767. _releaseBuffer(buffer: DataBuffer): boolean;
  44768. releaseEffects(): void;
  44769. displayLoadingUI(): void;
  44770. hideLoadingUI(): void;
  44771. /** @hidden */
  44772. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44773. /** @hidden */
  44774. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44775. /** @hidden */
  44776. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  44777. /** @hidden */
  44778. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  44779. }
  44780. }
  44781. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  44782. import { Nullable, int } from "babylonjs/types";
  44783. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  44784. /** @hidden */
  44785. export class _OcclusionDataStorage {
  44786. /** @hidden */
  44787. occlusionInternalRetryCounter: number;
  44788. /** @hidden */
  44789. isOcclusionQueryInProgress: boolean;
  44790. /** @hidden */
  44791. isOccluded: boolean;
  44792. /** @hidden */
  44793. occlusionRetryCount: number;
  44794. /** @hidden */
  44795. occlusionType: number;
  44796. /** @hidden */
  44797. occlusionQueryAlgorithmType: number;
  44798. }
  44799. module "babylonjs/Engines/engine" {
  44800. interface Engine {
  44801. /**
  44802. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  44803. * @return the new query
  44804. */
  44805. createQuery(): WebGLQuery;
  44806. /**
  44807. * Delete and release a webGL query
  44808. * @param query defines the query to delete
  44809. * @return the current engine
  44810. */
  44811. deleteQuery(query: WebGLQuery): Engine;
  44812. /**
  44813. * Check if a given query has resolved and got its value
  44814. * @param query defines the query to check
  44815. * @returns true if the query got its value
  44816. */
  44817. isQueryResultAvailable(query: WebGLQuery): boolean;
  44818. /**
  44819. * Gets the value of a given query
  44820. * @param query defines the query to check
  44821. * @returns the value of the query
  44822. */
  44823. getQueryResult(query: WebGLQuery): number;
  44824. /**
  44825. * Initiates an occlusion query
  44826. * @param algorithmType defines the algorithm to use
  44827. * @param query defines the query to use
  44828. * @returns the current engine
  44829. * @see http://doc.babylonjs.com/features/occlusionquery
  44830. */
  44831. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  44832. /**
  44833. * Ends an occlusion query
  44834. * @see http://doc.babylonjs.com/features/occlusionquery
  44835. * @param algorithmType defines the algorithm to use
  44836. * @returns the current engine
  44837. */
  44838. endOcclusionQuery(algorithmType: number): Engine;
  44839. /**
  44840. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  44841. * Please note that only one query can be issued at a time
  44842. * @returns a time token used to track the time span
  44843. */
  44844. startTimeQuery(): Nullable<_TimeToken>;
  44845. /**
  44846. * Ends a time query
  44847. * @param token defines the token used to measure the time span
  44848. * @returns the time spent (in ns)
  44849. */
  44850. endTimeQuery(token: _TimeToken): int;
  44851. /** @hidden */
  44852. _currentNonTimestampToken: Nullable<_TimeToken>;
  44853. /** @hidden */
  44854. _createTimeQuery(): WebGLQuery;
  44855. /** @hidden */
  44856. _deleteTimeQuery(query: WebGLQuery): void;
  44857. /** @hidden */
  44858. _getGlAlgorithmType(algorithmType: number): number;
  44859. /** @hidden */
  44860. _getTimeQueryResult(query: WebGLQuery): any;
  44861. /** @hidden */
  44862. _getTimeQueryAvailability(query: WebGLQuery): any;
  44863. }
  44864. }
  44865. module "babylonjs/Meshes/abstractMesh" {
  44866. interface AbstractMesh {
  44867. /**
  44868. * Backing filed
  44869. * @hidden
  44870. */
  44871. __occlusionDataStorage: _OcclusionDataStorage;
  44872. /**
  44873. * Access property
  44874. * @hidden
  44875. */
  44876. _occlusionDataStorage: _OcclusionDataStorage;
  44877. /**
  44878. * 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.
  44879. * The default value is -1 which means don't break the query and wait till the result
  44880. * @see http://doc.babylonjs.com/features/occlusionquery
  44881. */
  44882. occlusionRetryCount: number;
  44883. /**
  44884. * 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:
  44885. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  44886. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  44887. * * 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.
  44888. * @see http://doc.babylonjs.com/features/occlusionquery
  44889. */
  44890. occlusionType: number;
  44891. /**
  44892. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  44893. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  44894. * * 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.
  44895. * @see http://doc.babylonjs.com/features/occlusionquery
  44896. */
  44897. occlusionQueryAlgorithmType: number;
  44898. /**
  44899. * 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
  44900. * @see http://doc.babylonjs.com/features/occlusionquery
  44901. */
  44902. isOccluded: boolean;
  44903. /**
  44904. * Flag to check the progress status of the query
  44905. * @see http://doc.babylonjs.com/features/occlusionquery
  44906. */
  44907. isOcclusionQueryInProgress: boolean;
  44908. }
  44909. }
  44910. }
  44911. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  44912. import { Nullable } from "babylonjs/types";
  44913. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44914. /** @hidden */
  44915. export var _forceTransformFeedbackToBundle: boolean;
  44916. module "babylonjs/Engines/engine" {
  44917. interface Engine {
  44918. /**
  44919. * Creates a webGL transform feedback object
  44920. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  44921. * @returns the webGL transform feedback object
  44922. */
  44923. createTransformFeedback(): WebGLTransformFeedback;
  44924. /**
  44925. * Delete a webGL transform feedback object
  44926. * @param value defines the webGL transform feedback object to delete
  44927. */
  44928. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  44929. /**
  44930. * Bind a webGL transform feedback object to the webgl context
  44931. * @param value defines the webGL transform feedback object to bind
  44932. */
  44933. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  44934. /**
  44935. * Begins a transform feedback operation
  44936. * @param usePoints defines if points or triangles must be used
  44937. */
  44938. beginTransformFeedback(usePoints: boolean): void;
  44939. /**
  44940. * Ends a transform feedback operation
  44941. */
  44942. endTransformFeedback(): void;
  44943. /**
  44944. * Specify the varyings to use with transform feedback
  44945. * @param program defines the associated webGL program
  44946. * @param value defines the list of strings representing the varying names
  44947. */
  44948. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  44949. /**
  44950. * Bind a webGL buffer for a transform feedback operation
  44951. * @param value defines the webGL buffer to bind
  44952. */
  44953. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  44954. }
  44955. }
  44956. }
  44957. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  44958. import { Scene } from "babylonjs/scene";
  44959. import { Engine } from "babylonjs/Engines/engine";
  44960. import { Texture } from "babylonjs/Materials/Textures/texture";
  44961. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  44962. import "babylonjs/Engines/Extensions/engine.multiRender";
  44963. /**
  44964. * Creation options of the multi render target texture.
  44965. */
  44966. export interface IMultiRenderTargetOptions {
  44967. /**
  44968. * Define if the texture needs to create mip maps after render.
  44969. */
  44970. generateMipMaps?: boolean;
  44971. /**
  44972. * Define the types of all the draw buffers we want to create
  44973. */
  44974. types?: number[];
  44975. /**
  44976. * Define the sampling modes of all the draw buffers we want to create
  44977. */
  44978. samplingModes?: number[];
  44979. /**
  44980. * Define if a depth buffer is required
  44981. */
  44982. generateDepthBuffer?: boolean;
  44983. /**
  44984. * Define if a stencil buffer is required
  44985. */
  44986. generateStencilBuffer?: boolean;
  44987. /**
  44988. * Define if a depth texture is required instead of a depth buffer
  44989. */
  44990. generateDepthTexture?: boolean;
  44991. /**
  44992. * Define the number of desired draw buffers
  44993. */
  44994. textureCount?: number;
  44995. /**
  44996. * Define if aspect ratio should be adapted to the texture or stay the scene one
  44997. */
  44998. doNotChangeAspectRatio?: boolean;
  44999. /**
  45000. * Define the default type of the buffers we are creating
  45001. */
  45002. defaultType?: number;
  45003. }
  45004. /**
  45005. * A multi render target, like a render target provides the ability to render to a texture.
  45006. * Unlike the render target, it can render to several draw buffers in one draw.
  45007. * This is specially interesting in deferred rendering or for any effects requiring more than
  45008. * just one color from a single pass.
  45009. */
  45010. export class MultiRenderTarget extends RenderTargetTexture {
  45011. private _internalTextures;
  45012. private _textures;
  45013. private _multiRenderTargetOptions;
  45014. /**
  45015. * Get if draw buffers are currently supported by the used hardware and browser.
  45016. */
  45017. readonly isSupported: boolean;
  45018. /**
  45019. * Get the list of textures generated by the multi render target.
  45020. */
  45021. readonly textures: Texture[];
  45022. /**
  45023. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45024. */
  45025. readonly depthTexture: Texture;
  45026. /**
  45027. * Set the wrapping mode on U of all the textures we are rendering to.
  45028. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45029. */
  45030. wrapU: number;
  45031. /**
  45032. * Set the wrapping mode on V of all the textures we are rendering to.
  45033. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45034. */
  45035. wrapV: number;
  45036. /**
  45037. * Instantiate a new multi render target texture.
  45038. * A multi render target, like a render target provides the ability to render to a texture.
  45039. * Unlike the render target, it can render to several draw buffers in one draw.
  45040. * This is specially interesting in deferred rendering or for any effects requiring more than
  45041. * just one color from a single pass.
  45042. * @param name Define the name of the texture
  45043. * @param size Define the size of the buffers to render to
  45044. * @param count Define the number of target we are rendering into
  45045. * @param scene Define the scene the texture belongs to
  45046. * @param options Define the options used to create the multi render target
  45047. */
  45048. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45049. /** @hidden */
  45050. _rebuild(): void;
  45051. private _createInternalTextures;
  45052. private _createTextures;
  45053. /**
  45054. * Define the number of samples used if MSAA is enabled.
  45055. */
  45056. samples: number;
  45057. /**
  45058. * Resize all the textures in the multi render target.
  45059. * Be carrefull as it will recreate all the data in the new texture.
  45060. * @param size Define the new size
  45061. */
  45062. resize(size: any): void;
  45063. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45064. /**
  45065. * Dispose the render targets and their associated resources
  45066. */
  45067. dispose(): void;
  45068. /**
  45069. * Release all the underlying texture used as draw buffers.
  45070. */
  45071. releaseInternalTextures(): void;
  45072. }
  45073. }
  45074. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45075. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45076. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45077. import { Nullable } from "babylonjs/types";
  45078. module "babylonjs/Engines/engine" {
  45079. interface Engine {
  45080. /**
  45081. * Unbind a list of render target textures from the webGL context
  45082. * This is used only when drawBuffer extension or webGL2 are active
  45083. * @param textures defines the render target textures to unbind
  45084. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45085. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45086. */
  45087. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45088. /**
  45089. * Create a multi render target texture
  45090. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45091. * @param size defines the size of the texture
  45092. * @param options defines the creation options
  45093. * @returns the cube texture as an InternalTexture
  45094. */
  45095. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45096. /**
  45097. * Update the sample count for a given multiple render target texture
  45098. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45099. * @param textures defines the textures to update
  45100. * @param samples defines the sample count to set
  45101. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45102. */
  45103. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45104. }
  45105. }
  45106. }
  45107. declare module "babylonjs/Engines/Extensions/index" {
  45108. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45109. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45110. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45111. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45112. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45113. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45114. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45115. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45116. }
  45117. declare module "babylonjs/Engines/index" {
  45118. export * from "babylonjs/Engines/constants";
  45119. export * from "babylonjs/Engines/engine";
  45120. export * from "babylonjs/Engines/engineStore";
  45121. export * from "babylonjs/Engines/nullEngine";
  45122. export * from "babylonjs/Engines/Extensions/index";
  45123. export * from "babylonjs/Engines/IPipelineContext";
  45124. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45125. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45126. }
  45127. declare module "babylonjs/Events/clipboardEvents" {
  45128. /**
  45129. * Gather the list of clipboard event types as constants.
  45130. */
  45131. export class ClipboardEventTypes {
  45132. /**
  45133. * The clipboard event is fired when a copy command is active (pressed).
  45134. */
  45135. static readonly COPY: number;
  45136. /**
  45137. * The clipboard event is fired when a cut command is active (pressed).
  45138. */
  45139. static readonly CUT: number;
  45140. /**
  45141. * The clipboard event is fired when a paste command is active (pressed).
  45142. */
  45143. static readonly PASTE: number;
  45144. }
  45145. /**
  45146. * This class is used to store clipboard related info for the onClipboardObservable event.
  45147. */
  45148. export class ClipboardInfo {
  45149. /**
  45150. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45151. */
  45152. type: number;
  45153. /**
  45154. * Defines the related dom event
  45155. */
  45156. event: ClipboardEvent;
  45157. /**
  45158. *Creates an instance of ClipboardInfo.
  45159. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45160. * @param event Defines the related dom event
  45161. */
  45162. constructor(
  45163. /**
  45164. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45165. */
  45166. type: number,
  45167. /**
  45168. * Defines the related dom event
  45169. */
  45170. event: ClipboardEvent);
  45171. /**
  45172. * Get the clipboard event's type from the keycode.
  45173. * @param keyCode Defines the keyCode for the current keyboard event.
  45174. * @return {number}
  45175. */
  45176. static GetTypeFromCharacter(keyCode: number): number;
  45177. }
  45178. }
  45179. declare module "babylonjs/Events/index" {
  45180. export * from "babylonjs/Events/keyboardEvents";
  45181. export * from "babylonjs/Events/pointerEvents";
  45182. export * from "babylonjs/Events/clipboardEvents";
  45183. }
  45184. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45185. import { Scene } from "babylonjs/scene";
  45186. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45187. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45188. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45189. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45190. /**
  45191. * Google Daydream controller
  45192. */
  45193. export class DaydreamController extends WebVRController {
  45194. /**
  45195. * Base Url for the controller model.
  45196. */
  45197. static MODEL_BASE_URL: string;
  45198. /**
  45199. * File name for the controller model.
  45200. */
  45201. static MODEL_FILENAME: string;
  45202. /**
  45203. * Gamepad Id prefix used to identify Daydream Controller.
  45204. */
  45205. static readonly GAMEPAD_ID_PREFIX: string;
  45206. /**
  45207. * Creates a new DaydreamController from a gamepad
  45208. * @param vrGamepad the gamepad that the controller should be created from
  45209. */
  45210. constructor(vrGamepad: any);
  45211. /**
  45212. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45213. * @param scene scene in which to add meshes
  45214. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45215. */
  45216. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45217. /**
  45218. * Called once for each button that changed state since the last frame
  45219. * @param buttonIdx Which button index changed
  45220. * @param state New state of the button
  45221. * @param changes Which properties on the state changed since last frame
  45222. */
  45223. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45224. }
  45225. }
  45226. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45227. import { Scene } from "babylonjs/scene";
  45228. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45229. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45230. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45231. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45232. /**
  45233. * Gear VR Controller
  45234. */
  45235. export class GearVRController extends WebVRController {
  45236. /**
  45237. * Base Url for the controller model.
  45238. */
  45239. static MODEL_BASE_URL: string;
  45240. /**
  45241. * File name for the controller model.
  45242. */
  45243. static MODEL_FILENAME: string;
  45244. /**
  45245. * Gamepad Id prefix used to identify this controller.
  45246. */
  45247. static readonly GAMEPAD_ID_PREFIX: string;
  45248. private readonly _buttonIndexToObservableNameMap;
  45249. /**
  45250. * Creates a new GearVRController from a gamepad
  45251. * @param vrGamepad the gamepad that the controller should be created from
  45252. */
  45253. constructor(vrGamepad: any);
  45254. /**
  45255. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45256. * @param scene scene in which to add meshes
  45257. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45258. */
  45259. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45260. /**
  45261. * Called once for each button that changed state since the last frame
  45262. * @param buttonIdx Which button index changed
  45263. * @param state New state of the button
  45264. * @param changes Which properties on the state changed since last frame
  45265. */
  45266. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45267. }
  45268. }
  45269. declare module "babylonjs/Gamepads/Controllers/index" {
  45270. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45271. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45272. export * from "babylonjs/Gamepads/Controllers/genericController";
  45273. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45274. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45275. export * from "babylonjs/Gamepads/Controllers/viveController";
  45276. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45277. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45278. }
  45279. declare module "babylonjs/Gamepads/index" {
  45280. export * from "babylonjs/Gamepads/Controllers/index";
  45281. export * from "babylonjs/Gamepads/gamepad";
  45282. export * from "babylonjs/Gamepads/gamepadManager";
  45283. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45284. export * from "babylonjs/Gamepads/xboxGamepad";
  45285. }
  45286. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45287. import { Scene } from "babylonjs/scene";
  45288. import { Vector4 } from "babylonjs/Maths/math.vector";
  45289. import { Color4 } from "babylonjs/Maths/math.color";
  45290. import { Mesh } from "babylonjs/Meshes/mesh";
  45291. import { Nullable } from "babylonjs/types";
  45292. /**
  45293. * Class containing static functions to help procedurally build meshes
  45294. */
  45295. export class PolyhedronBuilder {
  45296. /**
  45297. * Creates a polyhedron mesh
  45298. * * 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
  45299. * * The parameter `size` (positive float, default 1) sets the polygon size
  45300. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45301. * * 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`
  45302. * * 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
  45303. * * 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)`)
  45304. * * 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
  45305. * * 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
  45306. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45307. * * 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
  45308. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45309. * @param name defines the name of the mesh
  45310. * @param options defines the options used to create the mesh
  45311. * @param scene defines the hosting scene
  45312. * @returns the polyhedron mesh
  45313. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45314. */
  45315. static CreatePolyhedron(name: string, options: {
  45316. type?: number;
  45317. size?: number;
  45318. sizeX?: number;
  45319. sizeY?: number;
  45320. sizeZ?: number;
  45321. custom?: any;
  45322. faceUV?: Vector4[];
  45323. faceColors?: Color4[];
  45324. flat?: boolean;
  45325. updatable?: boolean;
  45326. sideOrientation?: number;
  45327. frontUVs?: Vector4;
  45328. backUVs?: Vector4;
  45329. }, scene?: Nullable<Scene>): Mesh;
  45330. }
  45331. }
  45332. declare module "babylonjs/Gizmos/scaleGizmo" {
  45333. import { Observable } from "babylonjs/Misc/observable";
  45334. import { Nullable } from "babylonjs/types";
  45335. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45336. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45337. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45338. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45339. /**
  45340. * Gizmo that enables scaling a mesh along 3 axis
  45341. */
  45342. export class ScaleGizmo extends Gizmo {
  45343. /**
  45344. * Internal gizmo used for interactions on the x axis
  45345. */
  45346. xGizmo: AxisScaleGizmo;
  45347. /**
  45348. * Internal gizmo used for interactions on the y axis
  45349. */
  45350. yGizmo: AxisScaleGizmo;
  45351. /**
  45352. * Internal gizmo used for interactions on the z axis
  45353. */
  45354. zGizmo: AxisScaleGizmo;
  45355. /**
  45356. * Internal gizmo used to scale all axis equally
  45357. */
  45358. uniformScaleGizmo: AxisScaleGizmo;
  45359. private _meshAttached;
  45360. private _updateGizmoRotationToMatchAttachedMesh;
  45361. private _snapDistance;
  45362. private _scaleRatio;
  45363. private _uniformScalingMesh;
  45364. private _octahedron;
  45365. /** Fires an event when any of it's sub gizmos are dragged */
  45366. onDragStartObservable: Observable<unknown>;
  45367. /** Fires an event when any of it's sub gizmos are released from dragging */
  45368. onDragEndObservable: Observable<unknown>;
  45369. attachedMesh: Nullable<AbstractMesh>;
  45370. /**
  45371. * Creates a ScaleGizmo
  45372. * @param gizmoLayer The utility layer the gizmo will be added to
  45373. */
  45374. constructor(gizmoLayer?: UtilityLayerRenderer);
  45375. updateGizmoRotationToMatchAttachedMesh: boolean;
  45376. /**
  45377. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45378. */
  45379. snapDistance: number;
  45380. /**
  45381. * Ratio for the scale of the gizmo (Default: 1)
  45382. */
  45383. scaleRatio: number;
  45384. /**
  45385. * Disposes of the gizmo
  45386. */
  45387. dispose(): void;
  45388. }
  45389. }
  45390. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45391. import { Observable } from "babylonjs/Misc/observable";
  45392. import { Nullable } from "babylonjs/types";
  45393. import { Vector3 } from "babylonjs/Maths/math.vector";
  45394. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45395. import { Mesh } from "babylonjs/Meshes/mesh";
  45396. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45397. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45398. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45399. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45400. import { Color3 } from "babylonjs/Maths/math.color";
  45401. /**
  45402. * Single axis scale gizmo
  45403. */
  45404. export class AxisScaleGizmo extends Gizmo {
  45405. /**
  45406. * Drag behavior responsible for the gizmos dragging interactions
  45407. */
  45408. dragBehavior: PointerDragBehavior;
  45409. private _pointerObserver;
  45410. /**
  45411. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45412. */
  45413. snapDistance: number;
  45414. /**
  45415. * Event that fires each time the gizmo snaps to a new location.
  45416. * * snapDistance is the the change in distance
  45417. */
  45418. onSnapObservable: Observable<{
  45419. snapDistance: number;
  45420. }>;
  45421. /**
  45422. * If the scaling operation should be done on all axis (default: false)
  45423. */
  45424. uniformScaling: boolean;
  45425. private _isEnabled;
  45426. private _parent;
  45427. private _arrow;
  45428. private _coloredMaterial;
  45429. private _hoverMaterial;
  45430. /**
  45431. * Creates an AxisScaleGizmo
  45432. * @param gizmoLayer The utility layer the gizmo will be added to
  45433. * @param dragAxis The axis which the gizmo will be able to scale on
  45434. * @param color The color of the gizmo
  45435. */
  45436. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45437. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45438. /**
  45439. * If the gizmo is enabled
  45440. */
  45441. isEnabled: boolean;
  45442. /**
  45443. * Disposes of the gizmo
  45444. */
  45445. dispose(): void;
  45446. /**
  45447. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45448. * @param mesh The mesh to replace the default mesh of the gizmo
  45449. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45450. */
  45451. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45452. }
  45453. }
  45454. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45455. import { Observable } from "babylonjs/Misc/observable";
  45456. import { Nullable } from "babylonjs/types";
  45457. import { Vector3 } from "babylonjs/Maths/math.vector";
  45458. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45459. import { Mesh } from "babylonjs/Meshes/mesh";
  45460. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45461. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45462. import { Color3 } from "babylonjs/Maths/math.color";
  45463. import "babylonjs/Meshes/Builders/boxBuilder";
  45464. /**
  45465. * Bounding box gizmo
  45466. */
  45467. export class BoundingBoxGizmo extends Gizmo {
  45468. private _lineBoundingBox;
  45469. private _rotateSpheresParent;
  45470. private _scaleBoxesParent;
  45471. private _boundingDimensions;
  45472. private _renderObserver;
  45473. private _pointerObserver;
  45474. private _scaleDragSpeed;
  45475. private _tmpQuaternion;
  45476. private _tmpVector;
  45477. private _tmpRotationMatrix;
  45478. /**
  45479. * 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)
  45480. */
  45481. ignoreChildren: boolean;
  45482. /**
  45483. * 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)
  45484. */
  45485. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45486. /**
  45487. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45488. */
  45489. rotationSphereSize: number;
  45490. /**
  45491. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45492. */
  45493. scaleBoxSize: number;
  45494. /**
  45495. * 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)
  45496. */
  45497. fixedDragMeshScreenSize: boolean;
  45498. /**
  45499. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45500. */
  45501. fixedDragMeshScreenSizeDistanceFactor: number;
  45502. /**
  45503. * Fired when a rotation sphere or scale box is dragged
  45504. */
  45505. onDragStartObservable: Observable<{}>;
  45506. /**
  45507. * Fired when a scale box is dragged
  45508. */
  45509. onScaleBoxDragObservable: Observable<{}>;
  45510. /**
  45511. * Fired when a scale box drag is ended
  45512. */
  45513. onScaleBoxDragEndObservable: Observable<{}>;
  45514. /**
  45515. * Fired when a rotation sphere is dragged
  45516. */
  45517. onRotationSphereDragObservable: Observable<{}>;
  45518. /**
  45519. * Fired when a rotation sphere drag is ended
  45520. */
  45521. onRotationSphereDragEndObservable: Observable<{}>;
  45522. /**
  45523. * 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)
  45524. */
  45525. scalePivot: Nullable<Vector3>;
  45526. /**
  45527. * Mesh used as a pivot to rotate the attached mesh
  45528. */
  45529. private _anchorMesh;
  45530. private _existingMeshScale;
  45531. private _dragMesh;
  45532. private pointerDragBehavior;
  45533. private coloredMaterial;
  45534. private hoverColoredMaterial;
  45535. /**
  45536. * Sets the color of the bounding box gizmo
  45537. * @param color the color to set
  45538. */
  45539. setColor(color: Color3): void;
  45540. /**
  45541. * Creates an BoundingBoxGizmo
  45542. * @param gizmoLayer The utility layer the gizmo will be added to
  45543. * @param color The color of the gizmo
  45544. */
  45545. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45546. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45547. private _selectNode;
  45548. /**
  45549. * Updates the bounding box information for the Gizmo
  45550. */
  45551. updateBoundingBox(): void;
  45552. private _updateRotationSpheres;
  45553. private _updateScaleBoxes;
  45554. /**
  45555. * Enables rotation on the specified axis and disables rotation on the others
  45556. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45557. */
  45558. setEnabledRotationAxis(axis: string): void;
  45559. /**
  45560. * Enables/disables scaling
  45561. * @param enable if scaling should be enabled
  45562. */
  45563. setEnabledScaling(enable: boolean): void;
  45564. private _updateDummy;
  45565. /**
  45566. * Enables a pointer drag behavior on the bounding box of the gizmo
  45567. */
  45568. enableDragBehavior(): void;
  45569. /**
  45570. * Disposes of the gizmo
  45571. */
  45572. dispose(): void;
  45573. /**
  45574. * 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)
  45575. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45576. * @returns the bounding box mesh with the passed in mesh as a child
  45577. */
  45578. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45579. /**
  45580. * CustomMeshes are not supported by this gizmo
  45581. * @param mesh The mesh to replace the default mesh of the gizmo
  45582. */
  45583. setCustomMesh(mesh: Mesh): void;
  45584. }
  45585. }
  45586. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45587. import { Observable } from "babylonjs/Misc/observable";
  45588. import { Nullable } from "babylonjs/types";
  45589. import { Vector3 } from "babylonjs/Maths/math.vector";
  45590. import { Color3 } from "babylonjs/Maths/math.color";
  45591. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45592. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45593. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45594. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45595. import "babylonjs/Meshes/Builders/linesBuilder";
  45596. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45597. /**
  45598. * Single plane rotation gizmo
  45599. */
  45600. export class PlaneRotationGizmo extends Gizmo {
  45601. /**
  45602. * Drag behavior responsible for the gizmos dragging interactions
  45603. */
  45604. dragBehavior: PointerDragBehavior;
  45605. private _pointerObserver;
  45606. /**
  45607. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45608. */
  45609. snapDistance: number;
  45610. /**
  45611. * Event that fires each time the gizmo snaps to a new location.
  45612. * * snapDistance is the the change in distance
  45613. */
  45614. onSnapObservable: Observable<{
  45615. snapDistance: number;
  45616. }>;
  45617. private _isEnabled;
  45618. private _parent;
  45619. /**
  45620. * Creates a PlaneRotationGizmo
  45621. * @param gizmoLayer The utility layer the gizmo will be added to
  45622. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45623. * @param color The color of the gizmo
  45624. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45625. */
  45626. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  45627. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45628. /**
  45629. * If the gizmo is enabled
  45630. */
  45631. isEnabled: boolean;
  45632. /**
  45633. * Disposes of the gizmo
  45634. */
  45635. dispose(): void;
  45636. }
  45637. }
  45638. declare module "babylonjs/Gizmos/rotationGizmo" {
  45639. import { Observable } from "babylonjs/Misc/observable";
  45640. import { Nullable } from "babylonjs/types";
  45641. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45642. import { Mesh } from "babylonjs/Meshes/mesh";
  45643. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45644. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45645. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45646. /**
  45647. * Gizmo that enables rotating a mesh along 3 axis
  45648. */
  45649. export class RotationGizmo extends Gizmo {
  45650. /**
  45651. * Internal gizmo used for interactions on the x axis
  45652. */
  45653. xGizmo: PlaneRotationGizmo;
  45654. /**
  45655. * Internal gizmo used for interactions on the y axis
  45656. */
  45657. yGizmo: PlaneRotationGizmo;
  45658. /**
  45659. * Internal gizmo used for interactions on the z axis
  45660. */
  45661. zGizmo: PlaneRotationGizmo;
  45662. /** Fires an event when any of it's sub gizmos are dragged */
  45663. onDragStartObservable: Observable<unknown>;
  45664. /** Fires an event when any of it's sub gizmos are released from dragging */
  45665. onDragEndObservable: Observable<unknown>;
  45666. private _meshAttached;
  45667. attachedMesh: Nullable<AbstractMesh>;
  45668. /**
  45669. * Creates a RotationGizmo
  45670. * @param gizmoLayer The utility layer the gizmo will be added to
  45671. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45672. */
  45673. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  45674. updateGizmoRotationToMatchAttachedMesh: boolean;
  45675. /**
  45676. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45677. */
  45678. snapDistance: number;
  45679. /**
  45680. * Ratio for the scale of the gizmo (Default: 1)
  45681. */
  45682. scaleRatio: number;
  45683. /**
  45684. * Disposes of the gizmo
  45685. */
  45686. dispose(): void;
  45687. /**
  45688. * CustomMeshes are not supported by this gizmo
  45689. * @param mesh The mesh to replace the default mesh of the gizmo
  45690. */
  45691. setCustomMesh(mesh: Mesh): void;
  45692. }
  45693. }
  45694. declare module "babylonjs/Gizmos/gizmoManager" {
  45695. import { Observable } from "babylonjs/Misc/observable";
  45696. import { Nullable } from "babylonjs/types";
  45697. import { Scene, IDisposable } from "babylonjs/scene";
  45698. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45699. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45700. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  45701. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45702. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45703. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45704. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  45705. /**
  45706. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  45707. */
  45708. export class GizmoManager implements IDisposable {
  45709. private scene;
  45710. /**
  45711. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  45712. */
  45713. gizmos: {
  45714. positionGizmo: Nullable<PositionGizmo>;
  45715. rotationGizmo: Nullable<RotationGizmo>;
  45716. scaleGizmo: Nullable<ScaleGizmo>;
  45717. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  45718. };
  45719. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  45720. clearGizmoOnEmptyPointerEvent: boolean;
  45721. /** Fires an event when the manager is attached to a mesh */
  45722. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  45723. private _gizmosEnabled;
  45724. private _pointerObserver;
  45725. private _attachedMesh;
  45726. private _boundingBoxColor;
  45727. private _defaultUtilityLayer;
  45728. private _defaultKeepDepthUtilityLayer;
  45729. /**
  45730. * When bounding box gizmo is enabled, this can be used to track drag/end events
  45731. */
  45732. boundingBoxDragBehavior: SixDofDragBehavior;
  45733. /**
  45734. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  45735. */
  45736. attachableMeshes: Nullable<Array<AbstractMesh>>;
  45737. /**
  45738. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  45739. */
  45740. usePointerToAttachGizmos: boolean;
  45741. /**
  45742. * Utility layer that the bounding box gizmo belongs to
  45743. */
  45744. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  45745. /**
  45746. * Utility layer that all gizmos besides bounding box belong to
  45747. */
  45748. readonly utilityLayer: UtilityLayerRenderer;
  45749. /**
  45750. * Instatiates a gizmo manager
  45751. * @param scene the scene to overlay the gizmos on top of
  45752. */
  45753. constructor(scene: Scene);
  45754. /**
  45755. * Attaches a set of gizmos to the specified mesh
  45756. * @param mesh The mesh the gizmo's should be attached to
  45757. */
  45758. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  45759. /**
  45760. * If the position gizmo is enabled
  45761. */
  45762. positionGizmoEnabled: boolean;
  45763. /**
  45764. * If the rotation gizmo is enabled
  45765. */
  45766. rotationGizmoEnabled: boolean;
  45767. /**
  45768. * If the scale gizmo is enabled
  45769. */
  45770. scaleGizmoEnabled: boolean;
  45771. /**
  45772. * If the boundingBox gizmo is enabled
  45773. */
  45774. boundingBoxGizmoEnabled: boolean;
  45775. /**
  45776. * Disposes of the gizmo manager
  45777. */
  45778. dispose(): void;
  45779. }
  45780. }
  45781. declare module "babylonjs/Lights/directionalLight" {
  45782. import { Camera } from "babylonjs/Cameras/camera";
  45783. import { Scene } from "babylonjs/scene";
  45784. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45785. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45786. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45787. import { Effect } from "babylonjs/Materials/effect";
  45788. /**
  45789. * A directional light is defined by a direction (what a surprise!).
  45790. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  45791. * 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.
  45792. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45793. */
  45794. export class DirectionalLight extends ShadowLight {
  45795. private _shadowFrustumSize;
  45796. /**
  45797. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  45798. */
  45799. /**
  45800. * Specifies a fix frustum size for the shadow generation.
  45801. */
  45802. shadowFrustumSize: number;
  45803. private _shadowOrthoScale;
  45804. /**
  45805. * Gets the shadow projection scale against the optimal computed one.
  45806. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45807. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45808. */
  45809. /**
  45810. * Sets the shadow projection scale against the optimal computed one.
  45811. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  45812. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  45813. */
  45814. shadowOrthoScale: number;
  45815. /**
  45816. * Automatically compute the projection matrix to best fit (including all the casters)
  45817. * on each frame.
  45818. */
  45819. autoUpdateExtends: boolean;
  45820. private _orthoLeft;
  45821. private _orthoRight;
  45822. private _orthoTop;
  45823. private _orthoBottom;
  45824. /**
  45825. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  45826. * The directional light is emitted from everywhere in the given direction.
  45827. * It can cast shadows.
  45828. * Documentation : https://doc.babylonjs.com/babylon101/lights
  45829. * @param name The friendly name of the light
  45830. * @param direction The direction of the light
  45831. * @param scene The scene the light belongs to
  45832. */
  45833. constructor(name: string, direction: Vector3, scene: Scene);
  45834. /**
  45835. * Returns the string "DirectionalLight".
  45836. * @return The class name
  45837. */
  45838. getClassName(): string;
  45839. /**
  45840. * Returns the integer 1.
  45841. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  45842. */
  45843. getTypeID(): number;
  45844. /**
  45845. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  45846. * Returns the DirectionalLight Shadow projection matrix.
  45847. */
  45848. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45849. /**
  45850. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  45851. * Returns the DirectionalLight Shadow projection matrix.
  45852. */
  45853. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  45854. /**
  45855. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  45856. * Returns the DirectionalLight Shadow projection matrix.
  45857. */
  45858. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  45859. protected _buildUniformLayout(): void;
  45860. /**
  45861. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  45862. * @param effect The effect to update
  45863. * @param lightIndex The index of the light in the effect to update
  45864. * @returns The directional light
  45865. */
  45866. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  45867. /**
  45868. * Gets the minZ used for shadow according to both the scene and the light.
  45869. *
  45870. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45871. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45872. * @param activeCamera The camera we are returning the min for
  45873. * @returns the depth min z
  45874. */
  45875. getDepthMinZ(activeCamera: Camera): number;
  45876. /**
  45877. * Gets the maxZ used for shadow according to both the scene and the light.
  45878. *
  45879. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  45880. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  45881. * @param activeCamera The camera we are returning the max for
  45882. * @returns the depth max z
  45883. */
  45884. getDepthMaxZ(activeCamera: Camera): number;
  45885. /**
  45886. * Prepares the list of defines specific to the light type.
  45887. * @param defines the list of defines
  45888. * @param lightIndex defines the index of the light for the effect
  45889. */
  45890. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  45891. }
  45892. }
  45893. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  45894. import { Mesh } from "babylonjs/Meshes/mesh";
  45895. /**
  45896. * Class containing static functions to help procedurally build meshes
  45897. */
  45898. export class HemisphereBuilder {
  45899. /**
  45900. * Creates a hemisphere mesh
  45901. * @param name defines the name of the mesh
  45902. * @param options defines the options used to create the mesh
  45903. * @param scene defines the hosting scene
  45904. * @returns the hemisphere mesh
  45905. */
  45906. static CreateHemisphere(name: string, options: {
  45907. segments?: number;
  45908. diameter?: number;
  45909. sideOrientation?: number;
  45910. }, scene: any): Mesh;
  45911. }
  45912. }
  45913. declare module "babylonjs/Lights/spotLight" {
  45914. import { Nullable } from "babylonjs/types";
  45915. import { Scene } from "babylonjs/scene";
  45916. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  45917. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45918. import { Effect } from "babylonjs/Materials/effect";
  45919. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45920. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  45921. /**
  45922. * A spot light is defined by a position, a direction, an angle, and an exponent.
  45923. * These values define a cone of light starting from the position, emitting toward the direction.
  45924. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  45925. * and the exponent defines the speed of the decay of the light with distance (reach).
  45926. * Documentation: https://doc.babylonjs.com/babylon101/lights
  45927. */
  45928. export class SpotLight extends ShadowLight {
  45929. private _angle;
  45930. private _innerAngle;
  45931. private _cosHalfAngle;
  45932. private _lightAngleScale;
  45933. private _lightAngleOffset;
  45934. /**
  45935. * Gets the cone angle of the spot light in Radians.
  45936. */
  45937. /**
  45938. * Sets the cone angle of the spot light in Radians.
  45939. */
  45940. angle: number;
  45941. /**
  45942. * Only used in gltf falloff mode, this defines the angle where
  45943. * the directional falloff will start before cutting at angle which could be seen
  45944. * as outer angle.
  45945. */
  45946. /**
  45947. * Only used in gltf falloff mode, this defines the angle where
  45948. * the directional falloff will start before cutting at angle which could be seen
  45949. * as outer angle.
  45950. */
  45951. innerAngle: number;
  45952. private _shadowAngleScale;
  45953. /**
  45954. * Allows scaling the angle of the light for shadow generation only.
  45955. */
  45956. /**
  45957. * Allows scaling the angle of the light for shadow generation only.
  45958. */
  45959. shadowAngleScale: number;
  45960. /**
  45961. * The light decay speed with the distance from the emission spot.
  45962. */
  45963. exponent: number;
  45964. private _projectionTextureMatrix;
  45965. /**
  45966. * Allows reading the projecton texture
  45967. */
  45968. readonly projectionTextureMatrix: Matrix;
  45969. protected _projectionTextureLightNear: number;
  45970. /**
  45971. * Gets the near clip of the Spotlight for texture projection.
  45972. */
  45973. /**
  45974. * Sets the near clip of the Spotlight for texture projection.
  45975. */
  45976. projectionTextureLightNear: number;
  45977. protected _projectionTextureLightFar: number;
  45978. /**
  45979. * Gets the far clip of the Spotlight for texture projection.
  45980. */
  45981. /**
  45982. * Sets the far clip of the Spotlight for texture projection.
  45983. */
  45984. projectionTextureLightFar: number;
  45985. protected _projectionTextureUpDirection: Vector3;
  45986. /**
  45987. * Gets the Up vector of the Spotlight for texture projection.
  45988. */
  45989. /**
  45990. * Sets the Up vector of the Spotlight for texture projection.
  45991. */
  45992. projectionTextureUpDirection: Vector3;
  45993. private _projectionTexture;
  45994. /**
  45995. * Gets the projection texture of the light.
  45996. */
  45997. /**
  45998. * Sets the projection texture of the light.
  45999. */
  46000. projectionTexture: Nullable<BaseTexture>;
  46001. private _projectionTextureViewLightDirty;
  46002. private _projectionTextureProjectionLightDirty;
  46003. private _projectionTextureDirty;
  46004. private _projectionTextureViewTargetVector;
  46005. private _projectionTextureViewLightMatrix;
  46006. private _projectionTextureProjectionLightMatrix;
  46007. private _projectionTextureScalingMatrix;
  46008. /**
  46009. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46010. * It can cast shadows.
  46011. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46012. * @param name The light friendly name
  46013. * @param position The position of the spot light in the scene
  46014. * @param direction The direction of the light in the scene
  46015. * @param angle The cone angle of the light in Radians
  46016. * @param exponent The light decay speed with the distance from the emission spot
  46017. * @param scene The scene the lights belongs to
  46018. */
  46019. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46020. /**
  46021. * Returns the string "SpotLight".
  46022. * @returns the class name
  46023. */
  46024. getClassName(): string;
  46025. /**
  46026. * Returns the integer 2.
  46027. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46028. */
  46029. getTypeID(): number;
  46030. /**
  46031. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46032. */
  46033. protected _setDirection(value: Vector3): void;
  46034. /**
  46035. * Overrides the position setter to recompute the projection texture view light Matrix.
  46036. */
  46037. protected _setPosition(value: Vector3): void;
  46038. /**
  46039. * 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.
  46040. * Returns the SpotLight.
  46041. */
  46042. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46043. protected _computeProjectionTextureViewLightMatrix(): void;
  46044. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46045. /**
  46046. * Main function for light texture projection matrix computing.
  46047. */
  46048. protected _computeProjectionTextureMatrix(): void;
  46049. protected _buildUniformLayout(): void;
  46050. private _computeAngleValues;
  46051. /**
  46052. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46053. * @param effect The effect to update
  46054. * @param lightIndex The index of the light in the effect to update
  46055. * @returns The spot light
  46056. */
  46057. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46058. /**
  46059. * Disposes the light and the associated resources.
  46060. */
  46061. dispose(): void;
  46062. /**
  46063. * Prepares the list of defines specific to the light type.
  46064. * @param defines the list of defines
  46065. * @param lightIndex defines the index of the light for the effect
  46066. */
  46067. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46068. }
  46069. }
  46070. declare module "babylonjs/Gizmos/lightGizmo" {
  46071. import { Nullable } from "babylonjs/types";
  46072. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46073. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46074. import { Light } from "babylonjs/Lights/light";
  46075. /**
  46076. * Gizmo that enables viewing a light
  46077. */
  46078. export class LightGizmo extends Gizmo {
  46079. private _lightMesh;
  46080. private _material;
  46081. private cachedPosition;
  46082. private cachedForward;
  46083. /**
  46084. * Creates a LightGizmo
  46085. * @param gizmoLayer The utility layer the gizmo will be added to
  46086. */
  46087. constructor(gizmoLayer?: UtilityLayerRenderer);
  46088. private _light;
  46089. /**
  46090. * The light that the gizmo is attached to
  46091. */
  46092. light: Nullable<Light>;
  46093. /**
  46094. * @hidden
  46095. * Updates the gizmo to match the attached mesh's position/rotation
  46096. */
  46097. protected _update(): void;
  46098. private static _Scale;
  46099. /**
  46100. * Creates the lines for a light mesh
  46101. */
  46102. private static _createLightLines;
  46103. /**
  46104. * Disposes of the light gizmo
  46105. */
  46106. dispose(): void;
  46107. private static _CreateHemisphericLightMesh;
  46108. private static _CreatePointLightMesh;
  46109. private static _CreateSpotLightMesh;
  46110. private static _CreateDirectionalLightMesh;
  46111. }
  46112. }
  46113. declare module "babylonjs/Gizmos/index" {
  46114. export * from "babylonjs/Gizmos/axisDragGizmo";
  46115. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46116. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46117. export * from "babylonjs/Gizmos/gizmo";
  46118. export * from "babylonjs/Gizmos/gizmoManager";
  46119. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46120. export * from "babylonjs/Gizmos/positionGizmo";
  46121. export * from "babylonjs/Gizmos/rotationGizmo";
  46122. export * from "babylonjs/Gizmos/scaleGizmo";
  46123. export * from "babylonjs/Gizmos/lightGizmo";
  46124. export * from "babylonjs/Gizmos/planeDragGizmo";
  46125. }
  46126. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46127. /** @hidden */
  46128. export var backgroundFragmentDeclaration: {
  46129. name: string;
  46130. shader: string;
  46131. };
  46132. }
  46133. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46134. /** @hidden */
  46135. export var backgroundUboDeclaration: {
  46136. name: string;
  46137. shader: string;
  46138. };
  46139. }
  46140. declare module "babylonjs/Shaders/background.fragment" {
  46141. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46142. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46143. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46144. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46145. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46146. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46147. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46148. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46149. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46150. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46151. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46152. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46153. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46154. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46155. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46156. /** @hidden */
  46157. export var backgroundPixelShader: {
  46158. name: string;
  46159. shader: string;
  46160. };
  46161. }
  46162. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46163. /** @hidden */
  46164. export var backgroundVertexDeclaration: {
  46165. name: string;
  46166. shader: string;
  46167. };
  46168. }
  46169. declare module "babylonjs/Shaders/background.vertex" {
  46170. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46171. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46172. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46173. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46174. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46175. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46176. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46177. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46178. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46179. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46180. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46181. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46182. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46183. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46184. /** @hidden */
  46185. export var backgroundVertexShader: {
  46186. name: string;
  46187. shader: string;
  46188. };
  46189. }
  46190. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46191. import { Nullable, int, float } from "babylonjs/types";
  46192. import { Scene } from "babylonjs/scene";
  46193. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46194. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46195. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46196. import { Mesh } from "babylonjs/Meshes/mesh";
  46197. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46198. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46199. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46200. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46201. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46202. import { Color3 } from "babylonjs/Maths/math.color";
  46203. import "babylonjs/Shaders/background.fragment";
  46204. import "babylonjs/Shaders/background.vertex";
  46205. /**
  46206. * Background material used to create an efficient environement around your scene.
  46207. */
  46208. export class BackgroundMaterial extends PushMaterial {
  46209. /**
  46210. * Standard reflectance value at parallel view angle.
  46211. */
  46212. static StandardReflectance0: number;
  46213. /**
  46214. * Standard reflectance value at grazing angle.
  46215. */
  46216. static StandardReflectance90: number;
  46217. protected _primaryColor: Color3;
  46218. /**
  46219. * Key light Color (multiply against the environement texture)
  46220. */
  46221. primaryColor: Color3;
  46222. protected __perceptualColor: Nullable<Color3>;
  46223. /**
  46224. * Experimental Internal Use Only.
  46225. *
  46226. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46227. * This acts as a helper to set the primary color to a more "human friendly" value.
  46228. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46229. * output color as close as possible from the chosen value.
  46230. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46231. * part of lighting setup.)
  46232. */
  46233. _perceptualColor: Nullable<Color3>;
  46234. protected _primaryColorShadowLevel: float;
  46235. /**
  46236. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46237. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46238. */
  46239. primaryColorShadowLevel: float;
  46240. protected _primaryColorHighlightLevel: float;
  46241. /**
  46242. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46243. * The primary color is used at the level chosen to define what the white area would look.
  46244. */
  46245. primaryColorHighlightLevel: float;
  46246. protected _reflectionTexture: Nullable<BaseTexture>;
  46247. /**
  46248. * Reflection Texture used in the material.
  46249. * Should be author in a specific way for the best result (refer to the documentation).
  46250. */
  46251. reflectionTexture: Nullable<BaseTexture>;
  46252. protected _reflectionBlur: float;
  46253. /**
  46254. * Reflection Texture level of blur.
  46255. *
  46256. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46257. * texture twice.
  46258. */
  46259. reflectionBlur: float;
  46260. protected _diffuseTexture: Nullable<BaseTexture>;
  46261. /**
  46262. * Diffuse Texture used in the material.
  46263. * Should be author in a specific way for the best result (refer to the documentation).
  46264. */
  46265. diffuseTexture: Nullable<BaseTexture>;
  46266. protected _shadowLights: Nullable<IShadowLight[]>;
  46267. /**
  46268. * Specify the list of lights casting shadow on the material.
  46269. * All scene shadow lights will be included if null.
  46270. */
  46271. shadowLights: Nullable<IShadowLight[]>;
  46272. protected _shadowLevel: float;
  46273. /**
  46274. * Helps adjusting the shadow to a softer level if required.
  46275. * 0 means black shadows and 1 means no shadows.
  46276. */
  46277. shadowLevel: float;
  46278. protected _sceneCenter: Vector3;
  46279. /**
  46280. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46281. * It is usually zero but might be interesting to modify according to your setup.
  46282. */
  46283. sceneCenter: Vector3;
  46284. protected _opacityFresnel: boolean;
  46285. /**
  46286. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46287. * This helps ensuring a nice transition when the camera goes under the ground.
  46288. */
  46289. opacityFresnel: boolean;
  46290. protected _reflectionFresnel: boolean;
  46291. /**
  46292. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46293. * This helps adding a mirror texture on the ground.
  46294. */
  46295. reflectionFresnel: boolean;
  46296. protected _reflectionFalloffDistance: number;
  46297. /**
  46298. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46299. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46300. */
  46301. reflectionFalloffDistance: number;
  46302. protected _reflectionAmount: number;
  46303. /**
  46304. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46305. */
  46306. reflectionAmount: number;
  46307. protected _reflectionReflectance0: number;
  46308. /**
  46309. * This specifies the weight of the reflection at grazing angle.
  46310. */
  46311. reflectionReflectance0: number;
  46312. protected _reflectionReflectance90: number;
  46313. /**
  46314. * This specifies the weight of the reflection at a perpendicular point of view.
  46315. */
  46316. reflectionReflectance90: number;
  46317. /**
  46318. * Sets the reflection reflectance fresnel values according to the default standard
  46319. * empirically know to work well :-)
  46320. */
  46321. reflectionStandardFresnelWeight: number;
  46322. protected _useRGBColor: boolean;
  46323. /**
  46324. * Helps to directly use the maps channels instead of their level.
  46325. */
  46326. useRGBColor: boolean;
  46327. protected _enableNoise: boolean;
  46328. /**
  46329. * This helps reducing the banding effect that could occur on the background.
  46330. */
  46331. enableNoise: boolean;
  46332. /**
  46333. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46334. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46335. * Recommended to be keep at 1.0 except for special cases.
  46336. */
  46337. fovMultiplier: number;
  46338. private _fovMultiplier;
  46339. /**
  46340. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46341. */
  46342. useEquirectangularFOV: boolean;
  46343. private _maxSimultaneousLights;
  46344. /**
  46345. * Number of Simultaneous lights allowed on the material.
  46346. */
  46347. maxSimultaneousLights: int;
  46348. /**
  46349. * Default configuration related to image processing available in the Background Material.
  46350. */
  46351. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46352. /**
  46353. * Keep track of the image processing observer to allow dispose and replace.
  46354. */
  46355. private _imageProcessingObserver;
  46356. /**
  46357. * Attaches a new image processing configuration to the PBR Material.
  46358. * @param configuration (if null the scene configuration will be use)
  46359. */
  46360. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46361. /**
  46362. * Gets the image processing configuration used either in this material.
  46363. */
  46364. /**
  46365. * Sets the Default image processing configuration used either in the this material.
  46366. *
  46367. * If sets to null, the scene one is in use.
  46368. */
  46369. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46370. /**
  46371. * Gets wether the color curves effect is enabled.
  46372. */
  46373. /**
  46374. * Sets wether the color curves effect is enabled.
  46375. */
  46376. cameraColorCurvesEnabled: boolean;
  46377. /**
  46378. * Gets wether the color grading effect is enabled.
  46379. */
  46380. /**
  46381. * Gets wether the color grading effect is enabled.
  46382. */
  46383. cameraColorGradingEnabled: boolean;
  46384. /**
  46385. * Gets wether tonemapping is enabled or not.
  46386. */
  46387. /**
  46388. * Sets wether tonemapping is enabled or not
  46389. */
  46390. cameraToneMappingEnabled: boolean;
  46391. /**
  46392. * The camera exposure used on this material.
  46393. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46394. * This corresponds to a photographic exposure.
  46395. */
  46396. /**
  46397. * The camera exposure used on this material.
  46398. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46399. * This corresponds to a photographic exposure.
  46400. */
  46401. cameraExposure: float;
  46402. /**
  46403. * Gets The camera contrast used on this material.
  46404. */
  46405. /**
  46406. * Sets The camera contrast used on this material.
  46407. */
  46408. cameraContrast: float;
  46409. /**
  46410. * Gets the Color Grading 2D Lookup Texture.
  46411. */
  46412. /**
  46413. * Sets the Color Grading 2D Lookup Texture.
  46414. */
  46415. cameraColorGradingTexture: Nullable<BaseTexture>;
  46416. /**
  46417. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46418. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46419. * 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;
  46420. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46421. */
  46422. /**
  46423. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46424. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46425. * 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;
  46426. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46427. */
  46428. cameraColorCurves: Nullable<ColorCurves>;
  46429. /**
  46430. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46431. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46432. */
  46433. switchToBGR: boolean;
  46434. private _renderTargets;
  46435. private _reflectionControls;
  46436. private _white;
  46437. private _primaryShadowColor;
  46438. private _primaryHighlightColor;
  46439. /**
  46440. * Instantiates a Background Material in the given scene
  46441. * @param name The friendly name of the material
  46442. * @param scene The scene to add the material to
  46443. */
  46444. constructor(name: string, scene: Scene);
  46445. /**
  46446. * Gets a boolean indicating that current material needs to register RTT
  46447. */
  46448. readonly hasRenderTargetTextures: boolean;
  46449. /**
  46450. * The entire material has been created in order to prevent overdraw.
  46451. * @returns false
  46452. */
  46453. needAlphaTesting(): boolean;
  46454. /**
  46455. * The entire material has been created in order to prevent overdraw.
  46456. * @returns true if blending is enable
  46457. */
  46458. needAlphaBlending(): boolean;
  46459. /**
  46460. * Checks wether the material is ready to be rendered for a given mesh.
  46461. * @param mesh The mesh to render
  46462. * @param subMesh The submesh to check against
  46463. * @param useInstances Specify wether or not the material is used with instances
  46464. * @returns true if all the dependencies are ready (Textures, Effects...)
  46465. */
  46466. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46467. /**
  46468. * Compute the primary color according to the chosen perceptual color.
  46469. */
  46470. private _computePrimaryColorFromPerceptualColor;
  46471. /**
  46472. * Compute the highlights and shadow colors according to their chosen levels.
  46473. */
  46474. private _computePrimaryColors;
  46475. /**
  46476. * Build the uniform buffer used in the material.
  46477. */
  46478. buildUniformLayout(): void;
  46479. /**
  46480. * Unbind the material.
  46481. */
  46482. unbind(): void;
  46483. /**
  46484. * Bind only the world matrix to the material.
  46485. * @param world The world matrix to bind.
  46486. */
  46487. bindOnlyWorldMatrix(world: Matrix): void;
  46488. /**
  46489. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46490. * @param world The world matrix to bind.
  46491. * @param subMesh The submesh to bind for.
  46492. */
  46493. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46494. /**
  46495. * Dispose the material.
  46496. * @param forceDisposeEffect Force disposal of the associated effect.
  46497. * @param forceDisposeTextures Force disposal of the associated textures.
  46498. */
  46499. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46500. /**
  46501. * Clones the material.
  46502. * @param name The cloned name.
  46503. * @returns The cloned material.
  46504. */
  46505. clone(name: string): BackgroundMaterial;
  46506. /**
  46507. * Serializes the current material to its JSON representation.
  46508. * @returns The JSON representation.
  46509. */
  46510. serialize(): any;
  46511. /**
  46512. * Gets the class name of the material
  46513. * @returns "BackgroundMaterial"
  46514. */
  46515. getClassName(): string;
  46516. /**
  46517. * Parse a JSON input to create back a background material.
  46518. * @param source The JSON data to parse
  46519. * @param scene The scene to create the parsed material in
  46520. * @param rootUrl The root url of the assets the material depends upon
  46521. * @returns the instantiated BackgroundMaterial.
  46522. */
  46523. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46524. }
  46525. }
  46526. declare module "babylonjs/Helpers/environmentHelper" {
  46527. import { Observable } from "babylonjs/Misc/observable";
  46528. import { Nullable } from "babylonjs/types";
  46529. import { Scene } from "babylonjs/scene";
  46530. import { Vector3 } from "babylonjs/Maths/math.vector";
  46531. import { Color3 } from "babylonjs/Maths/math.color";
  46532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46533. import { Mesh } from "babylonjs/Meshes/mesh";
  46534. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46535. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46536. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46537. import "babylonjs/Meshes/Builders/planeBuilder";
  46538. import "babylonjs/Meshes/Builders/boxBuilder";
  46539. /**
  46540. * Represents the different options available during the creation of
  46541. * a Environment helper.
  46542. *
  46543. * This can control the default ground, skybox and image processing setup of your scene.
  46544. */
  46545. export interface IEnvironmentHelperOptions {
  46546. /**
  46547. * Specifies wether or not to create a ground.
  46548. * True by default.
  46549. */
  46550. createGround: boolean;
  46551. /**
  46552. * Specifies the ground size.
  46553. * 15 by default.
  46554. */
  46555. groundSize: number;
  46556. /**
  46557. * The texture used on the ground for the main color.
  46558. * Comes from the BabylonJS CDN by default.
  46559. *
  46560. * Remarks: Can be either a texture or a url.
  46561. */
  46562. groundTexture: string | BaseTexture;
  46563. /**
  46564. * The color mixed in the ground texture by default.
  46565. * BabylonJS clearColor by default.
  46566. */
  46567. groundColor: Color3;
  46568. /**
  46569. * Specifies the ground opacity.
  46570. * 1 by default.
  46571. */
  46572. groundOpacity: number;
  46573. /**
  46574. * Enables the ground to receive shadows.
  46575. * True by default.
  46576. */
  46577. enableGroundShadow: boolean;
  46578. /**
  46579. * Helps preventing the shadow to be fully black on the ground.
  46580. * 0.5 by default.
  46581. */
  46582. groundShadowLevel: number;
  46583. /**
  46584. * Creates a mirror texture attach to the ground.
  46585. * false by default.
  46586. */
  46587. enableGroundMirror: boolean;
  46588. /**
  46589. * Specifies the ground mirror size ratio.
  46590. * 0.3 by default as the default kernel is 64.
  46591. */
  46592. groundMirrorSizeRatio: number;
  46593. /**
  46594. * Specifies the ground mirror blur kernel size.
  46595. * 64 by default.
  46596. */
  46597. groundMirrorBlurKernel: number;
  46598. /**
  46599. * Specifies the ground mirror visibility amount.
  46600. * 1 by default
  46601. */
  46602. groundMirrorAmount: number;
  46603. /**
  46604. * Specifies the ground mirror reflectance weight.
  46605. * This uses the standard weight of the background material to setup the fresnel effect
  46606. * of the mirror.
  46607. * 1 by default.
  46608. */
  46609. groundMirrorFresnelWeight: number;
  46610. /**
  46611. * Specifies the ground mirror Falloff distance.
  46612. * This can helps reducing the size of the reflection.
  46613. * 0 by Default.
  46614. */
  46615. groundMirrorFallOffDistance: number;
  46616. /**
  46617. * Specifies the ground mirror texture type.
  46618. * Unsigned Int by Default.
  46619. */
  46620. groundMirrorTextureType: number;
  46621. /**
  46622. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46623. * the shown objects.
  46624. */
  46625. groundYBias: number;
  46626. /**
  46627. * Specifies wether or not to create a skybox.
  46628. * True by default.
  46629. */
  46630. createSkybox: boolean;
  46631. /**
  46632. * Specifies the skybox size.
  46633. * 20 by default.
  46634. */
  46635. skyboxSize: number;
  46636. /**
  46637. * The texture used on the skybox for the main color.
  46638. * Comes from the BabylonJS CDN by default.
  46639. *
  46640. * Remarks: Can be either a texture or a url.
  46641. */
  46642. skyboxTexture: string | BaseTexture;
  46643. /**
  46644. * The color mixed in the skybox texture by default.
  46645. * BabylonJS clearColor by default.
  46646. */
  46647. skyboxColor: Color3;
  46648. /**
  46649. * The background rotation around the Y axis of the scene.
  46650. * This helps aligning the key lights of your scene with the background.
  46651. * 0 by default.
  46652. */
  46653. backgroundYRotation: number;
  46654. /**
  46655. * Compute automatically the size of the elements to best fit with the scene.
  46656. */
  46657. sizeAuto: boolean;
  46658. /**
  46659. * Default position of the rootMesh if autoSize is not true.
  46660. */
  46661. rootPosition: Vector3;
  46662. /**
  46663. * Sets up the image processing in the scene.
  46664. * true by default.
  46665. */
  46666. setupImageProcessing: boolean;
  46667. /**
  46668. * The texture used as your environment texture in the scene.
  46669. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  46670. *
  46671. * Remarks: Can be either a texture or a url.
  46672. */
  46673. environmentTexture: string | BaseTexture;
  46674. /**
  46675. * The value of the exposure to apply to the scene.
  46676. * 0.6 by default if setupImageProcessing is true.
  46677. */
  46678. cameraExposure: number;
  46679. /**
  46680. * The value of the contrast to apply to the scene.
  46681. * 1.6 by default if setupImageProcessing is true.
  46682. */
  46683. cameraContrast: number;
  46684. /**
  46685. * Specifies wether or not tonemapping should be enabled in the scene.
  46686. * true by default if setupImageProcessing is true.
  46687. */
  46688. toneMappingEnabled: boolean;
  46689. }
  46690. /**
  46691. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  46692. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  46693. * It also helps with the default setup of your imageProcessing configuration.
  46694. */
  46695. export class EnvironmentHelper {
  46696. /**
  46697. * Default ground texture URL.
  46698. */
  46699. private static _groundTextureCDNUrl;
  46700. /**
  46701. * Default skybox texture URL.
  46702. */
  46703. private static _skyboxTextureCDNUrl;
  46704. /**
  46705. * Default environment texture URL.
  46706. */
  46707. private static _environmentTextureCDNUrl;
  46708. /**
  46709. * Creates the default options for the helper.
  46710. */
  46711. private static _getDefaultOptions;
  46712. private _rootMesh;
  46713. /**
  46714. * Gets the root mesh created by the helper.
  46715. */
  46716. readonly rootMesh: Mesh;
  46717. private _skybox;
  46718. /**
  46719. * Gets the skybox created by the helper.
  46720. */
  46721. readonly skybox: Nullable<Mesh>;
  46722. private _skyboxTexture;
  46723. /**
  46724. * Gets the skybox texture created by the helper.
  46725. */
  46726. readonly skyboxTexture: Nullable<BaseTexture>;
  46727. private _skyboxMaterial;
  46728. /**
  46729. * Gets the skybox material created by the helper.
  46730. */
  46731. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  46732. private _ground;
  46733. /**
  46734. * Gets the ground mesh created by the helper.
  46735. */
  46736. readonly ground: Nullable<Mesh>;
  46737. private _groundTexture;
  46738. /**
  46739. * Gets the ground texture created by the helper.
  46740. */
  46741. readonly groundTexture: Nullable<BaseTexture>;
  46742. private _groundMirror;
  46743. /**
  46744. * Gets the ground mirror created by the helper.
  46745. */
  46746. readonly groundMirror: Nullable<MirrorTexture>;
  46747. /**
  46748. * Gets the ground mirror render list to helps pushing the meshes
  46749. * you wish in the ground reflection.
  46750. */
  46751. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  46752. private _groundMaterial;
  46753. /**
  46754. * Gets the ground material created by the helper.
  46755. */
  46756. readonly groundMaterial: Nullable<BackgroundMaterial>;
  46757. /**
  46758. * Stores the creation options.
  46759. */
  46760. private readonly _scene;
  46761. private _options;
  46762. /**
  46763. * This observable will be notified with any error during the creation of the environment,
  46764. * mainly texture creation errors.
  46765. */
  46766. onErrorObservable: Observable<{
  46767. message?: string;
  46768. exception?: any;
  46769. }>;
  46770. /**
  46771. * constructor
  46772. * @param options Defines the options we want to customize the helper
  46773. * @param scene The scene to add the material to
  46774. */
  46775. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  46776. /**
  46777. * Updates the background according to the new options
  46778. * @param options
  46779. */
  46780. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  46781. /**
  46782. * Sets the primary color of all the available elements.
  46783. * @param color the main color to affect to the ground and the background
  46784. */
  46785. setMainColor(color: Color3): void;
  46786. /**
  46787. * Setup the image processing according to the specified options.
  46788. */
  46789. private _setupImageProcessing;
  46790. /**
  46791. * Setup the environment texture according to the specified options.
  46792. */
  46793. private _setupEnvironmentTexture;
  46794. /**
  46795. * Setup the background according to the specified options.
  46796. */
  46797. private _setupBackground;
  46798. /**
  46799. * Get the scene sizes according to the setup.
  46800. */
  46801. private _getSceneSize;
  46802. /**
  46803. * Setup the ground according to the specified options.
  46804. */
  46805. private _setupGround;
  46806. /**
  46807. * Setup the ground material according to the specified options.
  46808. */
  46809. private _setupGroundMaterial;
  46810. /**
  46811. * Setup the ground diffuse texture according to the specified options.
  46812. */
  46813. private _setupGroundDiffuseTexture;
  46814. /**
  46815. * Setup the ground mirror texture according to the specified options.
  46816. */
  46817. private _setupGroundMirrorTexture;
  46818. /**
  46819. * Setup the ground to receive the mirror texture.
  46820. */
  46821. private _setupMirrorInGroundMaterial;
  46822. /**
  46823. * Setup the skybox according to the specified options.
  46824. */
  46825. private _setupSkybox;
  46826. /**
  46827. * Setup the skybox material according to the specified options.
  46828. */
  46829. private _setupSkyboxMaterial;
  46830. /**
  46831. * Setup the skybox reflection texture according to the specified options.
  46832. */
  46833. private _setupSkyboxReflectionTexture;
  46834. private _errorHandler;
  46835. /**
  46836. * Dispose all the elements created by the Helper.
  46837. */
  46838. dispose(): void;
  46839. }
  46840. }
  46841. declare module "babylonjs/Helpers/photoDome" {
  46842. import { Observable } from "babylonjs/Misc/observable";
  46843. import { Nullable } from "babylonjs/types";
  46844. import { Scene } from "babylonjs/scene";
  46845. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46846. import { Mesh } from "babylonjs/Meshes/mesh";
  46847. import { Texture } from "babylonjs/Materials/Textures/texture";
  46848. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46849. import "babylonjs/Meshes/Builders/sphereBuilder";
  46850. /**
  46851. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  46852. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  46853. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  46854. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  46855. */
  46856. export class PhotoDome extends TransformNode {
  46857. /**
  46858. * Define the image as a Monoscopic panoramic 360 image.
  46859. */
  46860. static readonly MODE_MONOSCOPIC: number;
  46861. /**
  46862. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46863. */
  46864. static readonly MODE_TOPBOTTOM: number;
  46865. /**
  46866. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46867. */
  46868. static readonly MODE_SIDEBYSIDE: number;
  46869. private _useDirectMapping;
  46870. /**
  46871. * The texture being displayed on the sphere
  46872. */
  46873. protected _photoTexture: Texture;
  46874. /**
  46875. * Gets or sets the texture being displayed on the sphere
  46876. */
  46877. photoTexture: Texture;
  46878. /**
  46879. * Observable raised when an error occured while loading the 360 image
  46880. */
  46881. onLoadErrorObservable: Observable<string>;
  46882. /**
  46883. * The skybox material
  46884. */
  46885. protected _material: BackgroundMaterial;
  46886. /**
  46887. * The surface used for the skybox
  46888. */
  46889. protected _mesh: Mesh;
  46890. /**
  46891. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46892. * Also see the options.resolution property.
  46893. */
  46894. fovMultiplier: number;
  46895. private _imageMode;
  46896. /**
  46897. * Gets or set the current video mode for the video. It can be:
  46898. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  46899. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  46900. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  46901. */
  46902. imageMode: number;
  46903. /**
  46904. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  46905. * @param name Element's name, child elements will append suffixes for their own names.
  46906. * @param urlsOfPhoto defines the url of the photo to display
  46907. * @param options defines an object containing optional or exposed sub element properties
  46908. * @param onError defines a callback called when an error occured while loading the texture
  46909. */
  46910. constructor(name: string, urlOfPhoto: string, options: {
  46911. resolution?: number;
  46912. size?: number;
  46913. useDirectMapping?: boolean;
  46914. faceForward?: boolean;
  46915. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  46916. private _onBeforeCameraRenderObserver;
  46917. private _changeImageMode;
  46918. /**
  46919. * Releases resources associated with this node.
  46920. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  46921. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  46922. */
  46923. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  46924. }
  46925. }
  46926. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46927. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46928. /** @hidden */
  46929. export var rgbdDecodePixelShader: {
  46930. name: string;
  46931. shader: string;
  46932. };
  46933. }
  46934. declare module "babylonjs/Misc/brdfTextureTools" {
  46935. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46936. import { Scene } from "babylonjs/scene";
  46937. import "babylonjs/Shaders/rgbdDecode.fragment";
  46938. /**
  46939. * Class used to host texture specific utilities
  46940. */
  46941. export class BRDFTextureTools {
  46942. /**
  46943. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  46944. * @param texture the texture to expand.
  46945. */
  46946. private static _ExpandDefaultBRDFTexture;
  46947. /**
  46948. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  46949. * @param scene defines the hosting scene
  46950. * @returns the environment BRDF texture
  46951. */
  46952. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  46953. private static _environmentBRDFBase64Texture;
  46954. }
  46955. }
  46956. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  46957. import { Nullable } from "babylonjs/types";
  46958. import { Color3 } from "babylonjs/Maths/math.color";
  46959. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46960. import { EffectFallbacks } from "babylonjs/Materials/effect";
  46961. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  46962. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  46963. import { Engine } from "babylonjs/Engines/engine";
  46964. import { Scene } from "babylonjs/scene";
  46965. /**
  46966. * @hidden
  46967. */
  46968. export interface IMaterialClearCoatDefines {
  46969. CLEARCOAT: boolean;
  46970. CLEARCOAT_DEFAULTIOR: boolean;
  46971. CLEARCOAT_TEXTURE: boolean;
  46972. CLEARCOAT_TEXTUREDIRECTUV: number;
  46973. CLEARCOAT_BUMP: boolean;
  46974. CLEARCOAT_BUMPDIRECTUV: number;
  46975. CLEARCOAT_TINT: boolean;
  46976. CLEARCOAT_TINT_TEXTURE: boolean;
  46977. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  46978. /** @hidden */
  46979. _areTexturesDirty: boolean;
  46980. }
  46981. /**
  46982. * Define the code related to the clear coat parameters of the pbr material.
  46983. */
  46984. export class PBRClearCoatConfiguration {
  46985. /**
  46986. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  46987. * The default fits with a polyurethane material.
  46988. */
  46989. private static readonly _DefaultIndexOfRefraction;
  46990. private _isEnabled;
  46991. /**
  46992. * Defines if the clear coat is enabled in the material.
  46993. */
  46994. isEnabled: boolean;
  46995. /**
  46996. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  46997. */
  46998. intensity: number;
  46999. /**
  47000. * Defines the clear coat layer roughness.
  47001. */
  47002. roughness: number;
  47003. private _indexOfRefraction;
  47004. /**
  47005. * Defines the index of refraction of the clear coat.
  47006. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47007. * The default fits with a polyurethane material.
  47008. * Changing the default value is more performance intensive.
  47009. */
  47010. indexOfRefraction: number;
  47011. private _texture;
  47012. /**
  47013. * Stores the clear coat values in a texture.
  47014. */
  47015. texture: Nullable<BaseTexture>;
  47016. private _bumpTexture;
  47017. /**
  47018. * Define the clear coat specific bump texture.
  47019. */
  47020. bumpTexture: Nullable<BaseTexture>;
  47021. private _isTintEnabled;
  47022. /**
  47023. * Defines if the clear coat tint is enabled in the material.
  47024. */
  47025. isTintEnabled: boolean;
  47026. /**
  47027. * Defines the clear coat tint of the material.
  47028. * This is only use if tint is enabled
  47029. */
  47030. tintColor: Color3;
  47031. /**
  47032. * Defines the distance at which the tint color should be found in the
  47033. * clear coat media.
  47034. * This is only use if tint is enabled
  47035. */
  47036. tintColorAtDistance: number;
  47037. /**
  47038. * Defines the clear coat layer thickness.
  47039. * This is only use if tint is enabled
  47040. */
  47041. tintThickness: number;
  47042. private _tintTexture;
  47043. /**
  47044. * Stores the clear tint values in a texture.
  47045. * rgb is tint
  47046. * a is a thickness factor
  47047. */
  47048. tintTexture: Nullable<BaseTexture>;
  47049. /** @hidden */
  47050. private _internalMarkAllSubMeshesAsTexturesDirty;
  47051. /** @hidden */
  47052. _markAllSubMeshesAsTexturesDirty(): void;
  47053. /**
  47054. * Instantiate a new istance of clear coat configuration.
  47055. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47056. */
  47057. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47058. /**
  47059. * Gets wehter the submesh is ready to be used or not.
  47060. * @param defines the list of "defines" to update.
  47061. * @param scene defines the scene the material belongs to.
  47062. * @param engine defines the engine the material belongs to.
  47063. * @param disableBumpMap defines wether the material disables bump or not.
  47064. * @returns - boolean indicating that the submesh is ready or not.
  47065. */
  47066. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47067. /**
  47068. * Checks to see if a texture is used in the material.
  47069. * @param defines the list of "defines" to update.
  47070. * @param scene defines the scene to the material belongs to.
  47071. */
  47072. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47073. /**
  47074. * Binds the material data.
  47075. * @param uniformBuffer defines the Uniform buffer to fill in.
  47076. * @param scene defines the scene the material belongs to.
  47077. * @param engine defines the engine the material belongs to.
  47078. * @param disableBumpMap defines wether the material disables bump or not.
  47079. * @param isFrozen defines wether the material is frozen or not.
  47080. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47081. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47082. */
  47083. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47084. /**
  47085. * Checks to see if a texture is used in the material.
  47086. * @param texture - Base texture to use.
  47087. * @returns - Boolean specifying if a texture is used in the material.
  47088. */
  47089. hasTexture(texture: BaseTexture): boolean;
  47090. /**
  47091. * Returns an array of the actively used textures.
  47092. * @param activeTextures Array of BaseTextures
  47093. */
  47094. getActiveTextures(activeTextures: BaseTexture[]): void;
  47095. /**
  47096. * Returns the animatable textures.
  47097. * @param animatables Array of animatable textures.
  47098. */
  47099. getAnimatables(animatables: IAnimatable[]): void;
  47100. /**
  47101. * Disposes the resources of the material.
  47102. * @param forceDisposeTextures - Forces the disposal of all textures.
  47103. */
  47104. dispose(forceDisposeTextures?: boolean): void;
  47105. /**
  47106. * Get the current class name of the texture useful for serialization or dynamic coding.
  47107. * @returns "PBRClearCoatConfiguration"
  47108. */
  47109. getClassName(): string;
  47110. /**
  47111. * Add fallbacks to the effect fallbacks list.
  47112. * @param defines defines the Base texture to use.
  47113. * @param fallbacks defines the current fallback list.
  47114. * @param currentRank defines the current fallback rank.
  47115. * @returns the new fallback rank.
  47116. */
  47117. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47118. /**
  47119. * Add the required uniforms to the current list.
  47120. * @param uniforms defines the current uniform list.
  47121. */
  47122. static AddUniforms(uniforms: string[]): void;
  47123. /**
  47124. * Add the required samplers to the current list.
  47125. * @param samplers defines the current sampler list.
  47126. */
  47127. static AddSamplers(samplers: string[]): void;
  47128. /**
  47129. * Add the required uniforms to the current buffer.
  47130. * @param uniformBuffer defines the current uniform buffer.
  47131. */
  47132. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47133. /**
  47134. * Makes a duplicate of the current configuration into another one.
  47135. * @param clearCoatConfiguration define the config where to copy the info
  47136. */
  47137. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47138. /**
  47139. * Serializes this clear coat configuration.
  47140. * @returns - An object with the serialized config.
  47141. */
  47142. serialize(): any;
  47143. /**
  47144. * Parses a anisotropy Configuration from a serialized object.
  47145. * @param source - Serialized object.
  47146. * @param scene Defines the scene we are parsing for
  47147. * @param rootUrl Defines the rootUrl to load from
  47148. */
  47149. parse(source: any, scene: Scene, rootUrl: string): void;
  47150. }
  47151. }
  47152. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47153. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47154. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47155. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47156. import { Vector2 } from "babylonjs/Maths/math.vector";
  47157. import { Scene } from "babylonjs/scene";
  47158. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47159. import { Nullable } from "babylonjs/types";
  47160. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47161. /**
  47162. * @hidden
  47163. */
  47164. export interface IMaterialAnisotropicDefines {
  47165. ANISOTROPIC: boolean;
  47166. ANISOTROPIC_TEXTURE: boolean;
  47167. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47168. MAINUV1: boolean;
  47169. _areTexturesDirty: boolean;
  47170. _needUVs: boolean;
  47171. }
  47172. /**
  47173. * Define the code related to the anisotropic parameters of the pbr material.
  47174. */
  47175. export class PBRAnisotropicConfiguration {
  47176. private _isEnabled;
  47177. /**
  47178. * Defines if the anisotropy is enabled in the material.
  47179. */
  47180. isEnabled: boolean;
  47181. /**
  47182. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47183. */
  47184. intensity: number;
  47185. /**
  47186. * Defines if the effect is along the tangents, bitangents or in between.
  47187. * By default, the effect is "strectching" the highlights along the tangents.
  47188. */
  47189. direction: Vector2;
  47190. private _texture;
  47191. /**
  47192. * Stores the anisotropy values in a texture.
  47193. * rg is direction (like normal from -1 to 1)
  47194. * b is a intensity
  47195. */
  47196. texture: Nullable<BaseTexture>;
  47197. /** @hidden */
  47198. private _internalMarkAllSubMeshesAsTexturesDirty;
  47199. /** @hidden */
  47200. _markAllSubMeshesAsTexturesDirty(): void;
  47201. /**
  47202. * Instantiate a new istance of anisotropy configuration.
  47203. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47204. */
  47205. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47206. /**
  47207. * Specifies that the submesh is ready to be used.
  47208. * @param defines the list of "defines" to update.
  47209. * @param scene defines the scene the material belongs to.
  47210. * @returns - boolean indicating that the submesh is ready or not.
  47211. */
  47212. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47213. /**
  47214. * Checks to see if a texture is used in the material.
  47215. * @param defines the list of "defines" to update.
  47216. * @param mesh the mesh we are preparing the defines for.
  47217. * @param scene defines the scene the material belongs to.
  47218. */
  47219. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47220. /**
  47221. * Binds the material data.
  47222. * @param uniformBuffer defines the Uniform buffer to fill in.
  47223. * @param scene defines the scene the material belongs to.
  47224. * @param isFrozen defines wether the material is frozen or not.
  47225. */
  47226. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47227. /**
  47228. * Checks to see if a texture is used in the material.
  47229. * @param texture - Base texture to use.
  47230. * @returns - Boolean specifying if a texture is used in the material.
  47231. */
  47232. hasTexture(texture: BaseTexture): boolean;
  47233. /**
  47234. * Returns an array of the actively used textures.
  47235. * @param activeTextures Array of BaseTextures
  47236. */
  47237. getActiveTextures(activeTextures: BaseTexture[]): void;
  47238. /**
  47239. * Returns the animatable textures.
  47240. * @param animatables Array of animatable textures.
  47241. */
  47242. getAnimatables(animatables: IAnimatable[]): void;
  47243. /**
  47244. * Disposes the resources of the material.
  47245. * @param forceDisposeTextures - Forces the disposal of all textures.
  47246. */
  47247. dispose(forceDisposeTextures?: boolean): void;
  47248. /**
  47249. * Get the current class name of the texture useful for serialization or dynamic coding.
  47250. * @returns "PBRAnisotropicConfiguration"
  47251. */
  47252. getClassName(): string;
  47253. /**
  47254. * Add fallbacks to the effect fallbacks list.
  47255. * @param defines defines the Base texture to use.
  47256. * @param fallbacks defines the current fallback list.
  47257. * @param currentRank defines the current fallback rank.
  47258. * @returns the new fallback rank.
  47259. */
  47260. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47261. /**
  47262. * Add the required uniforms to the current list.
  47263. * @param uniforms defines the current uniform list.
  47264. */
  47265. static AddUniforms(uniforms: string[]): void;
  47266. /**
  47267. * Add the required uniforms to the current buffer.
  47268. * @param uniformBuffer defines the current uniform buffer.
  47269. */
  47270. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47271. /**
  47272. * Add the required samplers to the current list.
  47273. * @param samplers defines the current sampler list.
  47274. */
  47275. static AddSamplers(samplers: string[]): void;
  47276. /**
  47277. * Makes a duplicate of the current configuration into another one.
  47278. * @param anisotropicConfiguration define the config where to copy the info
  47279. */
  47280. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47281. /**
  47282. * Serializes this anisotropy configuration.
  47283. * @returns - An object with the serialized config.
  47284. */
  47285. serialize(): any;
  47286. /**
  47287. * Parses a anisotropy Configuration from a serialized object.
  47288. * @param source - Serialized object.
  47289. * @param scene Defines the scene we are parsing for
  47290. * @param rootUrl Defines the rootUrl to load from
  47291. */
  47292. parse(source: any, scene: Scene, rootUrl: string): void;
  47293. }
  47294. }
  47295. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47296. import { Scene } from "babylonjs/scene";
  47297. /**
  47298. * @hidden
  47299. */
  47300. export interface IMaterialBRDFDefines {
  47301. BRDF_V_HEIGHT_CORRELATED: boolean;
  47302. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47303. SPHERICAL_HARMONICS: boolean;
  47304. /** @hidden */
  47305. _areMiscDirty: boolean;
  47306. }
  47307. /**
  47308. * Define the code related to the BRDF parameters of the pbr material.
  47309. */
  47310. export class PBRBRDFConfiguration {
  47311. /**
  47312. * Default value used for the energy conservation.
  47313. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47314. */
  47315. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47316. /**
  47317. * Default value used for the Smith Visibility Height Correlated mode.
  47318. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47319. */
  47320. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47321. /**
  47322. * Default value used for the IBL diffuse part.
  47323. * This can help switching back to the polynomials mode globally which is a tiny bit
  47324. * less GPU intensive at the drawback of a lower quality.
  47325. */
  47326. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47327. private _useEnergyConservation;
  47328. /**
  47329. * Defines if the material uses energy conservation.
  47330. */
  47331. useEnergyConservation: boolean;
  47332. private _useSmithVisibilityHeightCorrelated;
  47333. /**
  47334. * LEGACY Mode set to false
  47335. * Defines if the material uses height smith correlated visibility term.
  47336. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47337. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47338. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47339. * Not relying on height correlated will also disable energy conservation.
  47340. */
  47341. useSmithVisibilityHeightCorrelated: boolean;
  47342. private _useSphericalHarmonics;
  47343. /**
  47344. * LEGACY Mode set to false
  47345. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47346. * diffuse part of the IBL.
  47347. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47348. * to the ground truth.
  47349. */
  47350. useSphericalHarmonics: boolean;
  47351. /** @hidden */
  47352. private _internalMarkAllSubMeshesAsMiscDirty;
  47353. /** @hidden */
  47354. _markAllSubMeshesAsMiscDirty(): void;
  47355. /**
  47356. * Instantiate a new istance of clear coat configuration.
  47357. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47358. */
  47359. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47360. /**
  47361. * Checks to see if a texture is used in the material.
  47362. * @param defines the list of "defines" to update.
  47363. */
  47364. prepareDefines(defines: IMaterialBRDFDefines): void;
  47365. /**
  47366. * Get the current class name of the texture useful for serialization or dynamic coding.
  47367. * @returns "PBRClearCoatConfiguration"
  47368. */
  47369. getClassName(): string;
  47370. /**
  47371. * Makes a duplicate of the current configuration into another one.
  47372. * @param brdfConfiguration define the config where to copy the info
  47373. */
  47374. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47375. /**
  47376. * Serializes this BRDF configuration.
  47377. * @returns - An object with the serialized config.
  47378. */
  47379. serialize(): any;
  47380. /**
  47381. * Parses a anisotropy Configuration from a serialized object.
  47382. * @param source - Serialized object.
  47383. * @param scene Defines the scene we are parsing for
  47384. * @param rootUrl Defines the rootUrl to load from
  47385. */
  47386. parse(source: any, scene: Scene, rootUrl: string): void;
  47387. }
  47388. }
  47389. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47390. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47391. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47392. import { Color3 } from "babylonjs/Maths/math.color";
  47393. import { Scene } from "babylonjs/scene";
  47394. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47395. import { Nullable } from "babylonjs/types";
  47396. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47397. /**
  47398. * @hidden
  47399. */
  47400. export interface IMaterialSheenDefines {
  47401. SHEEN: boolean;
  47402. SHEEN_TEXTURE: boolean;
  47403. SHEEN_TEXTUREDIRECTUV: number;
  47404. SHEEN_LINKWITHALBEDO: boolean;
  47405. /** @hidden */
  47406. _areTexturesDirty: boolean;
  47407. }
  47408. /**
  47409. * Define the code related to the Sheen parameters of the pbr material.
  47410. */
  47411. export class PBRSheenConfiguration {
  47412. private _isEnabled;
  47413. /**
  47414. * Defines if the material uses sheen.
  47415. */
  47416. isEnabled: boolean;
  47417. private _linkSheenWithAlbedo;
  47418. /**
  47419. * Defines if the sheen is linked to the sheen color.
  47420. */
  47421. linkSheenWithAlbedo: boolean;
  47422. /**
  47423. * Defines the sheen intensity.
  47424. */
  47425. intensity: number;
  47426. /**
  47427. * Defines the sheen color.
  47428. */
  47429. color: Color3;
  47430. private _texture;
  47431. /**
  47432. * Stores the sheen tint values in a texture.
  47433. * rgb is tint
  47434. * a is a intensity
  47435. */
  47436. texture: Nullable<BaseTexture>;
  47437. /** @hidden */
  47438. private _internalMarkAllSubMeshesAsTexturesDirty;
  47439. /** @hidden */
  47440. _markAllSubMeshesAsTexturesDirty(): void;
  47441. /**
  47442. * Instantiate a new istance of clear coat configuration.
  47443. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47444. */
  47445. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47446. /**
  47447. * Specifies that the submesh is ready to be used.
  47448. * @param defines the list of "defines" to update.
  47449. * @param scene defines the scene the material belongs to.
  47450. * @returns - boolean indicating that the submesh is ready or not.
  47451. */
  47452. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47453. /**
  47454. * Checks to see if a texture is used in the material.
  47455. * @param defines the list of "defines" to update.
  47456. * @param scene defines the scene the material belongs to.
  47457. */
  47458. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47459. /**
  47460. * Binds the material data.
  47461. * @param uniformBuffer defines the Uniform buffer to fill in.
  47462. * @param scene defines the scene the material belongs to.
  47463. * @param isFrozen defines wether the material is frozen or not.
  47464. */
  47465. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47466. /**
  47467. * Checks to see if a texture is used in the material.
  47468. * @param texture - Base texture to use.
  47469. * @returns - Boolean specifying if a texture is used in the material.
  47470. */
  47471. hasTexture(texture: BaseTexture): boolean;
  47472. /**
  47473. * Returns an array of the actively used textures.
  47474. * @param activeTextures Array of BaseTextures
  47475. */
  47476. getActiveTextures(activeTextures: BaseTexture[]): void;
  47477. /**
  47478. * Returns the animatable textures.
  47479. * @param animatables Array of animatable textures.
  47480. */
  47481. getAnimatables(animatables: IAnimatable[]): void;
  47482. /**
  47483. * Disposes the resources of the material.
  47484. * @param forceDisposeTextures - Forces the disposal of all textures.
  47485. */
  47486. dispose(forceDisposeTextures?: boolean): void;
  47487. /**
  47488. * Get the current class name of the texture useful for serialization or dynamic coding.
  47489. * @returns "PBRSheenConfiguration"
  47490. */
  47491. getClassName(): string;
  47492. /**
  47493. * Add fallbacks to the effect fallbacks list.
  47494. * @param defines defines the Base texture to use.
  47495. * @param fallbacks defines the current fallback list.
  47496. * @param currentRank defines the current fallback rank.
  47497. * @returns the new fallback rank.
  47498. */
  47499. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47500. /**
  47501. * Add the required uniforms to the current list.
  47502. * @param uniforms defines the current uniform list.
  47503. */
  47504. static AddUniforms(uniforms: string[]): void;
  47505. /**
  47506. * Add the required uniforms to the current buffer.
  47507. * @param uniformBuffer defines the current uniform buffer.
  47508. */
  47509. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47510. /**
  47511. * Add the required samplers to the current list.
  47512. * @param samplers defines the current sampler list.
  47513. */
  47514. static AddSamplers(samplers: string[]): void;
  47515. /**
  47516. * Makes a duplicate of the current configuration into another one.
  47517. * @param sheenConfiguration define the config where to copy the info
  47518. */
  47519. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47520. /**
  47521. * Serializes this BRDF configuration.
  47522. * @returns - An object with the serialized config.
  47523. */
  47524. serialize(): any;
  47525. /**
  47526. * Parses a anisotropy Configuration from a serialized object.
  47527. * @param source - Serialized object.
  47528. * @param scene Defines the scene we are parsing for
  47529. * @param rootUrl Defines the rootUrl to load from
  47530. */
  47531. parse(source: any, scene: Scene, rootUrl: string): void;
  47532. }
  47533. }
  47534. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47535. import { Nullable } from "babylonjs/types";
  47536. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47537. import { Color3 } from "babylonjs/Maths/math.color";
  47538. import { SmartArray } from "babylonjs/Misc/smartArray";
  47539. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47540. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47541. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47542. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47543. import { Engine } from "babylonjs/Engines/engine";
  47544. import { Scene } from "babylonjs/scene";
  47545. /**
  47546. * @hidden
  47547. */
  47548. export interface IMaterialSubSurfaceDefines {
  47549. SUBSURFACE: boolean;
  47550. SS_REFRACTION: boolean;
  47551. SS_TRANSLUCENCY: boolean;
  47552. SS_SCATERRING: boolean;
  47553. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47554. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47555. SS_REFRACTIONMAP_3D: boolean;
  47556. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47557. SS_LODINREFRACTIONALPHA: boolean;
  47558. SS_GAMMAREFRACTION: boolean;
  47559. SS_RGBDREFRACTION: boolean;
  47560. SS_LINEARSPECULARREFRACTION: boolean;
  47561. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47562. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47563. /** @hidden */
  47564. _areTexturesDirty: boolean;
  47565. }
  47566. /**
  47567. * Define the code related to the sub surface parameters of the pbr material.
  47568. */
  47569. export class PBRSubSurfaceConfiguration {
  47570. private _isRefractionEnabled;
  47571. /**
  47572. * Defines if the refraction is enabled in the material.
  47573. */
  47574. isRefractionEnabled: boolean;
  47575. private _isTranslucencyEnabled;
  47576. /**
  47577. * Defines if the translucency is enabled in the material.
  47578. */
  47579. isTranslucencyEnabled: boolean;
  47580. private _isScatteringEnabled;
  47581. /**
  47582. * Defines the refraction intensity of the material.
  47583. * The refraction when enabled replaces the Diffuse part of the material.
  47584. * The intensity helps transitionning between diffuse and refraction.
  47585. */
  47586. refractionIntensity: number;
  47587. /**
  47588. * Defines the translucency intensity of the material.
  47589. * When translucency has been enabled, this defines how much of the "translucency"
  47590. * is addded to the diffuse part of the material.
  47591. */
  47592. translucencyIntensity: number;
  47593. /**
  47594. * Defines the scattering intensity of the material.
  47595. * When scattering has been enabled, this defines how much of the "scattered light"
  47596. * is addded to the diffuse part of the material.
  47597. */
  47598. scatteringIntensity: number;
  47599. private _thicknessTexture;
  47600. /**
  47601. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47602. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47603. * 0 would mean minimumThickness
  47604. * 1 would mean maximumThickness
  47605. * The other channels might be use as a mask to vary the different effects intensity.
  47606. */
  47607. thicknessTexture: Nullable<BaseTexture>;
  47608. private _refractionTexture;
  47609. /**
  47610. * Defines the texture to use for refraction.
  47611. */
  47612. refractionTexture: Nullable<BaseTexture>;
  47613. private _indexOfRefraction;
  47614. /**
  47615. * Defines the index of refraction used in the material.
  47616. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47617. */
  47618. indexOfRefraction: number;
  47619. private _invertRefractionY;
  47620. /**
  47621. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47622. */
  47623. invertRefractionY: boolean;
  47624. private _linkRefractionWithTransparency;
  47625. /**
  47626. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47627. * Materials half opaque for instance using refraction could benefit from this control.
  47628. */
  47629. linkRefractionWithTransparency: boolean;
  47630. /**
  47631. * Defines the minimum thickness stored in the thickness map.
  47632. * If no thickness map is defined, this value will be used to simulate thickness.
  47633. */
  47634. minimumThickness: number;
  47635. /**
  47636. * Defines the maximum thickness stored in the thickness map.
  47637. */
  47638. maximumThickness: number;
  47639. /**
  47640. * Defines the volume tint of the material.
  47641. * This is used for both translucency and scattering.
  47642. */
  47643. tintColor: Color3;
  47644. /**
  47645. * Defines the distance at which the tint color should be found in the media.
  47646. * This is used for refraction only.
  47647. */
  47648. tintColorAtDistance: number;
  47649. /**
  47650. * Defines how far each channel transmit through the media.
  47651. * It is defined as a color to simplify it selection.
  47652. */
  47653. diffusionDistance: Color3;
  47654. private _useMaskFromThicknessTexture;
  47655. /**
  47656. * Stores the intensity of the different subsurface effects in the thickness texture.
  47657. * * the green channel is the translucency intensity.
  47658. * * the blue channel is the scattering intensity.
  47659. * * the alpha channel is the refraction intensity.
  47660. */
  47661. useMaskFromThicknessTexture: boolean;
  47662. /** @hidden */
  47663. private _internalMarkAllSubMeshesAsTexturesDirty;
  47664. /** @hidden */
  47665. _markAllSubMeshesAsTexturesDirty(): void;
  47666. /**
  47667. * Instantiate a new istance of sub surface configuration.
  47668. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47669. */
  47670. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47671. /**
  47672. * Gets wehter the submesh is ready to be used or not.
  47673. * @param defines the list of "defines" to update.
  47674. * @param scene defines the scene the material belongs to.
  47675. * @returns - boolean indicating that the submesh is ready or not.
  47676. */
  47677. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  47678. /**
  47679. * Checks to see if a texture is used in the material.
  47680. * @param defines the list of "defines" to update.
  47681. * @param scene defines the scene to the material belongs to.
  47682. */
  47683. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  47684. /**
  47685. * Binds the material data.
  47686. * @param uniformBuffer defines the Uniform buffer to fill in.
  47687. * @param scene defines the scene the material belongs to.
  47688. * @param engine defines the engine the material belongs to.
  47689. * @param isFrozen defines wether the material is frozen or not.
  47690. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  47691. */
  47692. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  47693. /**
  47694. * Unbinds the material from the mesh.
  47695. * @param activeEffect defines the effect that should be unbound from.
  47696. * @returns true if unbound, otherwise false
  47697. */
  47698. unbind(activeEffect: Effect): boolean;
  47699. /**
  47700. * Returns the texture used for refraction or null if none is used.
  47701. * @param scene defines the scene the material belongs to.
  47702. * @returns - Refraction texture if present. If no refraction texture and refraction
  47703. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47704. */
  47705. private _getRefractionTexture;
  47706. /**
  47707. * Returns true if alpha blending should be disabled.
  47708. */
  47709. readonly disableAlphaBlending: boolean;
  47710. /**
  47711. * Fills the list of render target textures.
  47712. * @param renderTargets the list of render targets to update
  47713. */
  47714. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  47715. /**
  47716. * Checks to see if a texture is used in the material.
  47717. * @param texture - Base texture to use.
  47718. * @returns - Boolean specifying if a texture is used in the material.
  47719. */
  47720. hasTexture(texture: BaseTexture): boolean;
  47721. /**
  47722. * Gets a boolean indicating that current material needs to register RTT
  47723. * @returns true if this uses a render target otherwise false.
  47724. */
  47725. hasRenderTargetTextures(): boolean;
  47726. /**
  47727. * Returns an array of the actively used textures.
  47728. * @param activeTextures Array of BaseTextures
  47729. */
  47730. getActiveTextures(activeTextures: BaseTexture[]): void;
  47731. /**
  47732. * Returns the animatable textures.
  47733. * @param animatables Array of animatable textures.
  47734. */
  47735. getAnimatables(animatables: IAnimatable[]): void;
  47736. /**
  47737. * Disposes the resources of the material.
  47738. * @param forceDisposeTextures - Forces the disposal of all textures.
  47739. */
  47740. dispose(forceDisposeTextures?: boolean): void;
  47741. /**
  47742. * Get the current class name of the texture useful for serialization or dynamic coding.
  47743. * @returns "PBRSubSurfaceConfiguration"
  47744. */
  47745. getClassName(): string;
  47746. /**
  47747. * Add fallbacks to the effect fallbacks list.
  47748. * @param defines defines the Base texture to use.
  47749. * @param fallbacks defines the current fallback list.
  47750. * @param currentRank defines the current fallback rank.
  47751. * @returns the new fallback rank.
  47752. */
  47753. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47754. /**
  47755. * Add the required uniforms to the current list.
  47756. * @param uniforms defines the current uniform list.
  47757. */
  47758. static AddUniforms(uniforms: string[]): void;
  47759. /**
  47760. * Add the required samplers to the current list.
  47761. * @param samplers defines the current sampler list.
  47762. */
  47763. static AddSamplers(samplers: string[]): void;
  47764. /**
  47765. * Add the required uniforms to the current buffer.
  47766. * @param uniformBuffer defines the current uniform buffer.
  47767. */
  47768. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47769. /**
  47770. * Makes a duplicate of the current configuration into another one.
  47771. * @param configuration define the config where to copy the info
  47772. */
  47773. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  47774. /**
  47775. * Serializes this Sub Surface configuration.
  47776. * @returns - An object with the serialized config.
  47777. */
  47778. serialize(): any;
  47779. /**
  47780. * Parses a anisotropy Configuration from a serialized object.
  47781. * @param source - Serialized object.
  47782. * @param scene Defines the scene we are parsing for
  47783. * @param rootUrl Defines the rootUrl to load from
  47784. */
  47785. parse(source: any, scene: Scene, rootUrl: string): void;
  47786. }
  47787. }
  47788. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  47789. /** @hidden */
  47790. export var pbrFragmentDeclaration: {
  47791. name: string;
  47792. shader: string;
  47793. };
  47794. }
  47795. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  47796. /** @hidden */
  47797. export var pbrUboDeclaration: {
  47798. name: string;
  47799. shader: string;
  47800. };
  47801. }
  47802. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  47803. /** @hidden */
  47804. export var pbrFragmentExtraDeclaration: {
  47805. name: string;
  47806. shader: string;
  47807. };
  47808. }
  47809. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  47810. /** @hidden */
  47811. export var pbrFragmentSamplersDeclaration: {
  47812. name: string;
  47813. shader: string;
  47814. };
  47815. }
  47816. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  47817. /** @hidden */
  47818. export var pbrHelperFunctions: {
  47819. name: string;
  47820. shader: string;
  47821. };
  47822. }
  47823. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  47824. /** @hidden */
  47825. export var harmonicsFunctions: {
  47826. name: string;
  47827. shader: string;
  47828. };
  47829. }
  47830. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  47831. /** @hidden */
  47832. export var pbrDirectLightingSetupFunctions: {
  47833. name: string;
  47834. shader: string;
  47835. };
  47836. }
  47837. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  47838. /** @hidden */
  47839. export var pbrDirectLightingFalloffFunctions: {
  47840. name: string;
  47841. shader: string;
  47842. };
  47843. }
  47844. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  47845. /** @hidden */
  47846. export var pbrBRDFFunctions: {
  47847. name: string;
  47848. shader: string;
  47849. };
  47850. }
  47851. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  47852. /** @hidden */
  47853. export var pbrDirectLightingFunctions: {
  47854. name: string;
  47855. shader: string;
  47856. };
  47857. }
  47858. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  47859. /** @hidden */
  47860. export var pbrIBLFunctions: {
  47861. name: string;
  47862. shader: string;
  47863. };
  47864. }
  47865. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  47866. /** @hidden */
  47867. export var pbrDebug: {
  47868. name: string;
  47869. shader: string;
  47870. };
  47871. }
  47872. declare module "babylonjs/Shaders/pbr.fragment" {
  47873. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  47874. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47875. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  47876. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47877. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47878. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  47879. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47880. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47881. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47882. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47883. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47884. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  47885. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47886. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47887. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47888. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  47889. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  47890. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  47891. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  47892. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  47893. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  47894. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47895. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47896. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  47897. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  47898. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47899. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  47900. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47901. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  47902. /** @hidden */
  47903. export var pbrPixelShader: {
  47904. name: string;
  47905. shader: string;
  47906. };
  47907. }
  47908. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  47909. /** @hidden */
  47910. export var pbrVertexDeclaration: {
  47911. name: string;
  47912. shader: string;
  47913. };
  47914. }
  47915. declare module "babylonjs/Shaders/pbr.vertex" {
  47916. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  47917. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  47918. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47919. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47920. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47921. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  47922. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  47923. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47924. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47925. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47926. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47927. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  47928. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  47929. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  47930. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  47931. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47932. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47933. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  47934. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47935. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47936. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47937. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  47938. /** @hidden */
  47939. export var pbrVertexShader: {
  47940. name: string;
  47941. shader: string;
  47942. };
  47943. }
  47944. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  47945. import { Nullable } from "babylonjs/types";
  47946. import { Scene } from "babylonjs/scene";
  47947. import { Matrix } from "babylonjs/Maths/math.vector";
  47948. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47950. import { Mesh } from "babylonjs/Meshes/mesh";
  47951. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  47952. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  47953. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  47954. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  47955. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  47956. import { Color3 } from "babylonjs/Maths/math.color";
  47957. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  47958. import { Material } from "babylonjs/Materials/material";
  47959. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  47960. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47961. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47962. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47963. import "babylonjs/Shaders/pbr.fragment";
  47964. import "babylonjs/Shaders/pbr.vertex";
  47965. /**
  47966. * Manages the defines for the PBR Material.
  47967. * @hidden
  47968. */
  47969. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  47970. PBR: boolean;
  47971. MAINUV1: boolean;
  47972. MAINUV2: boolean;
  47973. UV1: boolean;
  47974. UV2: boolean;
  47975. ALBEDO: boolean;
  47976. ALBEDODIRECTUV: number;
  47977. VERTEXCOLOR: boolean;
  47978. AMBIENT: boolean;
  47979. AMBIENTDIRECTUV: number;
  47980. AMBIENTINGRAYSCALE: boolean;
  47981. OPACITY: boolean;
  47982. VERTEXALPHA: boolean;
  47983. OPACITYDIRECTUV: number;
  47984. OPACITYRGB: boolean;
  47985. ALPHATEST: boolean;
  47986. DEPTHPREPASS: boolean;
  47987. ALPHABLEND: boolean;
  47988. ALPHAFROMALBEDO: boolean;
  47989. ALPHATESTVALUE: string;
  47990. SPECULAROVERALPHA: boolean;
  47991. RADIANCEOVERALPHA: boolean;
  47992. ALPHAFRESNEL: boolean;
  47993. LINEARALPHAFRESNEL: boolean;
  47994. PREMULTIPLYALPHA: boolean;
  47995. EMISSIVE: boolean;
  47996. EMISSIVEDIRECTUV: number;
  47997. REFLECTIVITY: boolean;
  47998. REFLECTIVITYDIRECTUV: number;
  47999. SPECULARTERM: boolean;
  48000. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48001. MICROSURFACEAUTOMATIC: boolean;
  48002. LODBASEDMICROSFURACE: boolean;
  48003. MICROSURFACEMAP: boolean;
  48004. MICROSURFACEMAPDIRECTUV: number;
  48005. METALLICWORKFLOW: boolean;
  48006. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48007. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48008. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48009. AOSTOREINMETALMAPRED: boolean;
  48010. ENVIRONMENTBRDF: boolean;
  48011. ENVIRONMENTBRDF_RGBD: boolean;
  48012. NORMAL: boolean;
  48013. TANGENT: boolean;
  48014. BUMP: boolean;
  48015. BUMPDIRECTUV: number;
  48016. OBJECTSPACE_NORMALMAP: boolean;
  48017. PARALLAX: boolean;
  48018. PARALLAXOCCLUSION: boolean;
  48019. NORMALXYSCALE: boolean;
  48020. LIGHTMAP: boolean;
  48021. LIGHTMAPDIRECTUV: number;
  48022. USELIGHTMAPASSHADOWMAP: boolean;
  48023. GAMMALIGHTMAP: boolean;
  48024. REFLECTION: boolean;
  48025. REFLECTIONMAP_3D: boolean;
  48026. REFLECTIONMAP_SPHERICAL: boolean;
  48027. REFLECTIONMAP_PLANAR: boolean;
  48028. REFLECTIONMAP_CUBIC: boolean;
  48029. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48030. REFLECTIONMAP_PROJECTION: boolean;
  48031. REFLECTIONMAP_SKYBOX: boolean;
  48032. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48033. REFLECTIONMAP_EXPLICIT: boolean;
  48034. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48035. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48036. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48037. INVERTCUBICMAP: boolean;
  48038. USESPHERICALFROMREFLECTIONMAP: boolean;
  48039. USEIRRADIANCEMAP: boolean;
  48040. SPHERICAL_HARMONICS: boolean;
  48041. USESPHERICALINVERTEX: boolean;
  48042. REFLECTIONMAP_OPPOSITEZ: boolean;
  48043. LODINREFLECTIONALPHA: boolean;
  48044. GAMMAREFLECTION: boolean;
  48045. RGBDREFLECTION: boolean;
  48046. LINEARSPECULARREFLECTION: boolean;
  48047. RADIANCEOCCLUSION: boolean;
  48048. HORIZONOCCLUSION: boolean;
  48049. INSTANCES: boolean;
  48050. NUM_BONE_INFLUENCERS: number;
  48051. BonesPerMesh: number;
  48052. BONETEXTURE: boolean;
  48053. NONUNIFORMSCALING: boolean;
  48054. MORPHTARGETS: boolean;
  48055. MORPHTARGETS_NORMAL: boolean;
  48056. MORPHTARGETS_TANGENT: boolean;
  48057. MORPHTARGETS_UV: boolean;
  48058. NUM_MORPH_INFLUENCERS: number;
  48059. IMAGEPROCESSING: boolean;
  48060. VIGNETTE: boolean;
  48061. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48062. VIGNETTEBLENDMODEOPAQUE: boolean;
  48063. TONEMAPPING: boolean;
  48064. TONEMAPPING_ACES: boolean;
  48065. CONTRAST: boolean;
  48066. COLORCURVES: boolean;
  48067. COLORGRADING: boolean;
  48068. COLORGRADING3D: boolean;
  48069. SAMPLER3DGREENDEPTH: boolean;
  48070. SAMPLER3DBGRMAP: boolean;
  48071. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48072. EXPOSURE: boolean;
  48073. MULTIVIEW: boolean;
  48074. USEPHYSICALLIGHTFALLOFF: boolean;
  48075. USEGLTFLIGHTFALLOFF: boolean;
  48076. TWOSIDEDLIGHTING: boolean;
  48077. SHADOWFLOAT: boolean;
  48078. CLIPPLANE: boolean;
  48079. CLIPPLANE2: boolean;
  48080. CLIPPLANE3: boolean;
  48081. CLIPPLANE4: boolean;
  48082. POINTSIZE: boolean;
  48083. FOG: boolean;
  48084. LOGARITHMICDEPTH: boolean;
  48085. FORCENORMALFORWARD: boolean;
  48086. SPECULARAA: boolean;
  48087. CLEARCOAT: boolean;
  48088. CLEARCOAT_DEFAULTIOR: boolean;
  48089. CLEARCOAT_TEXTURE: boolean;
  48090. CLEARCOAT_TEXTUREDIRECTUV: number;
  48091. CLEARCOAT_BUMP: boolean;
  48092. CLEARCOAT_BUMPDIRECTUV: number;
  48093. CLEARCOAT_TINT: boolean;
  48094. CLEARCOAT_TINT_TEXTURE: boolean;
  48095. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48096. ANISOTROPIC: boolean;
  48097. ANISOTROPIC_TEXTURE: boolean;
  48098. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48099. BRDF_V_HEIGHT_CORRELATED: boolean;
  48100. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48101. SHEEN: boolean;
  48102. SHEEN_TEXTURE: boolean;
  48103. SHEEN_TEXTUREDIRECTUV: number;
  48104. SHEEN_LINKWITHALBEDO: boolean;
  48105. SUBSURFACE: boolean;
  48106. SS_REFRACTION: boolean;
  48107. SS_TRANSLUCENCY: boolean;
  48108. SS_SCATERRING: boolean;
  48109. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48110. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48111. SS_REFRACTIONMAP_3D: boolean;
  48112. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48113. SS_LODINREFRACTIONALPHA: boolean;
  48114. SS_GAMMAREFRACTION: boolean;
  48115. SS_RGBDREFRACTION: boolean;
  48116. SS_LINEARSPECULARREFRACTION: boolean;
  48117. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48118. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48119. UNLIT: boolean;
  48120. DEBUGMODE: number;
  48121. /**
  48122. * Initializes the PBR Material defines.
  48123. */
  48124. constructor();
  48125. /**
  48126. * Resets the PBR Material defines.
  48127. */
  48128. reset(): void;
  48129. }
  48130. /**
  48131. * The Physically based material base class of BJS.
  48132. *
  48133. * This offers the main features of a standard PBR material.
  48134. * For more information, please refer to the documentation :
  48135. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48136. */
  48137. export abstract class PBRBaseMaterial extends PushMaterial {
  48138. /**
  48139. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48140. */
  48141. static readonly PBRMATERIAL_OPAQUE: number;
  48142. /**
  48143. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48144. */
  48145. static readonly PBRMATERIAL_ALPHATEST: number;
  48146. /**
  48147. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48148. */
  48149. static readonly PBRMATERIAL_ALPHABLEND: number;
  48150. /**
  48151. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48152. * They are also discarded below the alpha cutoff threshold to improve performances.
  48153. */
  48154. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48155. /**
  48156. * Defines the default value of how much AO map is occluding the analytical lights
  48157. * (point spot...).
  48158. */
  48159. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48160. /**
  48161. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48162. */
  48163. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48164. /**
  48165. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48166. * to enhance interoperability with other engines.
  48167. */
  48168. static readonly LIGHTFALLOFF_GLTF: number;
  48169. /**
  48170. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48171. * to enhance interoperability with other materials.
  48172. */
  48173. static readonly LIGHTFALLOFF_STANDARD: number;
  48174. /**
  48175. * Intensity of the direct lights e.g. the four lights available in your scene.
  48176. * This impacts both the direct diffuse and specular highlights.
  48177. */
  48178. protected _directIntensity: number;
  48179. /**
  48180. * Intensity of the emissive part of the material.
  48181. * This helps controlling the emissive effect without modifying the emissive color.
  48182. */
  48183. protected _emissiveIntensity: number;
  48184. /**
  48185. * Intensity of the environment e.g. how much the environment will light the object
  48186. * either through harmonics for rough material or through the refelction for shiny ones.
  48187. */
  48188. protected _environmentIntensity: number;
  48189. /**
  48190. * This is a special control allowing the reduction of the specular highlights coming from the
  48191. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48192. */
  48193. protected _specularIntensity: number;
  48194. /**
  48195. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48196. */
  48197. private _lightingInfos;
  48198. /**
  48199. * Debug Control allowing disabling the bump map on this material.
  48200. */
  48201. protected _disableBumpMap: boolean;
  48202. /**
  48203. * AKA Diffuse Texture in standard nomenclature.
  48204. */
  48205. protected _albedoTexture: Nullable<BaseTexture>;
  48206. /**
  48207. * AKA Occlusion Texture in other nomenclature.
  48208. */
  48209. protected _ambientTexture: Nullable<BaseTexture>;
  48210. /**
  48211. * AKA Occlusion Texture Intensity in other nomenclature.
  48212. */
  48213. protected _ambientTextureStrength: number;
  48214. /**
  48215. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48216. * 1 means it completely occludes it
  48217. * 0 mean it has no impact
  48218. */
  48219. protected _ambientTextureImpactOnAnalyticalLights: number;
  48220. /**
  48221. * Stores the alpha values in a texture.
  48222. */
  48223. protected _opacityTexture: Nullable<BaseTexture>;
  48224. /**
  48225. * Stores the reflection values in a texture.
  48226. */
  48227. protected _reflectionTexture: Nullable<BaseTexture>;
  48228. /**
  48229. * Stores the emissive values in a texture.
  48230. */
  48231. protected _emissiveTexture: Nullable<BaseTexture>;
  48232. /**
  48233. * AKA Specular texture in other nomenclature.
  48234. */
  48235. protected _reflectivityTexture: Nullable<BaseTexture>;
  48236. /**
  48237. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48238. */
  48239. protected _metallicTexture: Nullable<BaseTexture>;
  48240. /**
  48241. * Specifies the metallic scalar of the metallic/roughness workflow.
  48242. * Can also be used to scale the metalness values of the metallic texture.
  48243. */
  48244. protected _metallic: Nullable<number>;
  48245. /**
  48246. * Specifies the roughness scalar of the metallic/roughness workflow.
  48247. * Can also be used to scale the roughness values of the metallic texture.
  48248. */
  48249. protected _roughness: Nullable<number>;
  48250. /**
  48251. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48252. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48253. */
  48254. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48255. /**
  48256. * Stores surface normal data used to displace a mesh in a texture.
  48257. */
  48258. protected _bumpTexture: Nullable<BaseTexture>;
  48259. /**
  48260. * Stores the pre-calculated light information of a mesh in a texture.
  48261. */
  48262. protected _lightmapTexture: Nullable<BaseTexture>;
  48263. /**
  48264. * The color of a material in ambient lighting.
  48265. */
  48266. protected _ambientColor: Color3;
  48267. /**
  48268. * AKA Diffuse Color in other nomenclature.
  48269. */
  48270. protected _albedoColor: Color3;
  48271. /**
  48272. * AKA Specular Color in other nomenclature.
  48273. */
  48274. protected _reflectivityColor: Color3;
  48275. /**
  48276. * The color applied when light is reflected from a material.
  48277. */
  48278. protected _reflectionColor: Color3;
  48279. /**
  48280. * The color applied when light is emitted from a material.
  48281. */
  48282. protected _emissiveColor: Color3;
  48283. /**
  48284. * AKA Glossiness in other nomenclature.
  48285. */
  48286. protected _microSurface: number;
  48287. /**
  48288. * Specifies that the material will use the light map as a show map.
  48289. */
  48290. protected _useLightmapAsShadowmap: boolean;
  48291. /**
  48292. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48293. * makes the reflect vector face the model (under horizon).
  48294. */
  48295. protected _useHorizonOcclusion: boolean;
  48296. /**
  48297. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48298. * too much the area relying on ambient texture to define their ambient occlusion.
  48299. */
  48300. protected _useRadianceOcclusion: boolean;
  48301. /**
  48302. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48303. */
  48304. protected _useAlphaFromAlbedoTexture: boolean;
  48305. /**
  48306. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48307. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48308. */
  48309. protected _useSpecularOverAlpha: boolean;
  48310. /**
  48311. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48312. */
  48313. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48314. /**
  48315. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48316. */
  48317. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48318. /**
  48319. * Specifies if the metallic texture contains the roughness information in its green channel.
  48320. */
  48321. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48322. /**
  48323. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48324. */
  48325. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48326. /**
  48327. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48328. */
  48329. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48330. /**
  48331. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48332. */
  48333. protected _useAmbientInGrayScale: boolean;
  48334. /**
  48335. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48336. * The material will try to infer what glossiness each pixel should be.
  48337. */
  48338. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48339. /**
  48340. * Defines the falloff type used in this material.
  48341. * It by default is Physical.
  48342. */
  48343. protected _lightFalloff: number;
  48344. /**
  48345. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48346. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48347. */
  48348. protected _useRadianceOverAlpha: boolean;
  48349. /**
  48350. * Allows using an object space normal map (instead of tangent space).
  48351. */
  48352. protected _useObjectSpaceNormalMap: boolean;
  48353. /**
  48354. * Allows using the bump map in parallax mode.
  48355. */
  48356. protected _useParallax: boolean;
  48357. /**
  48358. * Allows using the bump map in parallax occlusion mode.
  48359. */
  48360. protected _useParallaxOcclusion: boolean;
  48361. /**
  48362. * Controls the scale bias of the parallax mode.
  48363. */
  48364. protected _parallaxScaleBias: number;
  48365. /**
  48366. * If sets to true, disables all the lights affecting the material.
  48367. */
  48368. protected _disableLighting: boolean;
  48369. /**
  48370. * Number of Simultaneous lights allowed on the material.
  48371. */
  48372. protected _maxSimultaneousLights: number;
  48373. /**
  48374. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48375. */
  48376. protected _invertNormalMapX: boolean;
  48377. /**
  48378. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48379. */
  48380. protected _invertNormalMapY: boolean;
  48381. /**
  48382. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48383. */
  48384. protected _twoSidedLighting: boolean;
  48385. /**
  48386. * Defines the alpha limits in alpha test mode.
  48387. */
  48388. protected _alphaCutOff: number;
  48389. /**
  48390. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48391. */
  48392. protected _forceAlphaTest: boolean;
  48393. /**
  48394. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48395. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48396. */
  48397. protected _useAlphaFresnel: boolean;
  48398. /**
  48399. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48400. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48401. */
  48402. protected _useLinearAlphaFresnel: boolean;
  48403. /**
  48404. * The transparency mode of the material.
  48405. */
  48406. protected _transparencyMode: Nullable<number>;
  48407. /**
  48408. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48409. * from cos thetav and roughness:
  48410. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48411. */
  48412. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48413. /**
  48414. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48415. */
  48416. protected _forceIrradianceInFragment: boolean;
  48417. /**
  48418. * Force normal to face away from face.
  48419. */
  48420. protected _forceNormalForward: boolean;
  48421. /**
  48422. * Enables specular anti aliasing in the PBR shader.
  48423. * It will both interacts on the Geometry for analytical and IBL lighting.
  48424. * It also prefilter the roughness map based on the bump values.
  48425. */
  48426. protected _enableSpecularAntiAliasing: boolean;
  48427. /**
  48428. * Default configuration related to image processing available in the PBR Material.
  48429. */
  48430. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48431. /**
  48432. * Keep track of the image processing observer to allow dispose and replace.
  48433. */
  48434. private _imageProcessingObserver;
  48435. /**
  48436. * Attaches a new image processing configuration to the PBR Material.
  48437. * @param configuration
  48438. */
  48439. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48440. /**
  48441. * Stores the available render targets.
  48442. */
  48443. private _renderTargets;
  48444. /**
  48445. * Sets the global ambient color for the material used in lighting calculations.
  48446. */
  48447. private _globalAmbientColor;
  48448. /**
  48449. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48450. */
  48451. private _useLogarithmicDepth;
  48452. /**
  48453. * If set to true, no lighting calculations will be applied.
  48454. */
  48455. private _unlit;
  48456. private _debugMode;
  48457. /**
  48458. * @hidden
  48459. * This is reserved for the inspector.
  48460. * Defines the material debug mode.
  48461. * It helps seeing only some components of the material while troubleshooting.
  48462. */
  48463. debugMode: number;
  48464. /**
  48465. * @hidden
  48466. * This is reserved for the inspector.
  48467. * Specify from where on screen the debug mode should start.
  48468. * The value goes from -1 (full screen) to 1 (not visible)
  48469. * It helps with side by side comparison against the final render
  48470. * This defaults to -1
  48471. */
  48472. private debugLimit;
  48473. /**
  48474. * @hidden
  48475. * This is reserved for the inspector.
  48476. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48477. * You can use the factor to better multiply the final value.
  48478. */
  48479. private debugFactor;
  48480. /**
  48481. * Defines the clear coat layer parameters for the material.
  48482. */
  48483. readonly clearCoat: PBRClearCoatConfiguration;
  48484. /**
  48485. * Defines the anisotropic parameters for the material.
  48486. */
  48487. readonly anisotropy: PBRAnisotropicConfiguration;
  48488. /**
  48489. * Defines the BRDF parameters for the material.
  48490. */
  48491. readonly brdf: PBRBRDFConfiguration;
  48492. /**
  48493. * Defines the Sheen parameters for the material.
  48494. */
  48495. readonly sheen: PBRSheenConfiguration;
  48496. /**
  48497. * Defines the SubSurface parameters for the material.
  48498. */
  48499. readonly subSurface: PBRSubSurfaceConfiguration;
  48500. /**
  48501. * Custom callback helping to override the default shader used in the material.
  48502. */
  48503. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48504. /**
  48505. * Instantiates a new PBRMaterial instance.
  48506. *
  48507. * @param name The material name
  48508. * @param scene The scene the material will be use in.
  48509. */
  48510. constructor(name: string, scene: Scene);
  48511. /**
  48512. * Gets a boolean indicating that current material needs to register RTT
  48513. */
  48514. readonly hasRenderTargetTextures: boolean;
  48515. /**
  48516. * Gets the name of the material class.
  48517. */
  48518. getClassName(): string;
  48519. /**
  48520. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48521. */
  48522. /**
  48523. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48524. */
  48525. useLogarithmicDepth: boolean;
  48526. /**
  48527. * Gets the current transparency mode.
  48528. */
  48529. /**
  48530. * Sets the transparency mode of the material.
  48531. *
  48532. * | Value | Type | Description |
  48533. * | ----- | ----------------------------------- | ----------- |
  48534. * | 0 | OPAQUE | |
  48535. * | 1 | ALPHATEST | |
  48536. * | 2 | ALPHABLEND | |
  48537. * | 3 | ALPHATESTANDBLEND | |
  48538. *
  48539. */
  48540. transparencyMode: Nullable<number>;
  48541. /**
  48542. * Returns true if alpha blending should be disabled.
  48543. */
  48544. private readonly _disableAlphaBlending;
  48545. /**
  48546. * Specifies whether or not this material should be rendered in alpha blend mode.
  48547. */
  48548. needAlphaBlending(): boolean;
  48549. /**
  48550. * Specifies if the mesh will require alpha blending.
  48551. * @param mesh - BJS mesh.
  48552. */
  48553. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48554. /**
  48555. * Specifies whether or not this material should be rendered in alpha test mode.
  48556. */
  48557. needAlphaTesting(): boolean;
  48558. /**
  48559. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48560. */
  48561. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48562. /**
  48563. * Gets the texture used for the alpha test.
  48564. */
  48565. getAlphaTestTexture(): Nullable<BaseTexture>;
  48566. /**
  48567. * Specifies that the submesh is ready to be used.
  48568. * @param mesh - BJS mesh.
  48569. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48570. * @param useInstances - Specifies that instances should be used.
  48571. * @returns - boolean indicating that the submesh is ready or not.
  48572. */
  48573. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48574. /**
  48575. * Specifies if the material uses metallic roughness workflow.
  48576. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48577. */
  48578. isMetallicWorkflow(): boolean;
  48579. private _prepareEffect;
  48580. private _prepareDefines;
  48581. /**
  48582. * Force shader compilation
  48583. */
  48584. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48585. clipPlane: boolean;
  48586. }>): void;
  48587. /**
  48588. * Initializes the uniform buffer layout for the shader.
  48589. */
  48590. buildUniformLayout(): void;
  48591. /**
  48592. * Unbinds the material from the mesh
  48593. */
  48594. unbind(): void;
  48595. /**
  48596. * Binds the submesh data.
  48597. * @param world - The world matrix.
  48598. * @param mesh - The BJS mesh.
  48599. * @param subMesh - A submesh of the BJS mesh.
  48600. */
  48601. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48602. /**
  48603. * Returns the animatable textures.
  48604. * @returns - Array of animatable textures.
  48605. */
  48606. getAnimatables(): IAnimatable[];
  48607. /**
  48608. * Returns the texture used for reflections.
  48609. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48610. */
  48611. private _getReflectionTexture;
  48612. /**
  48613. * Returns an array of the actively used textures.
  48614. * @returns - Array of BaseTextures
  48615. */
  48616. getActiveTextures(): BaseTexture[];
  48617. /**
  48618. * Checks to see if a texture is used in the material.
  48619. * @param texture - Base texture to use.
  48620. * @returns - Boolean specifying if a texture is used in the material.
  48621. */
  48622. hasTexture(texture: BaseTexture): boolean;
  48623. /**
  48624. * Disposes the resources of the material.
  48625. * @param forceDisposeEffect - Forces the disposal of effects.
  48626. * @param forceDisposeTextures - Forces the disposal of all textures.
  48627. */
  48628. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48629. }
  48630. }
  48631. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48632. import { Nullable } from "babylonjs/types";
  48633. import { Scene } from "babylonjs/scene";
  48634. import { Color3 } from "babylonjs/Maths/math.color";
  48635. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48636. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48637. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48638. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48639. /**
  48640. * The Physically based material of BJS.
  48641. *
  48642. * This offers the main features of a standard PBR material.
  48643. * For more information, please refer to the documentation :
  48644. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48645. */
  48646. export class PBRMaterial extends PBRBaseMaterial {
  48647. /**
  48648. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48649. */
  48650. static readonly PBRMATERIAL_OPAQUE: number;
  48651. /**
  48652. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48653. */
  48654. static readonly PBRMATERIAL_ALPHATEST: number;
  48655. /**
  48656. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48657. */
  48658. static readonly PBRMATERIAL_ALPHABLEND: number;
  48659. /**
  48660. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48661. * They are also discarded below the alpha cutoff threshold to improve performances.
  48662. */
  48663. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48664. /**
  48665. * Defines the default value of how much AO map is occluding the analytical lights
  48666. * (point spot...).
  48667. */
  48668. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48669. /**
  48670. * Intensity of the direct lights e.g. the four lights available in your scene.
  48671. * This impacts both the direct diffuse and specular highlights.
  48672. */
  48673. directIntensity: number;
  48674. /**
  48675. * Intensity of the emissive part of the material.
  48676. * This helps controlling the emissive effect without modifying the emissive color.
  48677. */
  48678. emissiveIntensity: number;
  48679. /**
  48680. * Intensity of the environment e.g. how much the environment will light the object
  48681. * either through harmonics for rough material or through the refelction for shiny ones.
  48682. */
  48683. environmentIntensity: number;
  48684. /**
  48685. * This is a special control allowing the reduction of the specular highlights coming from the
  48686. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48687. */
  48688. specularIntensity: number;
  48689. /**
  48690. * Debug Control allowing disabling the bump map on this material.
  48691. */
  48692. disableBumpMap: boolean;
  48693. /**
  48694. * AKA Diffuse Texture in standard nomenclature.
  48695. */
  48696. albedoTexture: BaseTexture;
  48697. /**
  48698. * AKA Occlusion Texture in other nomenclature.
  48699. */
  48700. ambientTexture: BaseTexture;
  48701. /**
  48702. * AKA Occlusion Texture Intensity in other nomenclature.
  48703. */
  48704. ambientTextureStrength: number;
  48705. /**
  48706. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48707. * 1 means it completely occludes it
  48708. * 0 mean it has no impact
  48709. */
  48710. ambientTextureImpactOnAnalyticalLights: number;
  48711. /**
  48712. * Stores the alpha values in a texture.
  48713. */
  48714. opacityTexture: BaseTexture;
  48715. /**
  48716. * Stores the reflection values in a texture.
  48717. */
  48718. reflectionTexture: Nullable<BaseTexture>;
  48719. /**
  48720. * Stores the emissive values in a texture.
  48721. */
  48722. emissiveTexture: BaseTexture;
  48723. /**
  48724. * AKA Specular texture in other nomenclature.
  48725. */
  48726. reflectivityTexture: BaseTexture;
  48727. /**
  48728. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48729. */
  48730. metallicTexture: BaseTexture;
  48731. /**
  48732. * Specifies the metallic scalar of the metallic/roughness workflow.
  48733. * Can also be used to scale the metalness values of the metallic texture.
  48734. */
  48735. metallic: Nullable<number>;
  48736. /**
  48737. * Specifies the roughness scalar of the metallic/roughness workflow.
  48738. * Can also be used to scale the roughness values of the metallic texture.
  48739. */
  48740. roughness: Nullable<number>;
  48741. /**
  48742. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48743. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48744. */
  48745. microSurfaceTexture: BaseTexture;
  48746. /**
  48747. * Stores surface normal data used to displace a mesh in a texture.
  48748. */
  48749. bumpTexture: BaseTexture;
  48750. /**
  48751. * Stores the pre-calculated light information of a mesh in a texture.
  48752. */
  48753. lightmapTexture: BaseTexture;
  48754. /**
  48755. * Stores the refracted light information in a texture.
  48756. */
  48757. refractionTexture: Nullable<BaseTexture>;
  48758. /**
  48759. * The color of a material in ambient lighting.
  48760. */
  48761. ambientColor: Color3;
  48762. /**
  48763. * AKA Diffuse Color in other nomenclature.
  48764. */
  48765. albedoColor: Color3;
  48766. /**
  48767. * AKA Specular Color in other nomenclature.
  48768. */
  48769. reflectivityColor: Color3;
  48770. /**
  48771. * The color reflected from the material.
  48772. */
  48773. reflectionColor: Color3;
  48774. /**
  48775. * The color emitted from the material.
  48776. */
  48777. emissiveColor: Color3;
  48778. /**
  48779. * AKA Glossiness in other nomenclature.
  48780. */
  48781. microSurface: number;
  48782. /**
  48783. * source material index of refraction (IOR)' / 'destination material IOR.
  48784. */
  48785. indexOfRefraction: number;
  48786. /**
  48787. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48788. */
  48789. invertRefractionY: boolean;
  48790. /**
  48791. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48792. * Materials half opaque for instance using refraction could benefit from this control.
  48793. */
  48794. linkRefractionWithTransparency: boolean;
  48795. /**
  48796. * If true, the light map contains occlusion information instead of lighting info.
  48797. */
  48798. useLightmapAsShadowmap: boolean;
  48799. /**
  48800. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48801. */
  48802. useAlphaFromAlbedoTexture: boolean;
  48803. /**
  48804. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48805. */
  48806. forceAlphaTest: boolean;
  48807. /**
  48808. * Defines the alpha limits in alpha test mode.
  48809. */
  48810. alphaCutOff: number;
  48811. /**
  48812. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  48813. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48814. */
  48815. useSpecularOverAlpha: boolean;
  48816. /**
  48817. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48818. */
  48819. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48820. /**
  48821. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48822. */
  48823. useRoughnessFromMetallicTextureAlpha: boolean;
  48824. /**
  48825. * Specifies if the metallic texture contains the roughness information in its green channel.
  48826. */
  48827. useRoughnessFromMetallicTextureGreen: boolean;
  48828. /**
  48829. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48830. */
  48831. useMetallnessFromMetallicTextureBlue: boolean;
  48832. /**
  48833. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48834. */
  48835. useAmbientOcclusionFromMetallicTextureRed: boolean;
  48836. /**
  48837. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48838. */
  48839. useAmbientInGrayScale: boolean;
  48840. /**
  48841. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48842. * The material will try to infer what glossiness each pixel should be.
  48843. */
  48844. useAutoMicroSurfaceFromReflectivityMap: boolean;
  48845. /**
  48846. * BJS is using an harcoded light falloff based on a manually sets up range.
  48847. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48848. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48849. */
  48850. /**
  48851. * BJS is using an harcoded light falloff based on a manually sets up range.
  48852. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  48853. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  48854. */
  48855. usePhysicalLightFalloff: boolean;
  48856. /**
  48857. * In order to support the falloff compatibility with gltf, a special mode has been added
  48858. * to reproduce the gltf light falloff.
  48859. */
  48860. /**
  48861. * In order to support the falloff compatibility with gltf, a special mode has been added
  48862. * to reproduce the gltf light falloff.
  48863. */
  48864. useGLTFLightFalloff: boolean;
  48865. /**
  48866. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48867. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48868. */
  48869. useRadianceOverAlpha: boolean;
  48870. /**
  48871. * Allows using an object space normal map (instead of tangent space).
  48872. */
  48873. useObjectSpaceNormalMap: boolean;
  48874. /**
  48875. * Allows using the bump map in parallax mode.
  48876. */
  48877. useParallax: boolean;
  48878. /**
  48879. * Allows using the bump map in parallax occlusion mode.
  48880. */
  48881. useParallaxOcclusion: boolean;
  48882. /**
  48883. * Controls the scale bias of the parallax mode.
  48884. */
  48885. parallaxScaleBias: number;
  48886. /**
  48887. * If sets to true, disables all the lights affecting the material.
  48888. */
  48889. disableLighting: boolean;
  48890. /**
  48891. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48892. */
  48893. forceIrradianceInFragment: boolean;
  48894. /**
  48895. * Number of Simultaneous lights allowed on the material.
  48896. */
  48897. maxSimultaneousLights: number;
  48898. /**
  48899. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  48900. */
  48901. invertNormalMapX: boolean;
  48902. /**
  48903. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  48904. */
  48905. invertNormalMapY: boolean;
  48906. /**
  48907. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48908. */
  48909. twoSidedLighting: boolean;
  48910. /**
  48911. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48912. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48913. */
  48914. useAlphaFresnel: boolean;
  48915. /**
  48916. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48917. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48918. */
  48919. useLinearAlphaFresnel: boolean;
  48920. /**
  48921. * Let user defines the brdf lookup texture used for IBL.
  48922. * A default 8bit version is embedded but you could point at :
  48923. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  48924. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  48925. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  48926. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  48927. */
  48928. environmentBRDFTexture: Nullable<BaseTexture>;
  48929. /**
  48930. * Force normal to face away from face.
  48931. */
  48932. forceNormalForward: boolean;
  48933. /**
  48934. * Enables specular anti aliasing in the PBR shader.
  48935. * It will both interacts on the Geometry for analytical and IBL lighting.
  48936. * It also prefilter the roughness map based on the bump values.
  48937. */
  48938. enableSpecularAntiAliasing: boolean;
  48939. /**
  48940. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48941. * makes the reflect vector face the model (under horizon).
  48942. */
  48943. useHorizonOcclusion: boolean;
  48944. /**
  48945. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48946. * too much the area relying on ambient texture to define their ambient occlusion.
  48947. */
  48948. useRadianceOcclusion: boolean;
  48949. /**
  48950. * If set to true, no lighting calculations will be applied.
  48951. */
  48952. unlit: boolean;
  48953. /**
  48954. * Gets the image processing configuration used either in this material.
  48955. */
  48956. /**
  48957. * Sets the Default image processing configuration used either in the this material.
  48958. *
  48959. * If sets to null, the scene one is in use.
  48960. */
  48961. imageProcessingConfiguration: ImageProcessingConfiguration;
  48962. /**
  48963. * Gets wether the color curves effect is enabled.
  48964. */
  48965. /**
  48966. * Sets wether the color curves effect is enabled.
  48967. */
  48968. cameraColorCurvesEnabled: boolean;
  48969. /**
  48970. * Gets wether the color grading effect is enabled.
  48971. */
  48972. /**
  48973. * Gets wether the color grading effect is enabled.
  48974. */
  48975. cameraColorGradingEnabled: boolean;
  48976. /**
  48977. * Gets wether tonemapping is enabled or not.
  48978. */
  48979. /**
  48980. * Sets wether tonemapping is enabled or not
  48981. */
  48982. cameraToneMappingEnabled: boolean;
  48983. /**
  48984. * The camera exposure used on this material.
  48985. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48986. * This corresponds to a photographic exposure.
  48987. */
  48988. /**
  48989. * The camera exposure used on this material.
  48990. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48991. * This corresponds to a photographic exposure.
  48992. */
  48993. cameraExposure: number;
  48994. /**
  48995. * Gets The camera contrast used on this material.
  48996. */
  48997. /**
  48998. * Sets The camera contrast used on this material.
  48999. */
  49000. cameraContrast: number;
  49001. /**
  49002. * Gets the Color Grading 2D Lookup Texture.
  49003. */
  49004. /**
  49005. * Sets the Color Grading 2D Lookup Texture.
  49006. */
  49007. cameraColorGradingTexture: Nullable<BaseTexture>;
  49008. /**
  49009. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49010. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49011. * 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;
  49012. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49013. */
  49014. /**
  49015. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49016. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49017. * 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;
  49018. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49019. */
  49020. cameraColorCurves: Nullable<ColorCurves>;
  49021. /**
  49022. * Instantiates a new PBRMaterial instance.
  49023. *
  49024. * @param name The material name
  49025. * @param scene The scene the material will be use in.
  49026. */
  49027. constructor(name: string, scene: Scene);
  49028. /**
  49029. * Returns the name of this material class.
  49030. */
  49031. getClassName(): string;
  49032. /**
  49033. * Makes a duplicate of the current material.
  49034. * @param name - name to use for the new material.
  49035. */
  49036. clone(name: string): PBRMaterial;
  49037. /**
  49038. * Serializes this PBR Material.
  49039. * @returns - An object with the serialized material.
  49040. */
  49041. serialize(): any;
  49042. /**
  49043. * Parses a PBR Material from a serialized object.
  49044. * @param source - Serialized object.
  49045. * @param scene - BJS scene instance.
  49046. * @param rootUrl - url for the scene object
  49047. * @returns - PBRMaterial
  49048. */
  49049. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49050. }
  49051. }
  49052. declare module "babylonjs/Misc/dds" {
  49053. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49054. import { Engine } from "babylonjs/Engines/engine";
  49055. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49056. import { Nullable } from "babylonjs/types";
  49057. import { Scene } from "babylonjs/scene";
  49058. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49059. /**
  49060. * Direct draw surface info
  49061. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49062. */
  49063. export interface DDSInfo {
  49064. /**
  49065. * Width of the texture
  49066. */
  49067. width: number;
  49068. /**
  49069. * Width of the texture
  49070. */
  49071. height: number;
  49072. /**
  49073. * Number of Mipmaps for the texture
  49074. * @see https://en.wikipedia.org/wiki/Mipmap
  49075. */
  49076. mipmapCount: number;
  49077. /**
  49078. * If the textures format is a known fourCC format
  49079. * @see https://www.fourcc.org/
  49080. */
  49081. isFourCC: boolean;
  49082. /**
  49083. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49084. */
  49085. isRGB: boolean;
  49086. /**
  49087. * If the texture is a lumincance format
  49088. */
  49089. isLuminance: boolean;
  49090. /**
  49091. * If this is a cube texture
  49092. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49093. */
  49094. isCube: boolean;
  49095. /**
  49096. * If the texture is a compressed format eg. FOURCC_DXT1
  49097. */
  49098. isCompressed: boolean;
  49099. /**
  49100. * The dxgiFormat of the texture
  49101. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49102. */
  49103. dxgiFormat: number;
  49104. /**
  49105. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49106. */
  49107. textureType: number;
  49108. /**
  49109. * Sphericle polynomial created for the dds texture
  49110. */
  49111. sphericalPolynomial?: SphericalPolynomial;
  49112. }
  49113. /**
  49114. * Class used to provide DDS decompression tools
  49115. */
  49116. export class DDSTools {
  49117. /**
  49118. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49119. */
  49120. static StoreLODInAlphaChannel: boolean;
  49121. /**
  49122. * Gets DDS information from an array buffer
  49123. * @param arrayBuffer defines the array buffer to read data from
  49124. * @returns the DDS information
  49125. */
  49126. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49127. private static _FloatView;
  49128. private static _Int32View;
  49129. private static _ToHalfFloat;
  49130. private static _FromHalfFloat;
  49131. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49132. private static _GetHalfFloatRGBAArrayBuffer;
  49133. private static _GetFloatRGBAArrayBuffer;
  49134. private static _GetFloatAsUIntRGBAArrayBuffer;
  49135. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49136. private static _GetRGBAArrayBuffer;
  49137. private static _ExtractLongWordOrder;
  49138. private static _GetRGBArrayBuffer;
  49139. private static _GetLuminanceArrayBuffer;
  49140. /**
  49141. * Uploads DDS Levels to a Babylon Texture
  49142. * @hidden
  49143. */
  49144. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49145. }
  49146. module "babylonjs/Engines/engine" {
  49147. interface Engine {
  49148. /**
  49149. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49150. * @param rootUrl defines the url where the file to load is located
  49151. * @param scene defines the current scene
  49152. * @param lodScale defines scale to apply to the mip map selection
  49153. * @param lodOffset defines offset to apply to the mip map selection
  49154. * @param onLoad defines an optional callback raised when the texture is loaded
  49155. * @param onError defines an optional callback raised if there is an issue to load the texture
  49156. * @param format defines the format of the data
  49157. * @param forcedExtension defines the extension to use to pick the right loader
  49158. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49159. * @returns the cube texture as an InternalTexture
  49160. */
  49161. 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;
  49162. }
  49163. }
  49164. }
  49165. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49166. import { Nullable } from "babylonjs/types";
  49167. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49168. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49169. /**
  49170. * Implementation of the DDS Texture Loader.
  49171. * @hidden
  49172. */
  49173. export class _DDSTextureLoader implements IInternalTextureLoader {
  49174. /**
  49175. * Defines wether the loader supports cascade loading the different faces.
  49176. */
  49177. readonly supportCascades: boolean;
  49178. /**
  49179. * This returns if the loader support the current file information.
  49180. * @param extension defines the file extension of the file being loaded
  49181. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49182. * @param fallback defines the fallback internal texture if any
  49183. * @param isBase64 defines whether the texture is encoded as a base64
  49184. * @param isBuffer defines whether the texture data are stored as a buffer
  49185. * @returns true if the loader can load the specified file
  49186. */
  49187. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49188. /**
  49189. * Transform the url before loading if required.
  49190. * @param rootUrl the url of the texture
  49191. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49192. * @returns the transformed texture
  49193. */
  49194. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49195. /**
  49196. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49197. * @param rootUrl the url of the texture
  49198. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49199. * @returns the fallback texture
  49200. */
  49201. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49202. /**
  49203. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49204. * @param data contains the texture data
  49205. * @param texture defines the BabylonJS internal texture
  49206. * @param createPolynomials will be true if polynomials have been requested
  49207. * @param onLoad defines the callback to trigger once the texture is ready
  49208. * @param onError defines the callback to trigger in case of error
  49209. */
  49210. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49211. /**
  49212. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49213. * @param data contains the texture data
  49214. * @param texture defines the BabylonJS internal texture
  49215. * @param callback defines the method to call once ready to upload
  49216. */
  49217. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49218. }
  49219. }
  49220. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49221. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49222. /** @hidden */
  49223. export var rgbdEncodePixelShader: {
  49224. name: string;
  49225. shader: string;
  49226. };
  49227. }
  49228. declare module "babylonjs/Misc/environmentTextureTools" {
  49229. import { Nullable } from "babylonjs/types";
  49230. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49231. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49232. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49233. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49234. import "babylonjs/Shaders/rgbdEncode.fragment";
  49235. import "babylonjs/Shaders/rgbdDecode.fragment";
  49236. /**
  49237. * Raw texture data and descriptor sufficient for WebGL texture upload
  49238. */
  49239. export interface EnvironmentTextureInfo {
  49240. /**
  49241. * Version of the environment map
  49242. */
  49243. version: number;
  49244. /**
  49245. * Width of image
  49246. */
  49247. width: number;
  49248. /**
  49249. * Irradiance information stored in the file.
  49250. */
  49251. irradiance: any;
  49252. /**
  49253. * Specular information stored in the file.
  49254. */
  49255. specular: any;
  49256. }
  49257. /**
  49258. * Sets of helpers addressing the serialization and deserialization of environment texture
  49259. * stored in a BabylonJS env file.
  49260. * Those files are usually stored as .env files.
  49261. */
  49262. export class EnvironmentTextureTools {
  49263. /**
  49264. * Magic number identifying the env file.
  49265. */
  49266. private static _MagicBytes;
  49267. /**
  49268. * Gets the environment info from an env file.
  49269. * @param data The array buffer containing the .env bytes.
  49270. * @returns the environment file info (the json header) if successfully parsed.
  49271. */
  49272. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49273. /**
  49274. * Creates an environment texture from a loaded cube texture.
  49275. * @param texture defines the cube texture to convert in env file
  49276. * @return a promise containing the environment data if succesfull.
  49277. */
  49278. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49279. /**
  49280. * Creates a JSON representation of the spherical data.
  49281. * @param texture defines the texture containing the polynomials
  49282. * @return the JSON representation of the spherical info
  49283. */
  49284. private static _CreateEnvTextureIrradiance;
  49285. /**
  49286. * Uploads the texture info contained in the env file to the GPU.
  49287. * @param texture defines the internal texture to upload to
  49288. * @param arrayBuffer defines the buffer cotaining the data to load
  49289. * @param info defines the texture info retrieved through the GetEnvInfo method
  49290. * @returns a promise
  49291. */
  49292. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49293. /**
  49294. * Uploads the levels of image data to the GPU.
  49295. * @param texture defines the internal texture to upload to
  49296. * @param imageData defines the array buffer views of image data [mipmap][face]
  49297. * @returns a promise
  49298. */
  49299. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49300. /**
  49301. * Uploads spherical polynomials information to the texture.
  49302. * @param texture defines the texture we are trying to upload the information to
  49303. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49304. */
  49305. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49306. /** @hidden */
  49307. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49308. }
  49309. }
  49310. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49311. import { Nullable } from "babylonjs/types";
  49312. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49313. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49314. /**
  49315. * Implementation of the ENV Texture Loader.
  49316. * @hidden
  49317. */
  49318. export class _ENVTextureLoader implements IInternalTextureLoader {
  49319. /**
  49320. * Defines wether the loader supports cascade loading the different faces.
  49321. */
  49322. readonly supportCascades: boolean;
  49323. /**
  49324. * This returns if the loader support the current file information.
  49325. * @param extension defines the file extension of the file being loaded
  49326. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49327. * @param fallback defines the fallback internal texture if any
  49328. * @param isBase64 defines whether the texture is encoded as a base64
  49329. * @param isBuffer defines whether the texture data are stored as a buffer
  49330. * @returns true if the loader can load the specified file
  49331. */
  49332. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49333. /**
  49334. * Transform the url before loading if required.
  49335. * @param rootUrl the url of the texture
  49336. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49337. * @returns the transformed texture
  49338. */
  49339. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49340. /**
  49341. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49342. * @param rootUrl the url of the texture
  49343. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49344. * @returns the fallback texture
  49345. */
  49346. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49347. /**
  49348. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49349. * @param data contains the texture data
  49350. * @param texture defines the BabylonJS internal texture
  49351. * @param createPolynomials will be true if polynomials have been requested
  49352. * @param onLoad defines the callback to trigger once the texture is ready
  49353. * @param onError defines the callback to trigger in case of error
  49354. */
  49355. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49356. /**
  49357. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49358. * @param data contains the texture data
  49359. * @param texture defines the BabylonJS internal texture
  49360. * @param callback defines the method to call once ready to upload
  49361. */
  49362. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49363. }
  49364. }
  49365. declare module "babylonjs/Misc/khronosTextureContainer" {
  49366. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49367. /**
  49368. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49369. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49370. */
  49371. export class KhronosTextureContainer {
  49372. /** contents of the KTX container file */
  49373. arrayBuffer: any;
  49374. private static HEADER_LEN;
  49375. private static COMPRESSED_2D;
  49376. private static COMPRESSED_3D;
  49377. private static TEX_2D;
  49378. private static TEX_3D;
  49379. /**
  49380. * Gets the openGL type
  49381. */
  49382. glType: number;
  49383. /**
  49384. * Gets the openGL type size
  49385. */
  49386. glTypeSize: number;
  49387. /**
  49388. * Gets the openGL format
  49389. */
  49390. glFormat: number;
  49391. /**
  49392. * Gets the openGL internal format
  49393. */
  49394. glInternalFormat: number;
  49395. /**
  49396. * Gets the base internal format
  49397. */
  49398. glBaseInternalFormat: number;
  49399. /**
  49400. * Gets image width in pixel
  49401. */
  49402. pixelWidth: number;
  49403. /**
  49404. * Gets image height in pixel
  49405. */
  49406. pixelHeight: number;
  49407. /**
  49408. * Gets image depth in pixels
  49409. */
  49410. pixelDepth: number;
  49411. /**
  49412. * Gets the number of array elements
  49413. */
  49414. numberOfArrayElements: number;
  49415. /**
  49416. * Gets the number of faces
  49417. */
  49418. numberOfFaces: number;
  49419. /**
  49420. * Gets the number of mipmap levels
  49421. */
  49422. numberOfMipmapLevels: number;
  49423. /**
  49424. * Gets the bytes of key value data
  49425. */
  49426. bytesOfKeyValueData: number;
  49427. /**
  49428. * Gets the load type
  49429. */
  49430. loadType: number;
  49431. /**
  49432. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49433. */
  49434. isInvalid: boolean;
  49435. /**
  49436. * Creates a new KhronosTextureContainer
  49437. * @param arrayBuffer contents of the KTX container file
  49438. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49439. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49440. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49441. */
  49442. constructor(
  49443. /** contents of the KTX container file */
  49444. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49445. /**
  49446. * Uploads KTX content to a Babylon Texture.
  49447. * It is assumed that the texture has already been created & is currently bound
  49448. * @hidden
  49449. */
  49450. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49451. private _upload2DCompressedLevels;
  49452. }
  49453. }
  49454. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49455. import { Nullable } from "babylonjs/types";
  49456. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49457. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49458. /**
  49459. * Implementation of the KTX Texture Loader.
  49460. * @hidden
  49461. */
  49462. export class _KTXTextureLoader implements IInternalTextureLoader {
  49463. /**
  49464. * Defines wether the loader supports cascade loading the different faces.
  49465. */
  49466. readonly supportCascades: boolean;
  49467. /**
  49468. * This returns if the loader support the current file information.
  49469. * @param extension defines the file extension of the file being loaded
  49470. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49471. * @param fallback defines the fallback internal texture if any
  49472. * @param isBase64 defines whether the texture is encoded as a base64
  49473. * @param isBuffer defines whether the texture data are stored as a buffer
  49474. * @returns true if the loader can load the specified file
  49475. */
  49476. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49477. /**
  49478. * Transform the url before loading if required.
  49479. * @param rootUrl the url of the texture
  49480. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49481. * @returns the transformed texture
  49482. */
  49483. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49484. /**
  49485. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49486. * @param rootUrl the url of the texture
  49487. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49488. * @returns the fallback texture
  49489. */
  49490. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49491. /**
  49492. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49493. * @param data contains the texture data
  49494. * @param texture defines the BabylonJS internal texture
  49495. * @param createPolynomials will be true if polynomials have been requested
  49496. * @param onLoad defines the callback to trigger once the texture is ready
  49497. * @param onError defines the callback to trigger in case of error
  49498. */
  49499. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49500. /**
  49501. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49502. * @param data contains the texture data
  49503. * @param texture defines the BabylonJS internal texture
  49504. * @param callback defines the method to call once ready to upload
  49505. */
  49506. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49507. }
  49508. }
  49509. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49510. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49511. import { Scene } from "babylonjs/scene";
  49512. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49513. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49514. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49515. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49516. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49517. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49518. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49519. /**
  49520. * Options for the default xr helper
  49521. */
  49522. export class WebXRDefaultExperienceOptions {
  49523. /**
  49524. * Floor meshes that should be used for teleporting
  49525. */
  49526. floorMeshes: Array<AbstractMesh>;
  49527. }
  49528. /**
  49529. * Default experience which provides a similar setup to the previous webVRExperience
  49530. */
  49531. export class WebXRDefaultExperience {
  49532. /**
  49533. * Base experience
  49534. */
  49535. baseExperience: WebXRExperienceHelper;
  49536. /**
  49537. * Input experience extension
  49538. */
  49539. input: WebXRInput;
  49540. /**
  49541. * Loads the controller models
  49542. */
  49543. controllerModelLoader: WebXRControllerModelLoader;
  49544. /**
  49545. * Enables laser pointer and selection
  49546. */
  49547. pointerSelection: WebXRControllerPointerSelection;
  49548. /**
  49549. * Enables teleportation
  49550. */
  49551. teleportation: WebXRControllerTeleportation;
  49552. /**
  49553. * Enables ui for enetering/exiting xr
  49554. */
  49555. enterExitUI: WebXREnterExitUI;
  49556. /**
  49557. * Default output canvas xr should render to
  49558. */
  49559. outputCanvas: WebXRManagedOutputCanvas;
  49560. /**
  49561. * Creates the default xr experience
  49562. * @param scene scene
  49563. * @param options options for basic configuration
  49564. * @returns resulting WebXRDefaultExperience
  49565. */
  49566. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49567. private constructor();
  49568. /**
  49569. * DIsposes of the experience helper
  49570. */
  49571. dispose(): void;
  49572. }
  49573. }
  49574. declare module "babylonjs/Helpers/sceneHelpers" {
  49575. import { Nullable } from "babylonjs/types";
  49576. import { Mesh } from "babylonjs/Meshes/mesh";
  49577. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49578. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49579. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49580. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49581. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49582. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49583. import "babylonjs/Meshes/Builders/boxBuilder";
  49584. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49585. /** @hidden */
  49586. export var _forceSceneHelpersToBundle: boolean;
  49587. module "babylonjs/scene" {
  49588. interface Scene {
  49589. /**
  49590. * Creates a default light for the scene.
  49591. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49592. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49593. */
  49594. createDefaultLight(replace?: boolean): void;
  49595. /**
  49596. * Creates a default camera for the scene.
  49597. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49598. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49599. * @param replace has default false, when true replaces the active camera in the scene
  49600. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49601. */
  49602. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49603. /**
  49604. * Creates a default camera and a default light.
  49605. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49606. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49607. * @param replace has the default false, when true replaces the active camera/light in the scene
  49608. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49609. */
  49610. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49611. /**
  49612. * Creates a new sky box
  49613. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49614. * @param environmentTexture defines the texture to use as environment texture
  49615. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49616. * @param scale defines the overall scale of the skybox
  49617. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49618. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49619. * @returns a new mesh holding the sky box
  49620. */
  49621. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49622. /**
  49623. * Creates a new environment
  49624. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49625. * @param options defines the options you can use to configure the environment
  49626. * @returns the new EnvironmentHelper
  49627. */
  49628. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49629. /**
  49630. * Creates a new VREXperienceHelper
  49631. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49632. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49633. * @returns a new VREXperienceHelper
  49634. */
  49635. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49636. /**
  49637. * Creates a new WebXRDefaultExperience
  49638. * @see http://doc.babylonjs.com/how_to/webxr
  49639. * @param options experience options
  49640. * @returns a promise for a new WebXRDefaultExperience
  49641. */
  49642. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49643. }
  49644. }
  49645. }
  49646. declare module "babylonjs/Helpers/videoDome" {
  49647. import { Scene } from "babylonjs/scene";
  49648. import { TransformNode } from "babylonjs/Meshes/transformNode";
  49649. import { Mesh } from "babylonjs/Meshes/mesh";
  49650. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  49651. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  49652. import "babylonjs/Meshes/Builders/sphereBuilder";
  49653. /**
  49654. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  49655. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  49656. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  49657. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  49658. */
  49659. export class VideoDome extends TransformNode {
  49660. /**
  49661. * Define the video source as a Monoscopic panoramic 360 video.
  49662. */
  49663. static readonly MODE_MONOSCOPIC: number;
  49664. /**
  49665. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49666. */
  49667. static readonly MODE_TOPBOTTOM: number;
  49668. /**
  49669. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49670. */
  49671. static readonly MODE_SIDEBYSIDE: number;
  49672. private _useDirectMapping;
  49673. /**
  49674. * The video texture being displayed on the sphere
  49675. */
  49676. protected _videoTexture: VideoTexture;
  49677. /**
  49678. * Gets the video texture being displayed on the sphere
  49679. */
  49680. readonly videoTexture: VideoTexture;
  49681. /**
  49682. * The skybox material
  49683. */
  49684. protected _material: BackgroundMaterial;
  49685. /**
  49686. * The surface used for the skybox
  49687. */
  49688. protected _mesh: Mesh;
  49689. /**
  49690. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  49691. * Also see the options.resolution property.
  49692. */
  49693. fovMultiplier: number;
  49694. private _videoMode;
  49695. /**
  49696. * Gets or set the current video mode for the video. It can be:
  49697. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  49698. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  49699. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  49700. */
  49701. videoMode: number;
  49702. /**
  49703. * Oberserver used in Stereoscopic VR Mode.
  49704. */
  49705. private _onBeforeCameraRenderObserver;
  49706. /**
  49707. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  49708. * @param name Element's name, child elements will append suffixes for their own names.
  49709. * @param urlsOrVideo defines the url(s) or the video element to use
  49710. * @param options An object containing optional or exposed sub element properties
  49711. */
  49712. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  49713. resolution?: number;
  49714. clickToPlay?: boolean;
  49715. autoPlay?: boolean;
  49716. loop?: boolean;
  49717. size?: number;
  49718. poster?: string;
  49719. faceForward?: boolean;
  49720. useDirectMapping?: boolean;
  49721. }, scene: Scene);
  49722. private _changeVideoMode;
  49723. /**
  49724. * Releases resources associated with this node.
  49725. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  49726. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  49727. */
  49728. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  49729. }
  49730. }
  49731. declare module "babylonjs/Helpers/index" {
  49732. export * from "babylonjs/Helpers/environmentHelper";
  49733. export * from "babylonjs/Helpers/photoDome";
  49734. export * from "babylonjs/Helpers/sceneHelpers";
  49735. export * from "babylonjs/Helpers/videoDome";
  49736. }
  49737. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  49738. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49739. import { IDisposable } from "babylonjs/scene";
  49740. import { Engine } from "babylonjs/Engines/engine";
  49741. /**
  49742. * This class can be used to get instrumentation data from a Babylon engine
  49743. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49744. */
  49745. export class EngineInstrumentation implements IDisposable {
  49746. /**
  49747. * Define the instrumented engine.
  49748. */
  49749. engine: Engine;
  49750. private _captureGPUFrameTime;
  49751. private _gpuFrameTimeToken;
  49752. private _gpuFrameTime;
  49753. private _captureShaderCompilationTime;
  49754. private _shaderCompilationTime;
  49755. private _onBeginFrameObserver;
  49756. private _onEndFrameObserver;
  49757. private _onBeforeShaderCompilationObserver;
  49758. private _onAfterShaderCompilationObserver;
  49759. /**
  49760. * Gets the perf counter used for GPU frame time
  49761. */
  49762. readonly gpuFrameTimeCounter: PerfCounter;
  49763. /**
  49764. * Gets the GPU frame time capture status
  49765. */
  49766. /**
  49767. * Enable or disable the GPU frame time capture
  49768. */
  49769. captureGPUFrameTime: boolean;
  49770. /**
  49771. * Gets the perf counter used for shader compilation time
  49772. */
  49773. readonly shaderCompilationTimeCounter: PerfCounter;
  49774. /**
  49775. * Gets the shader compilation time capture status
  49776. */
  49777. /**
  49778. * Enable or disable the shader compilation time capture
  49779. */
  49780. captureShaderCompilationTime: boolean;
  49781. /**
  49782. * Instantiates a new engine instrumentation.
  49783. * This class can be used to get instrumentation data from a Babylon engine
  49784. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  49785. * @param engine Defines the engine to instrument
  49786. */
  49787. constructor(
  49788. /**
  49789. * Define the instrumented engine.
  49790. */
  49791. engine: Engine);
  49792. /**
  49793. * Dispose and release associated resources.
  49794. */
  49795. dispose(): void;
  49796. }
  49797. }
  49798. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  49799. import { Scene, IDisposable } from "babylonjs/scene";
  49800. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  49801. /**
  49802. * This class can be used to get instrumentation data from a Babylon engine
  49803. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49804. */
  49805. export class SceneInstrumentation implements IDisposable {
  49806. /**
  49807. * Defines the scene to instrument
  49808. */
  49809. scene: Scene;
  49810. private _captureActiveMeshesEvaluationTime;
  49811. private _activeMeshesEvaluationTime;
  49812. private _captureRenderTargetsRenderTime;
  49813. private _renderTargetsRenderTime;
  49814. private _captureFrameTime;
  49815. private _frameTime;
  49816. private _captureRenderTime;
  49817. private _renderTime;
  49818. private _captureInterFrameTime;
  49819. private _interFrameTime;
  49820. private _captureParticlesRenderTime;
  49821. private _particlesRenderTime;
  49822. private _captureSpritesRenderTime;
  49823. private _spritesRenderTime;
  49824. private _capturePhysicsTime;
  49825. private _physicsTime;
  49826. private _captureAnimationsTime;
  49827. private _animationsTime;
  49828. private _captureCameraRenderTime;
  49829. private _cameraRenderTime;
  49830. private _onBeforeActiveMeshesEvaluationObserver;
  49831. private _onAfterActiveMeshesEvaluationObserver;
  49832. private _onBeforeRenderTargetsRenderObserver;
  49833. private _onAfterRenderTargetsRenderObserver;
  49834. private _onAfterRenderObserver;
  49835. private _onBeforeDrawPhaseObserver;
  49836. private _onAfterDrawPhaseObserver;
  49837. private _onBeforeAnimationsObserver;
  49838. private _onBeforeParticlesRenderingObserver;
  49839. private _onAfterParticlesRenderingObserver;
  49840. private _onBeforeSpritesRenderingObserver;
  49841. private _onAfterSpritesRenderingObserver;
  49842. private _onBeforePhysicsObserver;
  49843. private _onAfterPhysicsObserver;
  49844. private _onAfterAnimationsObserver;
  49845. private _onBeforeCameraRenderObserver;
  49846. private _onAfterCameraRenderObserver;
  49847. /**
  49848. * Gets the perf counter used for active meshes evaluation time
  49849. */
  49850. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  49851. /**
  49852. * Gets the active meshes evaluation time capture status
  49853. */
  49854. /**
  49855. * Enable or disable the active meshes evaluation time capture
  49856. */
  49857. captureActiveMeshesEvaluationTime: boolean;
  49858. /**
  49859. * Gets the perf counter used for render targets render time
  49860. */
  49861. readonly renderTargetsRenderTimeCounter: PerfCounter;
  49862. /**
  49863. * Gets the render targets render time capture status
  49864. */
  49865. /**
  49866. * Enable or disable the render targets render time capture
  49867. */
  49868. captureRenderTargetsRenderTime: boolean;
  49869. /**
  49870. * Gets the perf counter used for particles render time
  49871. */
  49872. readonly particlesRenderTimeCounter: PerfCounter;
  49873. /**
  49874. * Gets the particles render time capture status
  49875. */
  49876. /**
  49877. * Enable or disable the particles render time capture
  49878. */
  49879. captureParticlesRenderTime: boolean;
  49880. /**
  49881. * Gets the perf counter used for sprites render time
  49882. */
  49883. readonly spritesRenderTimeCounter: PerfCounter;
  49884. /**
  49885. * Gets the sprites render time capture status
  49886. */
  49887. /**
  49888. * Enable or disable the sprites render time capture
  49889. */
  49890. captureSpritesRenderTime: boolean;
  49891. /**
  49892. * Gets the perf counter used for physics time
  49893. */
  49894. readonly physicsTimeCounter: PerfCounter;
  49895. /**
  49896. * Gets the physics time capture status
  49897. */
  49898. /**
  49899. * Enable or disable the physics time capture
  49900. */
  49901. capturePhysicsTime: boolean;
  49902. /**
  49903. * Gets the perf counter used for animations time
  49904. */
  49905. readonly animationsTimeCounter: PerfCounter;
  49906. /**
  49907. * Gets the animations time capture status
  49908. */
  49909. /**
  49910. * Enable or disable the animations time capture
  49911. */
  49912. captureAnimationsTime: boolean;
  49913. /**
  49914. * Gets the perf counter used for frame time capture
  49915. */
  49916. readonly frameTimeCounter: PerfCounter;
  49917. /**
  49918. * Gets the frame time capture status
  49919. */
  49920. /**
  49921. * Enable or disable the frame time capture
  49922. */
  49923. captureFrameTime: boolean;
  49924. /**
  49925. * Gets the perf counter used for inter-frames time capture
  49926. */
  49927. readonly interFrameTimeCounter: PerfCounter;
  49928. /**
  49929. * Gets the inter-frames time capture status
  49930. */
  49931. /**
  49932. * Enable or disable the inter-frames time capture
  49933. */
  49934. captureInterFrameTime: boolean;
  49935. /**
  49936. * Gets the perf counter used for render time capture
  49937. */
  49938. readonly renderTimeCounter: PerfCounter;
  49939. /**
  49940. * Gets the render time capture status
  49941. */
  49942. /**
  49943. * Enable or disable the render time capture
  49944. */
  49945. captureRenderTime: boolean;
  49946. /**
  49947. * Gets the perf counter used for camera render time capture
  49948. */
  49949. readonly cameraRenderTimeCounter: PerfCounter;
  49950. /**
  49951. * Gets the camera render time capture status
  49952. */
  49953. /**
  49954. * Enable or disable the camera render time capture
  49955. */
  49956. captureCameraRenderTime: boolean;
  49957. /**
  49958. * Gets the perf counter used for draw calls
  49959. */
  49960. readonly drawCallsCounter: PerfCounter;
  49961. /**
  49962. * Instantiates a new scene instrumentation.
  49963. * This class can be used to get instrumentation data from a Babylon engine
  49964. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  49965. * @param scene Defines the scene to instrument
  49966. */
  49967. constructor(
  49968. /**
  49969. * Defines the scene to instrument
  49970. */
  49971. scene: Scene);
  49972. /**
  49973. * Dispose and release associated resources.
  49974. */
  49975. dispose(): void;
  49976. }
  49977. }
  49978. declare module "babylonjs/Instrumentation/index" {
  49979. export * from "babylonjs/Instrumentation/engineInstrumentation";
  49980. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  49981. export * from "babylonjs/Instrumentation/timeToken";
  49982. }
  49983. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  49984. /** @hidden */
  49985. export var glowMapGenerationPixelShader: {
  49986. name: string;
  49987. shader: string;
  49988. };
  49989. }
  49990. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  49991. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  49992. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  49993. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  49994. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  49995. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  49996. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  49997. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  49998. /** @hidden */
  49999. export var glowMapGenerationVertexShader: {
  50000. name: string;
  50001. shader: string;
  50002. };
  50003. }
  50004. declare module "babylonjs/Layers/effectLayer" {
  50005. import { Observable } from "babylonjs/Misc/observable";
  50006. import { Nullable } from "babylonjs/types";
  50007. import { Camera } from "babylonjs/Cameras/camera";
  50008. import { Scene } from "babylonjs/scene";
  50009. import { ISize } from "babylonjs/Maths/math.size";
  50010. import { Color4 } from "babylonjs/Maths/math.color";
  50011. import { Engine } from "babylonjs/Engines/engine";
  50012. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50013. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50014. import { Mesh } from "babylonjs/Meshes/mesh";
  50015. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50016. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50017. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50018. import { Effect } from "babylonjs/Materials/effect";
  50019. import { Material } from "babylonjs/Materials/material";
  50020. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50021. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50022. /**
  50023. * Effect layer options. This helps customizing the behaviour
  50024. * of the effect layer.
  50025. */
  50026. export interface IEffectLayerOptions {
  50027. /**
  50028. * Multiplication factor apply to the canvas size to compute the render target size
  50029. * used to generated the objects (the smaller the faster).
  50030. */
  50031. mainTextureRatio: number;
  50032. /**
  50033. * Enforces a fixed size texture to ensure effect stability across devices.
  50034. */
  50035. mainTextureFixedSize?: number;
  50036. /**
  50037. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50038. */
  50039. alphaBlendingMode: number;
  50040. /**
  50041. * The camera attached to the layer.
  50042. */
  50043. camera: Nullable<Camera>;
  50044. /**
  50045. * The rendering group to draw the layer in.
  50046. */
  50047. renderingGroupId: number;
  50048. }
  50049. /**
  50050. * The effect layer Helps adding post process effect blended with the main pass.
  50051. *
  50052. * This can be for instance use to generate glow or higlight effects on the scene.
  50053. *
  50054. * The effect layer class can not be used directly and is intented to inherited from to be
  50055. * customized per effects.
  50056. */
  50057. export abstract class EffectLayer {
  50058. private _vertexBuffers;
  50059. private _indexBuffer;
  50060. private _cachedDefines;
  50061. private _effectLayerMapGenerationEffect;
  50062. private _effectLayerOptions;
  50063. private _mergeEffect;
  50064. protected _scene: Scene;
  50065. protected _engine: Engine;
  50066. protected _maxSize: number;
  50067. protected _mainTextureDesiredSize: ISize;
  50068. protected _mainTexture: RenderTargetTexture;
  50069. protected _shouldRender: boolean;
  50070. protected _postProcesses: PostProcess[];
  50071. protected _textures: BaseTexture[];
  50072. protected _emissiveTextureAndColor: {
  50073. texture: Nullable<BaseTexture>;
  50074. color: Color4;
  50075. };
  50076. /**
  50077. * The name of the layer
  50078. */
  50079. name: string;
  50080. /**
  50081. * The clear color of the texture used to generate the glow map.
  50082. */
  50083. neutralColor: Color4;
  50084. /**
  50085. * Specifies wether the highlight layer is enabled or not.
  50086. */
  50087. isEnabled: boolean;
  50088. /**
  50089. * Gets the camera attached to the layer.
  50090. */
  50091. readonly camera: Nullable<Camera>;
  50092. /**
  50093. * Gets the rendering group id the layer should render in.
  50094. */
  50095. renderingGroupId: number;
  50096. /**
  50097. * An event triggered when the effect layer has been disposed.
  50098. */
  50099. onDisposeObservable: Observable<EffectLayer>;
  50100. /**
  50101. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50102. */
  50103. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50104. /**
  50105. * An event triggered when the generated texture is being merged in the scene.
  50106. */
  50107. onBeforeComposeObservable: Observable<EffectLayer>;
  50108. /**
  50109. * An event triggered when the generated texture has been merged in the scene.
  50110. */
  50111. onAfterComposeObservable: Observable<EffectLayer>;
  50112. /**
  50113. * An event triggered when the efffect layer changes its size.
  50114. */
  50115. onSizeChangedObservable: Observable<EffectLayer>;
  50116. /** @hidden */
  50117. static _SceneComponentInitialization: (scene: Scene) => void;
  50118. /**
  50119. * Instantiates a new effect Layer and references it in the scene.
  50120. * @param name The name of the layer
  50121. * @param scene The scene to use the layer in
  50122. */
  50123. constructor(
  50124. /** The Friendly of the effect in the scene */
  50125. name: string, scene: Scene);
  50126. /**
  50127. * Get the effect name of the layer.
  50128. * @return The effect name
  50129. */
  50130. abstract getEffectName(): string;
  50131. /**
  50132. * Checks for the readiness of the element composing the layer.
  50133. * @param subMesh the mesh to check for
  50134. * @param useInstances specify wether or not to use instances to render the mesh
  50135. * @return true if ready otherwise, false
  50136. */
  50137. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50138. /**
  50139. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50140. * @returns true if the effect requires stencil during the main canvas render pass.
  50141. */
  50142. abstract needStencil(): boolean;
  50143. /**
  50144. * Create the merge effect. This is the shader use to blit the information back
  50145. * to the main canvas at the end of the scene rendering.
  50146. * @returns The effect containing the shader used to merge the effect on the main canvas
  50147. */
  50148. protected abstract _createMergeEffect(): Effect;
  50149. /**
  50150. * Creates the render target textures and post processes used in the effect layer.
  50151. */
  50152. protected abstract _createTextureAndPostProcesses(): void;
  50153. /**
  50154. * Implementation specific of rendering the generating effect on the main canvas.
  50155. * @param effect The effect used to render through
  50156. */
  50157. protected abstract _internalRender(effect: Effect): void;
  50158. /**
  50159. * Sets the required values for both the emissive texture and and the main color.
  50160. */
  50161. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50162. /**
  50163. * Free any resources and references associated to a mesh.
  50164. * Internal use
  50165. * @param mesh The mesh to free.
  50166. */
  50167. abstract _disposeMesh(mesh: Mesh): void;
  50168. /**
  50169. * Serializes this layer (Glow or Highlight for example)
  50170. * @returns a serialized layer object
  50171. */
  50172. abstract serialize?(): any;
  50173. /**
  50174. * Initializes the effect layer with the required options.
  50175. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50176. */
  50177. protected _init(options: Partial<IEffectLayerOptions>): void;
  50178. /**
  50179. * Generates the index buffer of the full screen quad blending to the main canvas.
  50180. */
  50181. private _generateIndexBuffer;
  50182. /**
  50183. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50184. */
  50185. private _generateVertexBuffer;
  50186. /**
  50187. * Sets the main texture desired size which is the closest power of two
  50188. * of the engine canvas size.
  50189. */
  50190. private _setMainTextureSize;
  50191. /**
  50192. * Creates the main texture for the effect layer.
  50193. */
  50194. protected _createMainTexture(): void;
  50195. /**
  50196. * Adds specific effects defines.
  50197. * @param defines The defines to add specifics to.
  50198. */
  50199. protected _addCustomEffectDefines(defines: string[]): void;
  50200. /**
  50201. * Checks for the readiness of the element composing the layer.
  50202. * @param subMesh the mesh to check for
  50203. * @param useInstances specify wether or not to use instances to render the mesh
  50204. * @param emissiveTexture the associated emissive texture used to generate the glow
  50205. * @return true if ready otherwise, false
  50206. */
  50207. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50208. /**
  50209. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50210. */
  50211. render(): void;
  50212. /**
  50213. * Determine if a given mesh will be used in the current effect.
  50214. * @param mesh mesh to test
  50215. * @returns true if the mesh will be used
  50216. */
  50217. hasMesh(mesh: AbstractMesh): boolean;
  50218. /**
  50219. * Returns true if the layer contains information to display, otherwise false.
  50220. * @returns true if the glow layer should be rendered
  50221. */
  50222. shouldRender(): boolean;
  50223. /**
  50224. * Returns true if the mesh should render, otherwise false.
  50225. * @param mesh The mesh to render
  50226. * @returns true if it should render otherwise false
  50227. */
  50228. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50229. /**
  50230. * Returns true if the mesh can be rendered, otherwise false.
  50231. * @param mesh The mesh to render
  50232. * @param material The material used on the mesh
  50233. * @returns true if it can be rendered otherwise false
  50234. */
  50235. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50236. /**
  50237. * Returns true if the mesh should render, otherwise false.
  50238. * @param mesh The mesh to render
  50239. * @returns true if it should render otherwise false
  50240. */
  50241. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50242. /**
  50243. * Renders the submesh passed in parameter to the generation map.
  50244. */
  50245. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50246. /**
  50247. * Rebuild the required buffers.
  50248. * @hidden Internal use only.
  50249. */
  50250. _rebuild(): void;
  50251. /**
  50252. * Dispose only the render target textures and post process.
  50253. */
  50254. private _disposeTextureAndPostProcesses;
  50255. /**
  50256. * Dispose the highlight layer and free resources.
  50257. */
  50258. dispose(): void;
  50259. /**
  50260. * Gets the class name of the effect layer
  50261. * @returns the string with the class name of the effect layer
  50262. */
  50263. getClassName(): string;
  50264. /**
  50265. * Creates an effect layer from parsed effect layer data
  50266. * @param parsedEffectLayer defines effect layer data
  50267. * @param scene defines the current scene
  50268. * @param rootUrl defines the root URL containing the effect layer information
  50269. * @returns a parsed effect Layer
  50270. */
  50271. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50272. }
  50273. }
  50274. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50275. import { Scene } from "babylonjs/scene";
  50276. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50277. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50278. import { AbstractScene } from "babylonjs/abstractScene";
  50279. module "babylonjs/abstractScene" {
  50280. interface AbstractScene {
  50281. /**
  50282. * The list of effect layers (highlights/glow) added to the scene
  50283. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50284. * @see http://doc.babylonjs.com/how_to/glow_layer
  50285. */
  50286. effectLayers: Array<EffectLayer>;
  50287. /**
  50288. * Removes the given effect layer from this scene.
  50289. * @param toRemove defines the effect layer to remove
  50290. * @returns the index of the removed effect layer
  50291. */
  50292. removeEffectLayer(toRemove: EffectLayer): number;
  50293. /**
  50294. * Adds the given effect layer to this scene
  50295. * @param newEffectLayer defines the effect layer to add
  50296. */
  50297. addEffectLayer(newEffectLayer: EffectLayer): void;
  50298. }
  50299. }
  50300. /**
  50301. * Defines the layer scene component responsible to manage any effect layers
  50302. * in a given scene.
  50303. */
  50304. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50305. /**
  50306. * The component name helpfull to identify the component in the list of scene components.
  50307. */
  50308. readonly name: string;
  50309. /**
  50310. * The scene the component belongs to.
  50311. */
  50312. scene: Scene;
  50313. private _engine;
  50314. private _renderEffects;
  50315. private _needStencil;
  50316. private _previousStencilState;
  50317. /**
  50318. * Creates a new instance of the component for the given scene
  50319. * @param scene Defines the scene to register the component in
  50320. */
  50321. constructor(scene: Scene);
  50322. /**
  50323. * Registers the component in a given scene
  50324. */
  50325. register(): void;
  50326. /**
  50327. * Rebuilds the elements related to this component in case of
  50328. * context lost for instance.
  50329. */
  50330. rebuild(): void;
  50331. /**
  50332. * Serializes the component data to the specified json object
  50333. * @param serializationObject The object to serialize to
  50334. */
  50335. serialize(serializationObject: any): void;
  50336. /**
  50337. * Adds all the elements from the container to the scene
  50338. * @param container the container holding the elements
  50339. */
  50340. addFromContainer(container: AbstractScene): void;
  50341. /**
  50342. * Removes all the elements in the container from the scene
  50343. * @param container contains the elements to remove
  50344. * @param dispose if the removed element should be disposed (default: false)
  50345. */
  50346. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50347. /**
  50348. * Disposes the component and the associated ressources.
  50349. */
  50350. dispose(): void;
  50351. private _isReadyForMesh;
  50352. private _renderMainTexture;
  50353. private _setStencil;
  50354. private _setStencilBack;
  50355. private _draw;
  50356. private _drawCamera;
  50357. private _drawRenderingGroup;
  50358. }
  50359. }
  50360. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50361. /** @hidden */
  50362. export var glowMapMergePixelShader: {
  50363. name: string;
  50364. shader: string;
  50365. };
  50366. }
  50367. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50368. /** @hidden */
  50369. export var glowMapMergeVertexShader: {
  50370. name: string;
  50371. shader: string;
  50372. };
  50373. }
  50374. declare module "babylonjs/Layers/glowLayer" {
  50375. import { Nullable } from "babylonjs/types";
  50376. import { Camera } from "babylonjs/Cameras/camera";
  50377. import { Scene } from "babylonjs/scene";
  50378. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50379. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50380. import { Mesh } from "babylonjs/Meshes/mesh";
  50381. import { Texture } from "babylonjs/Materials/Textures/texture";
  50382. import { Effect } from "babylonjs/Materials/effect";
  50383. import { Material } from "babylonjs/Materials/material";
  50384. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50385. import { Color4 } from "babylonjs/Maths/math.color";
  50386. import "babylonjs/Shaders/glowMapMerge.fragment";
  50387. import "babylonjs/Shaders/glowMapMerge.vertex";
  50388. import "babylonjs/Layers/effectLayerSceneComponent";
  50389. module "babylonjs/abstractScene" {
  50390. interface AbstractScene {
  50391. /**
  50392. * Return a the first highlight layer of the scene with a given name.
  50393. * @param name The name of the highlight layer to look for.
  50394. * @return The highlight layer if found otherwise null.
  50395. */
  50396. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50397. }
  50398. }
  50399. /**
  50400. * Glow layer options. This helps customizing the behaviour
  50401. * of the glow layer.
  50402. */
  50403. export interface IGlowLayerOptions {
  50404. /**
  50405. * Multiplication factor apply to the canvas size to compute the render target size
  50406. * used to generated the glowing objects (the smaller the faster).
  50407. */
  50408. mainTextureRatio: number;
  50409. /**
  50410. * Enforces a fixed size texture to ensure resize independant blur.
  50411. */
  50412. mainTextureFixedSize?: number;
  50413. /**
  50414. * How big is the kernel of the blur texture.
  50415. */
  50416. blurKernelSize: number;
  50417. /**
  50418. * The camera attached to the layer.
  50419. */
  50420. camera: Nullable<Camera>;
  50421. /**
  50422. * Enable MSAA by chosing the number of samples.
  50423. */
  50424. mainTextureSamples?: number;
  50425. /**
  50426. * The rendering group to draw the layer in.
  50427. */
  50428. renderingGroupId: number;
  50429. }
  50430. /**
  50431. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50432. *
  50433. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50434. * glowy meshes to your scene.
  50435. *
  50436. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50437. */
  50438. export class GlowLayer extends EffectLayer {
  50439. /**
  50440. * Effect Name of the layer.
  50441. */
  50442. static readonly EffectName: string;
  50443. /**
  50444. * The default blur kernel size used for the glow.
  50445. */
  50446. static DefaultBlurKernelSize: number;
  50447. /**
  50448. * The default texture size ratio used for the glow.
  50449. */
  50450. static DefaultTextureRatio: number;
  50451. /**
  50452. * Sets the kernel size of the blur.
  50453. */
  50454. /**
  50455. * Gets the kernel size of the blur.
  50456. */
  50457. blurKernelSize: number;
  50458. /**
  50459. * Sets the glow intensity.
  50460. */
  50461. /**
  50462. * Gets the glow intensity.
  50463. */
  50464. intensity: number;
  50465. private _options;
  50466. private _intensity;
  50467. private _horizontalBlurPostprocess1;
  50468. private _verticalBlurPostprocess1;
  50469. private _horizontalBlurPostprocess2;
  50470. private _verticalBlurPostprocess2;
  50471. private _blurTexture1;
  50472. private _blurTexture2;
  50473. private _postProcesses1;
  50474. private _postProcesses2;
  50475. private _includedOnlyMeshes;
  50476. private _excludedMeshes;
  50477. /**
  50478. * Callback used to let the user override the color selection on a per mesh basis
  50479. */
  50480. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50481. /**
  50482. * Callback used to let the user override the texture selection on a per mesh basis
  50483. */
  50484. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50485. /**
  50486. * Instantiates a new glow Layer and references it to the scene.
  50487. * @param name The name of the layer
  50488. * @param scene The scene to use the layer in
  50489. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50490. */
  50491. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50492. /**
  50493. * Get the effect name of the layer.
  50494. * @return The effect name
  50495. */
  50496. getEffectName(): string;
  50497. /**
  50498. * Create the merge effect. This is the shader use to blit the information back
  50499. * to the main canvas at the end of the scene rendering.
  50500. */
  50501. protected _createMergeEffect(): Effect;
  50502. /**
  50503. * Creates the render target textures and post processes used in the glow layer.
  50504. */
  50505. protected _createTextureAndPostProcesses(): void;
  50506. /**
  50507. * Checks for the readiness of the element composing the layer.
  50508. * @param subMesh the mesh to check for
  50509. * @param useInstances specify wether or not to use instances to render the mesh
  50510. * @param emissiveTexture the associated emissive texture used to generate the glow
  50511. * @return true if ready otherwise, false
  50512. */
  50513. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50514. /**
  50515. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50516. */
  50517. needStencil(): boolean;
  50518. /**
  50519. * Returns true if the mesh can be rendered, otherwise false.
  50520. * @param mesh The mesh to render
  50521. * @param material The material used on the mesh
  50522. * @returns true if it can be rendered otherwise false
  50523. */
  50524. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50525. /**
  50526. * Implementation specific of rendering the generating effect on the main canvas.
  50527. * @param effect The effect used to render through
  50528. */
  50529. protected _internalRender(effect: Effect): void;
  50530. /**
  50531. * Sets the required values for both the emissive texture and and the main color.
  50532. */
  50533. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50534. /**
  50535. * Returns true if the mesh should render, otherwise false.
  50536. * @param mesh The mesh to render
  50537. * @returns true if it should render otherwise false
  50538. */
  50539. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50540. /**
  50541. * Adds specific effects defines.
  50542. * @param defines The defines to add specifics to.
  50543. */
  50544. protected _addCustomEffectDefines(defines: string[]): void;
  50545. /**
  50546. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50547. * @param mesh The mesh to exclude from the glow layer
  50548. */
  50549. addExcludedMesh(mesh: Mesh): void;
  50550. /**
  50551. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50552. * @param mesh The mesh to remove
  50553. */
  50554. removeExcludedMesh(mesh: Mesh): void;
  50555. /**
  50556. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50557. * @param mesh The mesh to include in the glow layer
  50558. */
  50559. addIncludedOnlyMesh(mesh: Mesh): void;
  50560. /**
  50561. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50562. * @param mesh The mesh to remove
  50563. */
  50564. removeIncludedOnlyMesh(mesh: Mesh): void;
  50565. /**
  50566. * Determine if a given mesh will be used in the glow layer
  50567. * @param mesh The mesh to test
  50568. * @returns true if the mesh will be highlighted by the current glow layer
  50569. */
  50570. hasMesh(mesh: AbstractMesh): boolean;
  50571. /**
  50572. * Free any resources and references associated to a mesh.
  50573. * Internal use
  50574. * @param mesh The mesh to free.
  50575. * @hidden
  50576. */
  50577. _disposeMesh(mesh: Mesh): void;
  50578. /**
  50579. * Gets the class name of the effect layer
  50580. * @returns the string with the class name of the effect layer
  50581. */
  50582. getClassName(): string;
  50583. /**
  50584. * Serializes this glow layer
  50585. * @returns a serialized glow layer object
  50586. */
  50587. serialize(): any;
  50588. /**
  50589. * Creates a Glow Layer from parsed glow layer data
  50590. * @param parsedGlowLayer defines glow layer data
  50591. * @param scene defines the current scene
  50592. * @param rootUrl defines the root URL containing the glow layer information
  50593. * @returns a parsed Glow Layer
  50594. */
  50595. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  50596. }
  50597. }
  50598. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  50599. /** @hidden */
  50600. export var glowBlurPostProcessPixelShader: {
  50601. name: string;
  50602. shader: string;
  50603. };
  50604. }
  50605. declare module "babylonjs/Layers/highlightLayer" {
  50606. import { Observable } from "babylonjs/Misc/observable";
  50607. import { Nullable } from "babylonjs/types";
  50608. import { Camera } from "babylonjs/Cameras/camera";
  50609. import { Scene } from "babylonjs/scene";
  50610. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50611. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50612. import { Mesh } from "babylonjs/Meshes/mesh";
  50613. import { Effect } from "babylonjs/Materials/effect";
  50614. import { Material } from "babylonjs/Materials/material";
  50615. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50616. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  50617. import "babylonjs/Shaders/glowMapMerge.fragment";
  50618. import "babylonjs/Shaders/glowMapMerge.vertex";
  50619. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  50620. module "babylonjs/abstractScene" {
  50621. interface AbstractScene {
  50622. /**
  50623. * Return a the first highlight layer of the scene with a given name.
  50624. * @param name The name of the highlight layer to look for.
  50625. * @return The highlight layer if found otherwise null.
  50626. */
  50627. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  50628. }
  50629. }
  50630. /**
  50631. * Highlight layer options. This helps customizing the behaviour
  50632. * of the highlight layer.
  50633. */
  50634. export interface IHighlightLayerOptions {
  50635. /**
  50636. * Multiplication factor apply to the canvas size to compute the render target size
  50637. * used to generated the glowing objects (the smaller the faster).
  50638. */
  50639. mainTextureRatio: number;
  50640. /**
  50641. * Enforces a fixed size texture to ensure resize independant blur.
  50642. */
  50643. mainTextureFixedSize?: number;
  50644. /**
  50645. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  50646. * of the picture to blur (the smaller the faster).
  50647. */
  50648. blurTextureSizeRatio: number;
  50649. /**
  50650. * How big in texel of the blur texture is the vertical blur.
  50651. */
  50652. blurVerticalSize: number;
  50653. /**
  50654. * How big in texel of the blur texture is the horizontal blur.
  50655. */
  50656. blurHorizontalSize: number;
  50657. /**
  50658. * Alpha blending mode used to apply the blur. Default is combine.
  50659. */
  50660. alphaBlendingMode: number;
  50661. /**
  50662. * The camera attached to the layer.
  50663. */
  50664. camera: Nullable<Camera>;
  50665. /**
  50666. * Should we display highlight as a solid stroke?
  50667. */
  50668. isStroke?: boolean;
  50669. /**
  50670. * The rendering group to draw the layer in.
  50671. */
  50672. renderingGroupId: number;
  50673. }
  50674. /**
  50675. * The highlight layer Helps adding a glow effect around a mesh.
  50676. *
  50677. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50678. * glowy meshes to your scene.
  50679. *
  50680. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  50681. */
  50682. export class HighlightLayer extends EffectLayer {
  50683. name: string;
  50684. /**
  50685. * Effect Name of the highlight layer.
  50686. */
  50687. static readonly EffectName: string;
  50688. /**
  50689. * The neutral color used during the preparation of the glow effect.
  50690. * This is black by default as the blend operation is a blend operation.
  50691. */
  50692. static NeutralColor: Color4;
  50693. /**
  50694. * Stencil value used for glowing meshes.
  50695. */
  50696. static GlowingMeshStencilReference: number;
  50697. /**
  50698. * Stencil value used for the other meshes in the scene.
  50699. */
  50700. static NormalMeshStencilReference: number;
  50701. /**
  50702. * Specifies whether or not the inner glow is ACTIVE in the layer.
  50703. */
  50704. innerGlow: boolean;
  50705. /**
  50706. * Specifies whether or not the outer glow is ACTIVE in the layer.
  50707. */
  50708. outerGlow: boolean;
  50709. /**
  50710. * Specifies the horizontal size of the blur.
  50711. */
  50712. /**
  50713. * Gets the horizontal size of the blur.
  50714. */
  50715. blurHorizontalSize: number;
  50716. /**
  50717. * Specifies the vertical size of the blur.
  50718. */
  50719. /**
  50720. * Gets the vertical size of the blur.
  50721. */
  50722. blurVerticalSize: number;
  50723. /**
  50724. * An event triggered when the highlight layer is being blurred.
  50725. */
  50726. onBeforeBlurObservable: Observable<HighlightLayer>;
  50727. /**
  50728. * An event triggered when the highlight layer has been blurred.
  50729. */
  50730. onAfterBlurObservable: Observable<HighlightLayer>;
  50731. private _instanceGlowingMeshStencilReference;
  50732. private _options;
  50733. private _downSamplePostprocess;
  50734. private _horizontalBlurPostprocess;
  50735. private _verticalBlurPostprocess;
  50736. private _blurTexture;
  50737. private _meshes;
  50738. private _excludedMeshes;
  50739. /**
  50740. * Instantiates a new highlight Layer and references it to the scene..
  50741. * @param name The name of the layer
  50742. * @param scene The scene to use the layer in
  50743. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  50744. */
  50745. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  50746. /**
  50747. * Get the effect name of the layer.
  50748. * @return The effect name
  50749. */
  50750. getEffectName(): string;
  50751. /**
  50752. * Create the merge effect. This is the shader use to blit the information back
  50753. * to the main canvas at the end of the scene rendering.
  50754. */
  50755. protected _createMergeEffect(): Effect;
  50756. /**
  50757. * Creates the render target textures and post processes used in the highlight layer.
  50758. */
  50759. protected _createTextureAndPostProcesses(): void;
  50760. /**
  50761. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50762. */
  50763. needStencil(): boolean;
  50764. /**
  50765. * Checks for the readiness of the element composing the layer.
  50766. * @param subMesh the mesh to check for
  50767. * @param useInstances specify wether or not to use instances to render the mesh
  50768. * @param emissiveTexture the associated emissive texture used to generate the glow
  50769. * @return true if ready otherwise, false
  50770. */
  50771. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50772. /**
  50773. * Implementation specific of rendering the generating effect on the main canvas.
  50774. * @param effect The effect used to render through
  50775. */
  50776. protected _internalRender(effect: Effect): void;
  50777. /**
  50778. * Returns true if the layer contains information to display, otherwise false.
  50779. */
  50780. shouldRender(): boolean;
  50781. /**
  50782. * Returns true if the mesh should render, otherwise false.
  50783. * @param mesh The mesh to render
  50784. * @returns true if it should render otherwise false
  50785. */
  50786. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50787. /**
  50788. * Sets the required values for both the emissive texture and and the main color.
  50789. */
  50790. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50791. /**
  50792. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  50793. * @param mesh The mesh to exclude from the highlight layer
  50794. */
  50795. addExcludedMesh(mesh: Mesh): void;
  50796. /**
  50797. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  50798. * @param mesh The mesh to highlight
  50799. */
  50800. removeExcludedMesh(mesh: Mesh): void;
  50801. /**
  50802. * Determine if a given mesh will be highlighted by the current HighlightLayer
  50803. * @param mesh mesh to test
  50804. * @returns true if the mesh will be highlighted by the current HighlightLayer
  50805. */
  50806. hasMesh(mesh: AbstractMesh): boolean;
  50807. /**
  50808. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  50809. * @param mesh The mesh to highlight
  50810. * @param color The color of the highlight
  50811. * @param glowEmissiveOnly Extract the glow from the emissive texture
  50812. */
  50813. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  50814. /**
  50815. * Remove a mesh from the highlight layer in order to make it stop glowing.
  50816. * @param mesh The mesh to highlight
  50817. */
  50818. removeMesh(mesh: Mesh): void;
  50819. /**
  50820. * Force the stencil to the normal expected value for none glowing parts
  50821. */
  50822. private _defaultStencilReference;
  50823. /**
  50824. * Free any resources and references associated to a mesh.
  50825. * Internal use
  50826. * @param mesh The mesh to free.
  50827. * @hidden
  50828. */
  50829. _disposeMesh(mesh: Mesh): void;
  50830. /**
  50831. * Dispose the highlight layer and free resources.
  50832. */
  50833. dispose(): void;
  50834. /**
  50835. * Gets the class name of the effect layer
  50836. * @returns the string with the class name of the effect layer
  50837. */
  50838. getClassName(): string;
  50839. /**
  50840. * Serializes this Highlight layer
  50841. * @returns a serialized Highlight layer object
  50842. */
  50843. serialize(): any;
  50844. /**
  50845. * Creates a Highlight layer from parsed Highlight layer data
  50846. * @param parsedHightlightLayer defines the Highlight layer data
  50847. * @param scene defines the current scene
  50848. * @param rootUrl defines the root URL containing the Highlight layer information
  50849. * @returns a parsed Highlight layer
  50850. */
  50851. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  50852. }
  50853. }
  50854. declare module "babylonjs/Layers/layerSceneComponent" {
  50855. import { Scene } from "babylonjs/scene";
  50856. import { ISceneComponent } from "babylonjs/sceneComponent";
  50857. import { Layer } from "babylonjs/Layers/layer";
  50858. import { AbstractScene } from "babylonjs/abstractScene";
  50859. module "babylonjs/abstractScene" {
  50860. interface AbstractScene {
  50861. /**
  50862. * The list of layers (background and foreground) of the scene
  50863. */
  50864. layers: Array<Layer>;
  50865. }
  50866. }
  50867. /**
  50868. * Defines the layer scene component responsible to manage any layers
  50869. * in a given scene.
  50870. */
  50871. export class LayerSceneComponent implements ISceneComponent {
  50872. /**
  50873. * The component name helpfull to identify the component in the list of scene components.
  50874. */
  50875. readonly name: string;
  50876. /**
  50877. * The scene the component belongs to.
  50878. */
  50879. scene: Scene;
  50880. private _engine;
  50881. /**
  50882. * Creates a new instance of the component for the given scene
  50883. * @param scene Defines the scene to register the component in
  50884. */
  50885. constructor(scene: Scene);
  50886. /**
  50887. * Registers the component in a given scene
  50888. */
  50889. register(): void;
  50890. /**
  50891. * Rebuilds the elements related to this component in case of
  50892. * context lost for instance.
  50893. */
  50894. rebuild(): void;
  50895. /**
  50896. * Disposes the component and the associated ressources.
  50897. */
  50898. dispose(): void;
  50899. private _draw;
  50900. private _drawCameraPredicate;
  50901. private _drawCameraBackground;
  50902. private _drawCameraForeground;
  50903. private _drawRenderTargetPredicate;
  50904. private _drawRenderTargetBackground;
  50905. private _drawRenderTargetForeground;
  50906. /**
  50907. * Adds all the elements from the container to the scene
  50908. * @param container the container holding the elements
  50909. */
  50910. addFromContainer(container: AbstractScene): void;
  50911. /**
  50912. * Removes all the elements in the container from the scene
  50913. * @param container contains the elements to remove
  50914. * @param dispose if the removed element should be disposed (default: false)
  50915. */
  50916. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50917. }
  50918. }
  50919. declare module "babylonjs/Shaders/layer.fragment" {
  50920. /** @hidden */
  50921. export var layerPixelShader: {
  50922. name: string;
  50923. shader: string;
  50924. };
  50925. }
  50926. declare module "babylonjs/Shaders/layer.vertex" {
  50927. /** @hidden */
  50928. export var layerVertexShader: {
  50929. name: string;
  50930. shader: string;
  50931. };
  50932. }
  50933. declare module "babylonjs/Layers/layer" {
  50934. import { Observable } from "babylonjs/Misc/observable";
  50935. import { Nullable } from "babylonjs/types";
  50936. import { Scene } from "babylonjs/scene";
  50937. import { Vector2 } from "babylonjs/Maths/math.vector";
  50938. import { Color4 } from "babylonjs/Maths/math.color";
  50939. import { Texture } from "babylonjs/Materials/Textures/texture";
  50940. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50941. import "babylonjs/Shaders/layer.fragment";
  50942. import "babylonjs/Shaders/layer.vertex";
  50943. /**
  50944. * This represents a full screen 2d layer.
  50945. * This can be useful to display a picture in the background of your scene for instance.
  50946. * @see https://www.babylonjs-playground.com/#08A2BS#1
  50947. */
  50948. export class Layer {
  50949. /**
  50950. * Define the name of the layer.
  50951. */
  50952. name: string;
  50953. /**
  50954. * Define the texture the layer should display.
  50955. */
  50956. texture: Nullable<Texture>;
  50957. /**
  50958. * Is the layer in background or foreground.
  50959. */
  50960. isBackground: boolean;
  50961. /**
  50962. * Define the color of the layer (instead of texture).
  50963. */
  50964. color: Color4;
  50965. /**
  50966. * Define the scale of the layer in order to zoom in out of the texture.
  50967. */
  50968. scale: Vector2;
  50969. /**
  50970. * Define an offset for the layer in order to shift the texture.
  50971. */
  50972. offset: Vector2;
  50973. /**
  50974. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  50975. */
  50976. alphaBlendingMode: number;
  50977. /**
  50978. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  50979. * Alpha test will not mix with the background color in case of transparency.
  50980. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  50981. */
  50982. alphaTest: boolean;
  50983. /**
  50984. * Define a mask to restrict the layer to only some of the scene cameras.
  50985. */
  50986. layerMask: number;
  50987. /**
  50988. * Define the list of render target the layer is visible into.
  50989. */
  50990. renderTargetTextures: RenderTargetTexture[];
  50991. /**
  50992. * Define if the layer is only used in renderTarget or if it also
  50993. * renders in the main frame buffer of the canvas.
  50994. */
  50995. renderOnlyInRenderTargetTextures: boolean;
  50996. private _scene;
  50997. private _vertexBuffers;
  50998. private _indexBuffer;
  50999. private _effect;
  51000. private _alphaTestEffect;
  51001. /**
  51002. * An event triggered when the layer is disposed.
  51003. */
  51004. onDisposeObservable: Observable<Layer>;
  51005. private _onDisposeObserver;
  51006. /**
  51007. * Back compatibility with callback before the onDisposeObservable existed.
  51008. * The set callback will be triggered when the layer has been disposed.
  51009. */
  51010. onDispose: () => void;
  51011. /**
  51012. * An event triggered before rendering the scene
  51013. */
  51014. onBeforeRenderObservable: Observable<Layer>;
  51015. private _onBeforeRenderObserver;
  51016. /**
  51017. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51018. * The set callback will be triggered just before rendering the layer.
  51019. */
  51020. onBeforeRender: () => void;
  51021. /**
  51022. * An event triggered after rendering the scene
  51023. */
  51024. onAfterRenderObservable: Observable<Layer>;
  51025. private _onAfterRenderObserver;
  51026. /**
  51027. * Back compatibility with callback before the onAfterRenderObservable existed.
  51028. * The set callback will be triggered just after rendering the layer.
  51029. */
  51030. onAfterRender: () => void;
  51031. /**
  51032. * Instantiates a new layer.
  51033. * This represents a full screen 2d layer.
  51034. * This can be useful to display a picture in the background of your scene for instance.
  51035. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51036. * @param name Define the name of the layer in the scene
  51037. * @param imgUrl Define the url of the texture to display in the layer
  51038. * @param scene Define the scene the layer belongs to
  51039. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51040. * @param color Defines a color for the layer
  51041. */
  51042. constructor(
  51043. /**
  51044. * Define the name of the layer.
  51045. */
  51046. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51047. private _createIndexBuffer;
  51048. /** @hidden */
  51049. _rebuild(): void;
  51050. /**
  51051. * Renders the layer in the scene.
  51052. */
  51053. render(): void;
  51054. /**
  51055. * Disposes and releases the associated ressources.
  51056. */
  51057. dispose(): void;
  51058. }
  51059. }
  51060. declare module "babylonjs/Layers/index" {
  51061. export * from "babylonjs/Layers/effectLayer";
  51062. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51063. export * from "babylonjs/Layers/glowLayer";
  51064. export * from "babylonjs/Layers/highlightLayer";
  51065. export * from "babylonjs/Layers/layer";
  51066. export * from "babylonjs/Layers/layerSceneComponent";
  51067. }
  51068. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51069. /** @hidden */
  51070. export var lensFlarePixelShader: {
  51071. name: string;
  51072. shader: string;
  51073. };
  51074. }
  51075. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51076. /** @hidden */
  51077. export var lensFlareVertexShader: {
  51078. name: string;
  51079. shader: string;
  51080. };
  51081. }
  51082. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51083. import { Scene } from "babylonjs/scene";
  51084. import { Vector3 } from "babylonjs/Maths/math.vector";
  51085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51086. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51087. import "babylonjs/Shaders/lensFlare.fragment";
  51088. import "babylonjs/Shaders/lensFlare.vertex";
  51089. import { Viewport } from "babylonjs/Maths/math.viewport";
  51090. /**
  51091. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51092. * It is usually composed of several `lensFlare`.
  51093. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51094. */
  51095. export class LensFlareSystem {
  51096. /**
  51097. * Define the name of the lens flare system
  51098. */
  51099. name: string;
  51100. /**
  51101. * List of lens flares used in this system.
  51102. */
  51103. lensFlares: LensFlare[];
  51104. /**
  51105. * Define a limit from the border the lens flare can be visible.
  51106. */
  51107. borderLimit: number;
  51108. /**
  51109. * Define a viewport border we do not want to see the lens flare in.
  51110. */
  51111. viewportBorder: number;
  51112. /**
  51113. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51114. */
  51115. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51116. /**
  51117. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51118. */
  51119. layerMask: number;
  51120. /**
  51121. * Define the id of the lens flare system in the scene.
  51122. * (equal to name by default)
  51123. */
  51124. id: string;
  51125. private _scene;
  51126. private _emitter;
  51127. private _vertexBuffers;
  51128. private _indexBuffer;
  51129. private _effect;
  51130. private _positionX;
  51131. private _positionY;
  51132. private _isEnabled;
  51133. /** @hidden */
  51134. static _SceneComponentInitialization: (scene: Scene) => void;
  51135. /**
  51136. * Instantiates a lens flare system.
  51137. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51138. * It is usually composed of several `lensFlare`.
  51139. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51140. * @param name Define the name of the lens flare system in the scene
  51141. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51142. * @param scene Define the scene the lens flare system belongs to
  51143. */
  51144. constructor(
  51145. /**
  51146. * Define the name of the lens flare system
  51147. */
  51148. name: string, emitter: any, scene: Scene);
  51149. /**
  51150. * Define if the lens flare system is enabled.
  51151. */
  51152. isEnabled: boolean;
  51153. /**
  51154. * Get the scene the effects belongs to.
  51155. * @returns the scene holding the lens flare system
  51156. */
  51157. getScene(): Scene;
  51158. /**
  51159. * Get the emitter of the lens flare system.
  51160. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51161. * @returns the emitter of the lens flare system
  51162. */
  51163. getEmitter(): any;
  51164. /**
  51165. * Set the emitter of the lens flare system.
  51166. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51167. * @param newEmitter Define the new emitter of the system
  51168. */
  51169. setEmitter(newEmitter: any): void;
  51170. /**
  51171. * Get the lens flare system emitter position.
  51172. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51173. * @returns the position
  51174. */
  51175. getEmitterPosition(): Vector3;
  51176. /**
  51177. * @hidden
  51178. */
  51179. computeEffectivePosition(globalViewport: Viewport): boolean;
  51180. /** @hidden */
  51181. _isVisible(): boolean;
  51182. /**
  51183. * @hidden
  51184. */
  51185. render(): boolean;
  51186. /**
  51187. * Dispose and release the lens flare with its associated resources.
  51188. */
  51189. dispose(): void;
  51190. /**
  51191. * Parse a lens flare system from a JSON repressentation
  51192. * @param parsedLensFlareSystem Define the JSON to parse
  51193. * @param scene Define the scene the parsed system should be instantiated in
  51194. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51195. * @returns the parsed system
  51196. */
  51197. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51198. /**
  51199. * Serialize the current Lens Flare System into a JSON representation.
  51200. * @returns the serialized JSON
  51201. */
  51202. serialize(): any;
  51203. }
  51204. }
  51205. declare module "babylonjs/LensFlares/lensFlare" {
  51206. import { Nullable } from "babylonjs/types";
  51207. import { Color3 } from "babylonjs/Maths/math.color";
  51208. import { Texture } from "babylonjs/Materials/Textures/texture";
  51209. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51210. /**
  51211. * This represents one of the lens effect in a `lensFlareSystem`.
  51212. * It controls one of the indiviual texture used in the effect.
  51213. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51214. */
  51215. export class LensFlare {
  51216. /**
  51217. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51218. */
  51219. size: number;
  51220. /**
  51221. * 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.
  51222. */
  51223. position: number;
  51224. /**
  51225. * Define the lens color.
  51226. */
  51227. color: Color3;
  51228. /**
  51229. * Define the lens texture.
  51230. */
  51231. texture: Nullable<Texture>;
  51232. /**
  51233. * Define the alpha mode to render this particular lens.
  51234. */
  51235. alphaMode: number;
  51236. private _system;
  51237. /**
  51238. * Creates a new Lens Flare.
  51239. * This represents one of the lens effect in a `lensFlareSystem`.
  51240. * It controls one of the indiviual texture used in the effect.
  51241. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51242. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51243. * @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.
  51244. * @param color Define the lens color
  51245. * @param imgUrl Define the lens texture url
  51246. * @param system Define the `lensFlareSystem` this flare is part of
  51247. * @returns The newly created Lens Flare
  51248. */
  51249. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51250. /**
  51251. * Instantiates a new Lens Flare.
  51252. * This represents one of the lens effect in a `lensFlareSystem`.
  51253. * It controls one of the indiviual texture used in the effect.
  51254. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51255. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51256. * @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.
  51257. * @param color Define the lens color
  51258. * @param imgUrl Define the lens texture url
  51259. * @param system Define the `lensFlareSystem` this flare is part of
  51260. */
  51261. constructor(
  51262. /**
  51263. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51264. */
  51265. size: number,
  51266. /**
  51267. * 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.
  51268. */
  51269. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51270. /**
  51271. * Dispose and release the lens flare with its associated resources.
  51272. */
  51273. dispose(): void;
  51274. }
  51275. }
  51276. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51277. import { Nullable } from "babylonjs/types";
  51278. import { Scene } from "babylonjs/scene";
  51279. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51280. import { AbstractScene } from "babylonjs/abstractScene";
  51281. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51282. module "babylonjs/abstractScene" {
  51283. interface AbstractScene {
  51284. /**
  51285. * The list of lens flare system added to the scene
  51286. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51287. */
  51288. lensFlareSystems: Array<LensFlareSystem>;
  51289. /**
  51290. * Removes the given lens flare system from this scene.
  51291. * @param toRemove The lens flare system to remove
  51292. * @returns The index of the removed lens flare system
  51293. */
  51294. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51295. /**
  51296. * Adds the given lens flare system to this scene
  51297. * @param newLensFlareSystem The lens flare system to add
  51298. */
  51299. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51300. /**
  51301. * Gets a lens flare system using its name
  51302. * @param name defines the name to look for
  51303. * @returns the lens flare system or null if not found
  51304. */
  51305. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51306. /**
  51307. * Gets a lens flare system using its id
  51308. * @param id defines the id to look for
  51309. * @returns the lens flare system or null if not found
  51310. */
  51311. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51312. }
  51313. }
  51314. /**
  51315. * Defines the lens flare scene component responsible to manage any lens flares
  51316. * in a given scene.
  51317. */
  51318. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51319. /**
  51320. * The component name helpfull to identify the component in the list of scene components.
  51321. */
  51322. readonly name: string;
  51323. /**
  51324. * The scene the component belongs to.
  51325. */
  51326. scene: Scene;
  51327. /**
  51328. * Creates a new instance of the component for the given scene
  51329. * @param scene Defines the scene to register the component in
  51330. */
  51331. constructor(scene: Scene);
  51332. /**
  51333. * Registers the component in a given scene
  51334. */
  51335. register(): void;
  51336. /**
  51337. * Rebuilds the elements related to this component in case of
  51338. * context lost for instance.
  51339. */
  51340. rebuild(): void;
  51341. /**
  51342. * Adds all the elements from the container to the scene
  51343. * @param container the container holding the elements
  51344. */
  51345. addFromContainer(container: AbstractScene): void;
  51346. /**
  51347. * Removes all the elements in the container from the scene
  51348. * @param container contains the elements to remove
  51349. * @param dispose if the removed element should be disposed (default: false)
  51350. */
  51351. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51352. /**
  51353. * Serializes the component data to the specified json object
  51354. * @param serializationObject The object to serialize to
  51355. */
  51356. serialize(serializationObject: any): void;
  51357. /**
  51358. * Disposes the component and the associated ressources.
  51359. */
  51360. dispose(): void;
  51361. private _draw;
  51362. }
  51363. }
  51364. declare module "babylonjs/LensFlares/index" {
  51365. export * from "babylonjs/LensFlares/lensFlare";
  51366. export * from "babylonjs/LensFlares/lensFlareSystem";
  51367. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51368. }
  51369. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51370. import { Scene } from "babylonjs/scene";
  51371. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51372. import { AbstractScene } from "babylonjs/abstractScene";
  51373. /**
  51374. * Defines the shadow generator component responsible to manage any shadow generators
  51375. * in a given scene.
  51376. */
  51377. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51378. /**
  51379. * The component name helpfull to identify the component in the list of scene components.
  51380. */
  51381. readonly name: string;
  51382. /**
  51383. * The scene the component belongs to.
  51384. */
  51385. scene: Scene;
  51386. /**
  51387. * Creates a new instance of the component for the given scene
  51388. * @param scene Defines the scene to register the component in
  51389. */
  51390. constructor(scene: Scene);
  51391. /**
  51392. * Registers the component in a given scene
  51393. */
  51394. register(): void;
  51395. /**
  51396. * Rebuilds the elements related to this component in case of
  51397. * context lost for instance.
  51398. */
  51399. rebuild(): void;
  51400. /**
  51401. * Serializes the component data to the specified json object
  51402. * @param serializationObject The object to serialize to
  51403. */
  51404. serialize(serializationObject: any): void;
  51405. /**
  51406. * Adds all the elements from the container to the scene
  51407. * @param container the container holding the elements
  51408. */
  51409. addFromContainer(container: AbstractScene): void;
  51410. /**
  51411. * Removes all the elements in the container from the scene
  51412. * @param container contains the elements to remove
  51413. * @param dispose if the removed element should be disposed (default: false)
  51414. */
  51415. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51416. /**
  51417. * Rebuilds the elements related to this component in case of
  51418. * context lost for instance.
  51419. */
  51420. dispose(): void;
  51421. private _gatherRenderTargets;
  51422. }
  51423. }
  51424. declare module "babylonjs/Lights/Shadows/index" {
  51425. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51426. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51427. }
  51428. declare module "babylonjs/Lights/pointLight" {
  51429. import { Scene } from "babylonjs/scene";
  51430. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51431. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51432. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51433. import { Effect } from "babylonjs/Materials/effect";
  51434. /**
  51435. * A point light is a light defined by an unique point in world space.
  51436. * The light is emitted in every direction from this point.
  51437. * A good example of a point light is a standard light bulb.
  51438. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51439. */
  51440. export class PointLight extends ShadowLight {
  51441. private _shadowAngle;
  51442. /**
  51443. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51444. * This specifies what angle the shadow will use to be created.
  51445. *
  51446. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51447. */
  51448. /**
  51449. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51450. * This specifies what angle the shadow will use to be created.
  51451. *
  51452. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51453. */
  51454. shadowAngle: number;
  51455. /**
  51456. * Gets the direction if it has been set.
  51457. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51458. */
  51459. /**
  51460. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51461. */
  51462. direction: Vector3;
  51463. /**
  51464. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51465. * A PointLight emits the light in every direction.
  51466. * It can cast shadows.
  51467. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51468. * ```javascript
  51469. * var pointLight = new PointLight("pl", camera.position, scene);
  51470. * ```
  51471. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51472. * @param name The light friendly name
  51473. * @param position The position of the point light in the scene
  51474. * @param scene The scene the lights belongs to
  51475. */
  51476. constructor(name: string, position: Vector3, scene: Scene);
  51477. /**
  51478. * Returns the string "PointLight"
  51479. * @returns the class name
  51480. */
  51481. getClassName(): string;
  51482. /**
  51483. * Returns the integer 0.
  51484. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51485. */
  51486. getTypeID(): number;
  51487. /**
  51488. * Specifies wether or not the shadowmap should be a cube texture.
  51489. * @returns true if the shadowmap needs to be a cube texture.
  51490. */
  51491. needCube(): boolean;
  51492. /**
  51493. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51494. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51495. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51496. */
  51497. getShadowDirection(faceIndex?: number): Vector3;
  51498. /**
  51499. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51500. * - fov = PI / 2
  51501. * - aspect ratio : 1.0
  51502. * - z-near and far equal to the active camera minZ and maxZ.
  51503. * Returns the PointLight.
  51504. */
  51505. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51506. protected _buildUniformLayout(): void;
  51507. /**
  51508. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51509. * @param effect The effect to update
  51510. * @param lightIndex The index of the light in the effect to update
  51511. * @returns The point light
  51512. */
  51513. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51514. /**
  51515. * Prepares the list of defines specific to the light type.
  51516. * @param defines the list of defines
  51517. * @param lightIndex defines the index of the light for the effect
  51518. */
  51519. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51520. }
  51521. }
  51522. declare module "babylonjs/Lights/index" {
  51523. export * from "babylonjs/Lights/light";
  51524. export * from "babylonjs/Lights/shadowLight";
  51525. export * from "babylonjs/Lights/Shadows/index";
  51526. export * from "babylonjs/Lights/directionalLight";
  51527. export * from "babylonjs/Lights/hemisphericLight";
  51528. export * from "babylonjs/Lights/pointLight";
  51529. export * from "babylonjs/Lights/spotLight";
  51530. }
  51531. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51532. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51533. /**
  51534. * Header information of HDR texture files.
  51535. */
  51536. export interface HDRInfo {
  51537. /**
  51538. * The height of the texture in pixels.
  51539. */
  51540. height: number;
  51541. /**
  51542. * The width of the texture in pixels.
  51543. */
  51544. width: number;
  51545. /**
  51546. * The index of the beginning of the data in the binary file.
  51547. */
  51548. dataPosition: number;
  51549. }
  51550. /**
  51551. * This groups tools to convert HDR texture to native colors array.
  51552. */
  51553. export class HDRTools {
  51554. private static Ldexp;
  51555. private static Rgbe2float;
  51556. private static readStringLine;
  51557. /**
  51558. * Reads header information from an RGBE texture stored in a native array.
  51559. * More information on this format are available here:
  51560. * https://en.wikipedia.org/wiki/RGBE_image_format
  51561. *
  51562. * @param uint8array The binary file stored in native array.
  51563. * @return The header information.
  51564. */
  51565. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51566. /**
  51567. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51568. * This RGBE texture needs to store the information as a panorama.
  51569. *
  51570. * More information on this format are available here:
  51571. * https://en.wikipedia.org/wiki/RGBE_image_format
  51572. *
  51573. * @param buffer The binary file stored in an array buffer.
  51574. * @param size The expected size of the extracted cubemap.
  51575. * @return The Cube Map information.
  51576. */
  51577. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  51578. /**
  51579. * Returns the pixels data extracted from an RGBE texture.
  51580. * This pixels will be stored left to right up to down in the R G B order in one array.
  51581. *
  51582. * More information on this format are available here:
  51583. * https://en.wikipedia.org/wiki/RGBE_image_format
  51584. *
  51585. * @param uint8array The binary file stored in an array buffer.
  51586. * @param hdrInfo The header information of the file.
  51587. * @return The pixels data in RGB right to left up to down order.
  51588. */
  51589. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  51590. private static RGBE_ReadPixels_RLE;
  51591. }
  51592. }
  51593. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  51594. import { Nullable } from "babylonjs/types";
  51595. import { Scene } from "babylonjs/scene";
  51596. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51597. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51598. import "babylonjs/Engines/Extensions/engine.rawTexture";
  51599. /**
  51600. * This represents a texture coming from an HDR input.
  51601. *
  51602. * The only supported format is currently panorama picture stored in RGBE format.
  51603. * Example of such files can be found on HDRLib: http://hdrlib.com/
  51604. */
  51605. export class HDRCubeTexture extends BaseTexture {
  51606. private static _facesMapping;
  51607. private _generateHarmonics;
  51608. private _noMipmap;
  51609. private _textureMatrix;
  51610. private _size;
  51611. private _onLoad;
  51612. private _onError;
  51613. /**
  51614. * The texture URL.
  51615. */
  51616. url: string;
  51617. /**
  51618. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  51619. */
  51620. coordinatesMode: number;
  51621. protected _isBlocking: boolean;
  51622. /**
  51623. * Sets wether or not the texture is blocking during loading.
  51624. */
  51625. /**
  51626. * Gets wether or not the texture is blocking during loading.
  51627. */
  51628. isBlocking: boolean;
  51629. protected _rotationY: number;
  51630. /**
  51631. * Sets texture matrix rotation angle around Y axis in radians.
  51632. */
  51633. /**
  51634. * Gets texture matrix rotation angle around Y axis radians.
  51635. */
  51636. rotationY: number;
  51637. /**
  51638. * Gets or sets the center of the bounding box associated with the cube texture
  51639. * It must define where the camera used to render the texture was set
  51640. */
  51641. boundingBoxPosition: Vector3;
  51642. private _boundingBoxSize;
  51643. /**
  51644. * Gets or sets the size of the bounding box associated with the cube texture
  51645. * When defined, the cubemap will switch to local mode
  51646. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  51647. * @example https://www.babylonjs-playground.com/#RNASML
  51648. */
  51649. boundingBoxSize: Vector3;
  51650. /**
  51651. * Instantiates an HDRTexture from the following parameters.
  51652. *
  51653. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  51654. * @param scene The scene the texture will be used in
  51655. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  51656. * @param noMipmap Forces to not generate the mipmap if true
  51657. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  51658. * @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)
  51659. * @param reserved Reserved flag for internal use.
  51660. */
  51661. 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>);
  51662. /**
  51663. * Get the current class name of the texture useful for serialization or dynamic coding.
  51664. * @returns "HDRCubeTexture"
  51665. */
  51666. getClassName(): string;
  51667. /**
  51668. * Occurs when the file is raw .hdr file.
  51669. */
  51670. private loadTexture;
  51671. clone(): HDRCubeTexture;
  51672. delayLoad(): void;
  51673. /**
  51674. * Get the texture reflection matrix used to rotate/transform the reflection.
  51675. * @returns the reflection matrix
  51676. */
  51677. getReflectionTextureMatrix(): Matrix;
  51678. /**
  51679. * Set the texture reflection matrix used to rotate/transform the reflection.
  51680. * @param value Define the reflection matrix to set
  51681. */
  51682. setReflectionTextureMatrix(value: Matrix): void;
  51683. /**
  51684. * Parses a JSON representation of an HDR Texture in order to create the texture
  51685. * @param parsedTexture Define the JSON representation
  51686. * @param scene Define the scene the texture should be created in
  51687. * @param rootUrl Define the root url in case we need to load relative dependencies
  51688. * @returns the newly created texture after parsing
  51689. */
  51690. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  51691. serialize(): any;
  51692. }
  51693. }
  51694. declare module "babylonjs/Physics/physicsEngine" {
  51695. import { Nullable } from "babylonjs/types";
  51696. import { Vector3 } from "babylonjs/Maths/math.vector";
  51697. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  51698. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  51699. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  51700. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51701. /**
  51702. * Class used to control physics engine
  51703. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  51704. */
  51705. export class PhysicsEngine implements IPhysicsEngine {
  51706. private _physicsPlugin;
  51707. /**
  51708. * Global value used to control the smallest number supported by the simulation
  51709. */
  51710. static Epsilon: number;
  51711. private _impostors;
  51712. private _joints;
  51713. /**
  51714. * Gets the gravity vector used by the simulation
  51715. */
  51716. gravity: Vector3;
  51717. /**
  51718. * Factory used to create the default physics plugin.
  51719. * @returns The default physics plugin
  51720. */
  51721. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  51722. /**
  51723. * Creates a new Physics Engine
  51724. * @param gravity defines the gravity vector used by the simulation
  51725. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  51726. */
  51727. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  51728. /**
  51729. * Sets the gravity vector used by the simulation
  51730. * @param gravity defines the gravity vector to use
  51731. */
  51732. setGravity(gravity: Vector3): void;
  51733. /**
  51734. * Set the time step of the physics engine.
  51735. * Default is 1/60.
  51736. * To slow it down, enter 1/600 for example.
  51737. * To speed it up, 1/30
  51738. * @param newTimeStep defines the new timestep to apply to this world.
  51739. */
  51740. setTimeStep(newTimeStep?: number): void;
  51741. /**
  51742. * Get the time step of the physics engine.
  51743. * @returns the current time step
  51744. */
  51745. getTimeStep(): number;
  51746. /**
  51747. * Release all resources
  51748. */
  51749. dispose(): void;
  51750. /**
  51751. * Gets the name of the current physics plugin
  51752. * @returns the name of the plugin
  51753. */
  51754. getPhysicsPluginName(): string;
  51755. /**
  51756. * Adding a new impostor for the impostor tracking.
  51757. * This will be done by the impostor itself.
  51758. * @param impostor the impostor to add
  51759. */
  51760. addImpostor(impostor: PhysicsImpostor): void;
  51761. /**
  51762. * Remove an impostor from the engine.
  51763. * This impostor and its mesh will not longer be updated by the physics engine.
  51764. * @param impostor the impostor to remove
  51765. */
  51766. removeImpostor(impostor: PhysicsImpostor): void;
  51767. /**
  51768. * Add a joint to the physics engine
  51769. * @param mainImpostor defines the main impostor to which the joint is added.
  51770. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  51771. * @param joint defines the joint that will connect both impostors.
  51772. */
  51773. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51774. /**
  51775. * Removes a joint from the simulation
  51776. * @param mainImpostor defines the impostor used with the joint
  51777. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  51778. * @param joint defines the joint to remove
  51779. */
  51780. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  51781. /**
  51782. * Called by the scene. No need to call it.
  51783. * @param delta defines the timespam between frames
  51784. */
  51785. _step(delta: number): void;
  51786. /**
  51787. * Gets the current plugin used to run the simulation
  51788. * @returns current plugin
  51789. */
  51790. getPhysicsPlugin(): IPhysicsEnginePlugin;
  51791. /**
  51792. * Gets the list of physic impostors
  51793. * @returns an array of PhysicsImpostor
  51794. */
  51795. getImpostors(): Array<PhysicsImpostor>;
  51796. /**
  51797. * Gets the impostor for a physics enabled object
  51798. * @param object defines the object impersonated by the impostor
  51799. * @returns the PhysicsImpostor or null if not found
  51800. */
  51801. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  51802. /**
  51803. * Gets the impostor for a physics body object
  51804. * @param body defines physics body used by the impostor
  51805. * @returns the PhysicsImpostor or null if not found
  51806. */
  51807. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  51808. /**
  51809. * Does a raycast in the physics world
  51810. * @param from when should the ray start?
  51811. * @param to when should the ray end?
  51812. * @returns PhysicsRaycastResult
  51813. */
  51814. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51815. }
  51816. }
  51817. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  51818. import { Nullable } from "babylonjs/types";
  51819. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51820. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51821. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51822. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51823. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51824. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51825. /** @hidden */
  51826. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  51827. private _useDeltaForWorldStep;
  51828. world: any;
  51829. name: string;
  51830. private _physicsMaterials;
  51831. private _fixedTimeStep;
  51832. private _cannonRaycastResult;
  51833. private _raycastResult;
  51834. private _physicsBodysToRemoveAfterStep;
  51835. BJSCANNON: any;
  51836. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  51837. setGravity(gravity: Vector3): void;
  51838. setTimeStep(timeStep: number): void;
  51839. getTimeStep(): number;
  51840. executeStep(delta: number): void;
  51841. private _removeMarkedPhysicsBodiesFromWorld;
  51842. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51843. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51844. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51845. private _processChildMeshes;
  51846. removePhysicsBody(impostor: PhysicsImpostor): void;
  51847. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51848. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51849. private _addMaterial;
  51850. private _checkWithEpsilon;
  51851. private _createShape;
  51852. private _createHeightmap;
  51853. private _minus90X;
  51854. private _plus90X;
  51855. private _tmpPosition;
  51856. private _tmpDeltaPosition;
  51857. private _tmpUnityRotation;
  51858. private _updatePhysicsBodyTransformation;
  51859. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51860. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51861. isSupported(): boolean;
  51862. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51863. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51864. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51865. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51866. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51867. getBodyMass(impostor: PhysicsImpostor): number;
  51868. getBodyFriction(impostor: PhysicsImpostor): number;
  51869. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51870. getBodyRestitution(impostor: PhysicsImpostor): number;
  51871. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51872. sleepBody(impostor: PhysicsImpostor): void;
  51873. wakeUpBody(impostor: PhysicsImpostor): void;
  51874. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  51875. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  51876. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  51877. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51878. getRadius(impostor: PhysicsImpostor): number;
  51879. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51880. dispose(): void;
  51881. private _extendNamespace;
  51882. /**
  51883. * Does a raycast in the physics world
  51884. * @param from when should the ray start?
  51885. * @param to when should the ray end?
  51886. * @returns PhysicsRaycastResult
  51887. */
  51888. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51889. }
  51890. }
  51891. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  51892. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  51893. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  51894. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  51895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51896. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  51897. import { Nullable } from "babylonjs/types";
  51898. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  51899. /** @hidden */
  51900. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  51901. world: any;
  51902. name: string;
  51903. BJSOIMO: any;
  51904. private _raycastResult;
  51905. constructor(iterations?: number, oimoInjection?: any);
  51906. setGravity(gravity: Vector3): void;
  51907. setTimeStep(timeStep: number): void;
  51908. getTimeStep(): number;
  51909. private _tmpImpostorsArray;
  51910. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  51911. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51912. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  51913. generatePhysicsBody(impostor: PhysicsImpostor): void;
  51914. private _tmpPositionVector;
  51915. removePhysicsBody(impostor: PhysicsImpostor): void;
  51916. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  51917. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  51918. isSupported(): boolean;
  51919. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  51920. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  51921. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51922. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  51923. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51924. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  51925. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  51926. getBodyMass(impostor: PhysicsImpostor): number;
  51927. getBodyFriction(impostor: PhysicsImpostor): number;
  51928. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  51929. getBodyRestitution(impostor: PhysicsImpostor): number;
  51930. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  51931. sleepBody(impostor: PhysicsImpostor): void;
  51932. wakeUpBody(impostor: PhysicsImpostor): void;
  51933. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  51934. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  51935. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  51936. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  51937. getRadius(impostor: PhysicsImpostor): number;
  51938. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  51939. dispose(): void;
  51940. /**
  51941. * Does a raycast in the physics world
  51942. * @param from when should the ray start?
  51943. * @param to when should the ray end?
  51944. * @returns PhysicsRaycastResult
  51945. */
  51946. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  51947. }
  51948. }
  51949. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  51950. import { Nullable } from "babylonjs/types";
  51951. import { Scene } from "babylonjs/scene";
  51952. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  51953. import { Color4 } from "babylonjs/Maths/math.color";
  51954. import { Mesh } from "babylonjs/Meshes/mesh";
  51955. /**
  51956. * Class containing static functions to help procedurally build meshes
  51957. */
  51958. export class RibbonBuilder {
  51959. /**
  51960. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  51961. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  51962. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  51963. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  51964. * * 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
  51965. * * 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
  51966. * * 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
  51967. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  51968. * * 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
  51969. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  51970. * * 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
  51971. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  51972. * * 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
  51973. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  51974. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  51975. * @param name defines the name of the mesh
  51976. * @param options defines the options used to create the mesh
  51977. * @param scene defines the hosting scene
  51978. * @returns the ribbon mesh
  51979. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  51980. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  51981. */
  51982. static CreateRibbon(name: string, options: {
  51983. pathArray: Vector3[][];
  51984. closeArray?: boolean;
  51985. closePath?: boolean;
  51986. offset?: number;
  51987. updatable?: boolean;
  51988. sideOrientation?: number;
  51989. frontUVs?: Vector4;
  51990. backUVs?: Vector4;
  51991. instance?: Mesh;
  51992. invertUV?: boolean;
  51993. uvs?: Vector2[];
  51994. colors?: Color4[];
  51995. }, scene?: Nullable<Scene>): Mesh;
  51996. }
  51997. }
  51998. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  51999. import { Nullable } from "babylonjs/types";
  52000. import { Scene } from "babylonjs/scene";
  52001. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52002. import { Mesh } from "babylonjs/Meshes/mesh";
  52003. /**
  52004. * Class containing static functions to help procedurally build meshes
  52005. */
  52006. export class ShapeBuilder {
  52007. /**
  52008. * 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.
  52009. * * 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.
  52010. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52011. * * 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.
  52012. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52013. * * 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
  52014. * * 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
  52015. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52016. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52017. * * 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
  52018. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52019. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52020. * @param name defines the name of the mesh
  52021. * @param options defines the options used to create the mesh
  52022. * @param scene defines the hosting scene
  52023. * @returns the extruded shape mesh
  52024. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52025. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52026. */
  52027. static ExtrudeShape(name: string, options: {
  52028. shape: Vector3[];
  52029. path: Vector3[];
  52030. scale?: number;
  52031. rotation?: number;
  52032. cap?: number;
  52033. updatable?: boolean;
  52034. sideOrientation?: number;
  52035. frontUVs?: Vector4;
  52036. backUVs?: Vector4;
  52037. instance?: Mesh;
  52038. invertUV?: boolean;
  52039. }, scene?: Nullable<Scene>): Mesh;
  52040. /**
  52041. * Creates an custom extruded shape mesh.
  52042. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52043. * * 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.
  52044. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52045. * * 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
  52046. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52047. * * 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
  52048. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52049. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52050. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52051. * * 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
  52052. * * 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
  52053. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52054. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52055. * * 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
  52056. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52057. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52058. * @param name defines the name of the mesh
  52059. * @param options defines the options used to create the mesh
  52060. * @param scene defines the hosting scene
  52061. * @returns the custom extruded shape mesh
  52062. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52063. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52064. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52065. */
  52066. static ExtrudeShapeCustom(name: string, options: {
  52067. shape: Vector3[];
  52068. path: Vector3[];
  52069. scaleFunction?: any;
  52070. rotationFunction?: any;
  52071. ribbonCloseArray?: boolean;
  52072. ribbonClosePath?: boolean;
  52073. cap?: number;
  52074. updatable?: boolean;
  52075. sideOrientation?: number;
  52076. frontUVs?: Vector4;
  52077. backUVs?: Vector4;
  52078. instance?: Mesh;
  52079. invertUV?: boolean;
  52080. }, scene?: Nullable<Scene>): Mesh;
  52081. private static _ExtrudeShapeGeneric;
  52082. }
  52083. }
  52084. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52085. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52086. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52087. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52088. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52089. import { Nullable } from "babylonjs/types";
  52090. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52091. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52092. /**
  52093. * AmmoJS Physics plugin
  52094. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52095. * @see https://github.com/kripken/ammo.js/
  52096. */
  52097. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52098. private _useDeltaForWorldStep;
  52099. /**
  52100. * Reference to the Ammo library
  52101. */
  52102. bjsAMMO: any;
  52103. /**
  52104. * Created ammoJS world which physics bodies are added to
  52105. */
  52106. world: any;
  52107. /**
  52108. * Name of the plugin
  52109. */
  52110. name: string;
  52111. private _timeStep;
  52112. private _fixedTimeStep;
  52113. private _maxSteps;
  52114. private _tmpQuaternion;
  52115. private _tmpAmmoTransform;
  52116. private _tmpAmmoQuaternion;
  52117. private _tmpAmmoConcreteContactResultCallback;
  52118. private _collisionConfiguration;
  52119. private _dispatcher;
  52120. private _overlappingPairCache;
  52121. private _solver;
  52122. private _softBodySolver;
  52123. private _tmpAmmoVectorA;
  52124. private _tmpAmmoVectorB;
  52125. private _tmpAmmoVectorC;
  52126. private _tmpAmmoVectorD;
  52127. private _tmpContactCallbackResult;
  52128. private _tmpAmmoVectorRCA;
  52129. private _tmpAmmoVectorRCB;
  52130. private _raycastResult;
  52131. private static readonly DISABLE_COLLISION_FLAG;
  52132. private static readonly KINEMATIC_FLAG;
  52133. private static readonly DISABLE_DEACTIVATION_FLAG;
  52134. /**
  52135. * Initializes the ammoJS plugin
  52136. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52137. * @param ammoInjection can be used to inject your own ammo reference
  52138. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52139. */
  52140. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52141. /**
  52142. * Sets the gravity of the physics world (m/(s^2))
  52143. * @param gravity Gravity to set
  52144. */
  52145. setGravity(gravity: Vector3): void;
  52146. /**
  52147. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52148. * @param timeStep timestep to use in seconds
  52149. */
  52150. setTimeStep(timeStep: number): void;
  52151. /**
  52152. * 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)
  52153. * @param fixedTimeStep fixedTimeStep to use in seconds
  52154. */
  52155. setFixedTimeStep(fixedTimeStep: number): void;
  52156. /**
  52157. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52158. * @param maxSteps the maximum number of steps by the physics engine per frame
  52159. */
  52160. setMaxSteps(maxSteps: number): void;
  52161. /**
  52162. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52163. * @returns the current timestep in seconds
  52164. */
  52165. getTimeStep(): number;
  52166. private _isImpostorInContact;
  52167. private _isImpostorPairInContact;
  52168. private _stepSimulation;
  52169. /**
  52170. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52171. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52172. * After the step the babylon meshes are set to the position of the physics imposters
  52173. * @param delta amount of time to step forward
  52174. * @param impostors array of imposters to update before/after the step
  52175. */
  52176. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52177. /**
  52178. * Update babylon mesh to match physics world object
  52179. * @param impostor imposter to match
  52180. */
  52181. private _afterSoftStep;
  52182. /**
  52183. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52184. * @param impostor imposter to match
  52185. */
  52186. private _ropeStep;
  52187. /**
  52188. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52189. * @param impostor imposter to match
  52190. */
  52191. private _softbodyOrClothStep;
  52192. private _tmpVector;
  52193. private _tmpMatrix;
  52194. /**
  52195. * Applies an impulse on the imposter
  52196. * @param impostor imposter to apply impulse to
  52197. * @param force amount of force to be applied to the imposter
  52198. * @param contactPoint the location to apply the impulse on the imposter
  52199. */
  52200. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52201. /**
  52202. * Applies a force on the imposter
  52203. * @param impostor imposter to apply force
  52204. * @param force amount of force to be applied to the imposter
  52205. * @param contactPoint the location to apply the force on the imposter
  52206. */
  52207. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52208. /**
  52209. * Creates a physics body using the plugin
  52210. * @param impostor the imposter to create the physics body on
  52211. */
  52212. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52213. /**
  52214. * Removes the physics body from the imposter and disposes of the body's memory
  52215. * @param impostor imposter to remove the physics body from
  52216. */
  52217. removePhysicsBody(impostor: PhysicsImpostor): void;
  52218. /**
  52219. * Generates a joint
  52220. * @param impostorJoint the imposter joint to create the joint with
  52221. */
  52222. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52223. /**
  52224. * Removes a joint
  52225. * @param impostorJoint the imposter joint to remove the joint from
  52226. */
  52227. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52228. private _addMeshVerts;
  52229. /**
  52230. * Initialise the soft body vertices to match its object's (mesh) vertices
  52231. * Softbody vertices (nodes) are in world space and to match this
  52232. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52233. * @param impostor to create the softbody for
  52234. */
  52235. private _softVertexData;
  52236. /**
  52237. * Create an impostor's soft body
  52238. * @param impostor to create the softbody for
  52239. */
  52240. private _createSoftbody;
  52241. /**
  52242. * Create cloth for an impostor
  52243. * @param impostor to create the softbody for
  52244. */
  52245. private _createCloth;
  52246. /**
  52247. * Create rope for an impostor
  52248. * @param impostor to create the softbody for
  52249. */
  52250. private _createRope;
  52251. private _addHullVerts;
  52252. private _createShape;
  52253. /**
  52254. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52255. * @param impostor imposter containing the physics body and babylon object
  52256. */
  52257. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52258. /**
  52259. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52260. * @param impostor imposter containing the physics body and babylon object
  52261. * @param newPosition new position
  52262. * @param newRotation new rotation
  52263. */
  52264. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52265. /**
  52266. * If this plugin is supported
  52267. * @returns true if its supported
  52268. */
  52269. isSupported(): boolean;
  52270. /**
  52271. * Sets the linear velocity of the physics body
  52272. * @param impostor imposter to set the velocity on
  52273. * @param velocity velocity to set
  52274. */
  52275. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52276. /**
  52277. * Sets the angular velocity of the physics body
  52278. * @param impostor imposter to set the velocity on
  52279. * @param velocity velocity to set
  52280. */
  52281. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52282. /**
  52283. * gets the linear velocity
  52284. * @param impostor imposter to get linear velocity from
  52285. * @returns linear velocity
  52286. */
  52287. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52288. /**
  52289. * gets the angular velocity
  52290. * @param impostor imposter to get angular velocity from
  52291. * @returns angular velocity
  52292. */
  52293. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52294. /**
  52295. * Sets the mass of physics body
  52296. * @param impostor imposter to set the mass on
  52297. * @param mass mass to set
  52298. */
  52299. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52300. /**
  52301. * Gets the mass of the physics body
  52302. * @param impostor imposter to get the mass from
  52303. * @returns mass
  52304. */
  52305. getBodyMass(impostor: PhysicsImpostor): number;
  52306. /**
  52307. * Gets friction of the impostor
  52308. * @param impostor impostor to get friction from
  52309. * @returns friction value
  52310. */
  52311. getBodyFriction(impostor: PhysicsImpostor): number;
  52312. /**
  52313. * Sets friction of the impostor
  52314. * @param impostor impostor to set friction on
  52315. * @param friction friction value
  52316. */
  52317. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52318. /**
  52319. * Gets restitution of the impostor
  52320. * @param impostor impostor to get restitution from
  52321. * @returns restitution value
  52322. */
  52323. getBodyRestitution(impostor: PhysicsImpostor): number;
  52324. /**
  52325. * Sets resitution of the impostor
  52326. * @param impostor impostor to set resitution on
  52327. * @param restitution resitution value
  52328. */
  52329. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52330. /**
  52331. * Gets pressure inside the impostor
  52332. * @param impostor impostor to get pressure from
  52333. * @returns pressure value
  52334. */
  52335. getBodyPressure(impostor: PhysicsImpostor): number;
  52336. /**
  52337. * Sets pressure inside a soft body impostor
  52338. * Cloth and rope must remain 0 pressure
  52339. * @param impostor impostor to set pressure on
  52340. * @param pressure pressure value
  52341. */
  52342. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52343. /**
  52344. * Gets stiffness of the impostor
  52345. * @param impostor impostor to get stiffness from
  52346. * @returns pressure value
  52347. */
  52348. getBodyStiffness(impostor: PhysicsImpostor): number;
  52349. /**
  52350. * Sets stiffness of the impostor
  52351. * @param impostor impostor to set stiffness on
  52352. * @param stiffness stiffness value from 0 to 1
  52353. */
  52354. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52355. /**
  52356. * Gets velocityIterations of the impostor
  52357. * @param impostor impostor to get velocity iterations from
  52358. * @returns velocityIterations value
  52359. */
  52360. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52361. /**
  52362. * Sets velocityIterations of the impostor
  52363. * @param impostor impostor to set velocity iterations on
  52364. * @param velocityIterations velocityIterations value
  52365. */
  52366. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52367. /**
  52368. * Gets positionIterations of the impostor
  52369. * @param impostor impostor to get position iterations from
  52370. * @returns positionIterations value
  52371. */
  52372. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52373. /**
  52374. * Sets positionIterations of the impostor
  52375. * @param impostor impostor to set position on
  52376. * @param positionIterations positionIterations value
  52377. */
  52378. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52379. /**
  52380. * Append an anchor to a cloth object
  52381. * @param impostor is the cloth impostor to add anchor to
  52382. * @param otherImpostor is the rigid impostor to anchor to
  52383. * @param width ratio across width from 0 to 1
  52384. * @param height ratio up height from 0 to 1
  52385. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52386. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52387. */
  52388. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52389. /**
  52390. * Append an hook to a rope object
  52391. * @param impostor is the rope impostor to add hook to
  52392. * @param otherImpostor is the rigid impostor to hook to
  52393. * @param length ratio along the rope from 0 to 1
  52394. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52395. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52396. */
  52397. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52398. /**
  52399. * Sleeps the physics body and stops it from being active
  52400. * @param impostor impostor to sleep
  52401. */
  52402. sleepBody(impostor: PhysicsImpostor): void;
  52403. /**
  52404. * Activates the physics body
  52405. * @param impostor impostor to activate
  52406. */
  52407. wakeUpBody(impostor: PhysicsImpostor): void;
  52408. /**
  52409. * Updates the distance parameters of the joint
  52410. * @param joint joint to update
  52411. * @param maxDistance maximum distance of the joint
  52412. * @param minDistance minimum distance of the joint
  52413. */
  52414. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52415. /**
  52416. * Sets a motor on the joint
  52417. * @param joint joint to set motor on
  52418. * @param speed speed of the motor
  52419. * @param maxForce maximum force of the motor
  52420. * @param motorIndex index of the motor
  52421. */
  52422. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52423. /**
  52424. * Sets the motors limit
  52425. * @param joint joint to set limit on
  52426. * @param upperLimit upper limit
  52427. * @param lowerLimit lower limit
  52428. */
  52429. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52430. /**
  52431. * Syncs the position and rotation of a mesh with the impostor
  52432. * @param mesh mesh to sync
  52433. * @param impostor impostor to update the mesh with
  52434. */
  52435. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52436. /**
  52437. * Gets the radius of the impostor
  52438. * @param impostor impostor to get radius from
  52439. * @returns the radius
  52440. */
  52441. getRadius(impostor: PhysicsImpostor): number;
  52442. /**
  52443. * Gets the box size of the impostor
  52444. * @param impostor impostor to get box size from
  52445. * @param result the resulting box size
  52446. */
  52447. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52448. /**
  52449. * Disposes of the impostor
  52450. */
  52451. dispose(): void;
  52452. /**
  52453. * Does a raycast in the physics world
  52454. * @param from when should the ray start?
  52455. * @param to when should the ray end?
  52456. * @returns PhysicsRaycastResult
  52457. */
  52458. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52459. }
  52460. }
  52461. declare module "babylonjs/Probes/reflectionProbe" {
  52462. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52463. import { Vector3 } from "babylonjs/Maths/math.vector";
  52464. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52465. import { Nullable } from "babylonjs/types";
  52466. import { Scene } from "babylonjs/scene";
  52467. module "babylonjs/abstractScene" {
  52468. interface AbstractScene {
  52469. /**
  52470. * The list of reflection probes added to the scene
  52471. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52472. */
  52473. reflectionProbes: Array<ReflectionProbe>;
  52474. /**
  52475. * Removes the given reflection probe from this scene.
  52476. * @param toRemove The reflection probe to remove
  52477. * @returns The index of the removed reflection probe
  52478. */
  52479. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52480. /**
  52481. * Adds the given reflection probe to this scene.
  52482. * @param newReflectionProbe The reflection probe to add
  52483. */
  52484. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52485. }
  52486. }
  52487. /**
  52488. * Class used to generate realtime reflection / refraction cube textures
  52489. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52490. */
  52491. export class ReflectionProbe {
  52492. /** defines the name of the probe */
  52493. name: string;
  52494. private _scene;
  52495. private _renderTargetTexture;
  52496. private _projectionMatrix;
  52497. private _viewMatrix;
  52498. private _target;
  52499. private _add;
  52500. private _attachedMesh;
  52501. private _invertYAxis;
  52502. /** Gets or sets probe position (center of the cube map) */
  52503. position: Vector3;
  52504. /**
  52505. * Creates a new reflection probe
  52506. * @param name defines the name of the probe
  52507. * @param size defines the texture resolution (for each face)
  52508. * @param scene defines the hosting scene
  52509. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52510. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52511. */
  52512. constructor(
  52513. /** defines the name of the probe */
  52514. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52515. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52516. samples: number;
  52517. /** Gets or sets the refresh rate to use (on every frame by default) */
  52518. refreshRate: number;
  52519. /**
  52520. * Gets the hosting scene
  52521. * @returns a Scene
  52522. */
  52523. getScene(): Scene;
  52524. /** Gets the internal CubeTexture used to render to */
  52525. readonly cubeTexture: RenderTargetTexture;
  52526. /** Gets the list of meshes to render */
  52527. readonly renderList: Nullable<AbstractMesh[]>;
  52528. /**
  52529. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52530. * @param mesh defines the mesh to attach to
  52531. */
  52532. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52533. /**
  52534. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52535. * @param renderingGroupId The rendering group id corresponding to its index
  52536. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52537. */
  52538. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52539. /**
  52540. * Clean all associated resources
  52541. */
  52542. dispose(): void;
  52543. /**
  52544. * Converts the reflection probe information to a readable string for debug purpose.
  52545. * @param fullDetails Supports for multiple levels of logging within scene loading
  52546. * @returns the human readable reflection probe info
  52547. */
  52548. toString(fullDetails?: boolean): string;
  52549. /**
  52550. * Get the class name of the relfection probe.
  52551. * @returns "ReflectionProbe"
  52552. */
  52553. getClassName(): string;
  52554. /**
  52555. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52556. * @returns The JSON representation of the texture
  52557. */
  52558. serialize(): any;
  52559. /**
  52560. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52561. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52562. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52563. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52564. * @returns The parsed reflection probe if successful
  52565. */
  52566. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52567. }
  52568. }
  52569. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52570. /** @hidden */
  52571. export var _BabylonLoaderRegistered: boolean;
  52572. }
  52573. declare module "babylonjs/Loading/Plugins/index" {
  52574. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  52575. }
  52576. declare module "babylonjs/Loading/index" {
  52577. export * from "babylonjs/Loading/loadingScreen";
  52578. export * from "babylonjs/Loading/Plugins/index";
  52579. export * from "babylonjs/Loading/sceneLoader";
  52580. export * from "babylonjs/Loading/sceneLoaderFlags";
  52581. }
  52582. declare module "babylonjs/Materials/Background/index" {
  52583. export * from "babylonjs/Materials/Background/backgroundMaterial";
  52584. }
  52585. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  52586. import { Scene } from "babylonjs/scene";
  52587. import { Color3 } from "babylonjs/Maths/math.color";
  52588. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52589. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52590. /**
  52591. * The Physically based simple base material of BJS.
  52592. *
  52593. * This enables better naming and convention enforcements on top of the pbrMaterial.
  52594. * It is used as the base class for both the specGloss and metalRough conventions.
  52595. */
  52596. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  52597. /**
  52598. * Number of Simultaneous lights allowed on the material.
  52599. */
  52600. maxSimultaneousLights: number;
  52601. /**
  52602. * If sets to true, disables all the lights affecting the material.
  52603. */
  52604. disableLighting: boolean;
  52605. /**
  52606. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  52607. */
  52608. environmentTexture: BaseTexture;
  52609. /**
  52610. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  52611. */
  52612. invertNormalMapX: boolean;
  52613. /**
  52614. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  52615. */
  52616. invertNormalMapY: boolean;
  52617. /**
  52618. * Normal map used in the model.
  52619. */
  52620. normalTexture: BaseTexture;
  52621. /**
  52622. * Emissivie color used to self-illuminate the model.
  52623. */
  52624. emissiveColor: Color3;
  52625. /**
  52626. * Emissivie texture used to self-illuminate the model.
  52627. */
  52628. emissiveTexture: BaseTexture;
  52629. /**
  52630. * Occlusion Channel Strenght.
  52631. */
  52632. occlusionStrength: number;
  52633. /**
  52634. * Occlusion Texture of the material (adding extra occlusion effects).
  52635. */
  52636. occlusionTexture: BaseTexture;
  52637. /**
  52638. * Defines the alpha limits in alpha test mode.
  52639. */
  52640. alphaCutOff: number;
  52641. /**
  52642. * Gets the current double sided mode.
  52643. */
  52644. /**
  52645. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  52646. */
  52647. doubleSided: boolean;
  52648. /**
  52649. * Stores the pre-calculated light information of a mesh in a texture.
  52650. */
  52651. lightmapTexture: BaseTexture;
  52652. /**
  52653. * If true, the light map contains occlusion information instead of lighting info.
  52654. */
  52655. useLightmapAsShadowmap: boolean;
  52656. /**
  52657. * Instantiates a new PBRMaterial instance.
  52658. *
  52659. * @param name The material name
  52660. * @param scene The scene the material will be use in.
  52661. */
  52662. constructor(name: string, scene: Scene);
  52663. getClassName(): string;
  52664. }
  52665. }
  52666. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  52667. import { Scene } from "babylonjs/scene";
  52668. import { Color3 } from "babylonjs/Maths/math.color";
  52669. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52670. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52671. /**
  52672. * The PBR material of BJS following the metal roughness convention.
  52673. *
  52674. * This fits to the PBR convention in the GLTF definition:
  52675. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  52676. */
  52677. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  52678. /**
  52679. * The base color has two different interpretations depending on the value of metalness.
  52680. * When the material is a metal, the base color is the specific measured reflectance value
  52681. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  52682. * of the material.
  52683. */
  52684. baseColor: Color3;
  52685. /**
  52686. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  52687. * well as opacity information in the alpha channel.
  52688. */
  52689. baseTexture: BaseTexture;
  52690. /**
  52691. * Specifies the metallic scalar value of the material.
  52692. * Can also be used to scale the metalness values of the metallic texture.
  52693. */
  52694. metallic: number;
  52695. /**
  52696. * Specifies the roughness scalar value of the material.
  52697. * Can also be used to scale the roughness values of the metallic texture.
  52698. */
  52699. roughness: number;
  52700. /**
  52701. * Texture containing both the metallic value in the B channel and the
  52702. * roughness value in the G channel to keep better precision.
  52703. */
  52704. metallicRoughnessTexture: BaseTexture;
  52705. /**
  52706. * Instantiates a new PBRMetalRoughnessMaterial instance.
  52707. *
  52708. * @param name The material name
  52709. * @param scene The scene the material will be use in.
  52710. */
  52711. constructor(name: string, scene: Scene);
  52712. /**
  52713. * Return the currrent class name of the material.
  52714. */
  52715. getClassName(): string;
  52716. /**
  52717. * Makes a duplicate of the current material.
  52718. * @param name - name to use for the new material.
  52719. */
  52720. clone(name: string): PBRMetallicRoughnessMaterial;
  52721. /**
  52722. * Serialize the material to a parsable JSON object.
  52723. */
  52724. serialize(): any;
  52725. /**
  52726. * Parses a JSON object correponding to the serialize function.
  52727. */
  52728. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  52729. }
  52730. }
  52731. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  52732. import { Scene } from "babylonjs/scene";
  52733. import { Color3 } from "babylonjs/Maths/math.color";
  52734. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52735. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52736. /**
  52737. * The PBR material of BJS following the specular glossiness convention.
  52738. *
  52739. * This fits to the PBR convention in the GLTF definition:
  52740. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  52741. */
  52742. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  52743. /**
  52744. * Specifies the diffuse color of the material.
  52745. */
  52746. diffuseColor: Color3;
  52747. /**
  52748. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  52749. * channel.
  52750. */
  52751. diffuseTexture: BaseTexture;
  52752. /**
  52753. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  52754. */
  52755. specularColor: Color3;
  52756. /**
  52757. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  52758. */
  52759. glossiness: number;
  52760. /**
  52761. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  52762. */
  52763. specularGlossinessTexture: BaseTexture;
  52764. /**
  52765. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  52766. *
  52767. * @param name The material name
  52768. * @param scene The scene the material will be use in.
  52769. */
  52770. constructor(name: string, scene: Scene);
  52771. /**
  52772. * Return the currrent class name of the material.
  52773. */
  52774. getClassName(): string;
  52775. /**
  52776. * Makes a duplicate of the current material.
  52777. * @param name - name to use for the new material.
  52778. */
  52779. clone(name: string): PBRSpecularGlossinessMaterial;
  52780. /**
  52781. * Serialize the material to a parsable JSON object.
  52782. */
  52783. serialize(): any;
  52784. /**
  52785. * Parses a JSON object correponding to the serialize function.
  52786. */
  52787. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  52788. }
  52789. }
  52790. declare module "babylonjs/Materials/PBR/index" {
  52791. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  52792. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  52793. export * from "babylonjs/Materials/PBR/pbrMaterial";
  52794. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  52795. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  52796. }
  52797. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  52798. import { Nullable } from "babylonjs/types";
  52799. import { Scene } from "babylonjs/scene";
  52800. import { Matrix } from "babylonjs/Maths/math.vector";
  52801. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52802. /**
  52803. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  52804. * It can help converting any input color in a desired output one. This can then be used to create effects
  52805. * from sepia, black and white to sixties or futuristic rendering...
  52806. *
  52807. * The only supported format is currently 3dl.
  52808. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  52809. */
  52810. export class ColorGradingTexture extends BaseTexture {
  52811. /**
  52812. * The current texture matrix. (will always be identity in color grading texture)
  52813. */
  52814. private _textureMatrix;
  52815. /**
  52816. * The texture URL.
  52817. */
  52818. url: string;
  52819. /**
  52820. * Empty line regex stored for GC.
  52821. */
  52822. private static _noneEmptyLineRegex;
  52823. private _engine;
  52824. /**
  52825. * Instantiates a ColorGradingTexture from the following parameters.
  52826. *
  52827. * @param url The location of the color gradind data (currently only supporting 3dl)
  52828. * @param scene The scene the texture will be used in
  52829. */
  52830. constructor(url: string, scene: Scene);
  52831. /**
  52832. * Returns the texture matrix used in most of the material.
  52833. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  52834. */
  52835. getTextureMatrix(): Matrix;
  52836. /**
  52837. * Occurs when the file being loaded is a .3dl LUT file.
  52838. */
  52839. private load3dlTexture;
  52840. /**
  52841. * Starts the loading process of the texture.
  52842. */
  52843. private loadTexture;
  52844. /**
  52845. * Clones the color gradind texture.
  52846. */
  52847. clone(): ColorGradingTexture;
  52848. /**
  52849. * Called during delayed load for textures.
  52850. */
  52851. delayLoad(): void;
  52852. /**
  52853. * Parses a color grading texture serialized by Babylon.
  52854. * @param parsedTexture The texture information being parsedTexture
  52855. * @param scene The scene to load the texture in
  52856. * @param rootUrl The root url of the data assets to load
  52857. * @return A color gradind texture
  52858. */
  52859. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  52860. /**
  52861. * Serializes the LUT texture to json format.
  52862. */
  52863. serialize(): any;
  52864. }
  52865. }
  52866. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  52867. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52868. import { Scene } from "babylonjs/scene";
  52869. import { Nullable } from "babylonjs/types";
  52870. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52871. /**
  52872. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  52873. */
  52874. export class EquiRectangularCubeTexture extends BaseTexture {
  52875. /** The six faces of the cube. */
  52876. private static _FacesMapping;
  52877. private _noMipmap;
  52878. private _onLoad;
  52879. private _onError;
  52880. /** The size of the cubemap. */
  52881. private _size;
  52882. /** The buffer of the image. */
  52883. private _buffer;
  52884. /** The width of the input image. */
  52885. private _width;
  52886. /** The height of the input image. */
  52887. private _height;
  52888. /** The URL to the image. */
  52889. url: string;
  52890. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  52891. coordinatesMode: number;
  52892. /**
  52893. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  52894. * @param url The location of the image
  52895. * @param scene The scene the texture will be used in
  52896. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52897. * @param noMipmap Forces to not generate the mipmap if true
  52898. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  52899. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  52900. * @param onLoad — defines a callback called when texture is loaded
  52901. * @param onError — defines a callback called if there is an error
  52902. */
  52903. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52904. /**
  52905. * Load the image data, by putting the image on a canvas and extracting its buffer.
  52906. */
  52907. private loadImage;
  52908. /**
  52909. * Convert the image buffer into a cubemap and create a CubeTexture.
  52910. */
  52911. private loadTexture;
  52912. /**
  52913. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  52914. * @param buffer The ArrayBuffer that should be converted.
  52915. * @returns The buffer as Float32Array.
  52916. */
  52917. private getFloat32ArrayFromArrayBuffer;
  52918. /**
  52919. * Get the current class name of the texture useful for serialization or dynamic coding.
  52920. * @returns "EquiRectangularCubeTexture"
  52921. */
  52922. getClassName(): string;
  52923. /**
  52924. * Create a clone of the current EquiRectangularCubeTexture and return it.
  52925. * @returns A clone of the current EquiRectangularCubeTexture.
  52926. */
  52927. clone(): EquiRectangularCubeTexture;
  52928. }
  52929. }
  52930. declare module "babylonjs/Misc/tga" {
  52931. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52932. /**
  52933. * Based on jsTGALoader - Javascript loader for TGA file
  52934. * By Vincent Thibault
  52935. * @see http://blog.robrowser.com/javascript-tga-loader.html
  52936. */
  52937. export class TGATools {
  52938. private static _TYPE_INDEXED;
  52939. private static _TYPE_RGB;
  52940. private static _TYPE_GREY;
  52941. private static _TYPE_RLE_INDEXED;
  52942. private static _TYPE_RLE_RGB;
  52943. private static _TYPE_RLE_GREY;
  52944. private static _ORIGIN_MASK;
  52945. private static _ORIGIN_SHIFT;
  52946. private static _ORIGIN_BL;
  52947. private static _ORIGIN_BR;
  52948. private static _ORIGIN_UL;
  52949. private static _ORIGIN_UR;
  52950. /**
  52951. * Gets the header of a TGA file
  52952. * @param data defines the TGA data
  52953. * @returns the header
  52954. */
  52955. static GetTGAHeader(data: Uint8Array): any;
  52956. /**
  52957. * Uploads TGA content to a Babylon Texture
  52958. * @hidden
  52959. */
  52960. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  52961. /** @hidden */
  52962. 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;
  52963. /** @hidden */
  52964. 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;
  52965. /** @hidden */
  52966. 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;
  52967. /** @hidden */
  52968. 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;
  52969. /** @hidden */
  52970. 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;
  52971. /** @hidden */
  52972. 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;
  52973. }
  52974. }
  52975. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  52976. import { Nullable } from "babylonjs/types";
  52977. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  52978. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  52979. /**
  52980. * Implementation of the TGA Texture Loader.
  52981. * @hidden
  52982. */
  52983. export class _TGATextureLoader implements IInternalTextureLoader {
  52984. /**
  52985. * Defines wether the loader supports cascade loading the different faces.
  52986. */
  52987. readonly supportCascades: boolean;
  52988. /**
  52989. * This returns if the loader support the current file information.
  52990. * @param extension defines the file extension of the file being loaded
  52991. * @param textureFormatInUse defines the current compressed format in use iun the engine
  52992. * @param fallback defines the fallback internal texture if any
  52993. * @param isBase64 defines whether the texture is encoded as a base64
  52994. * @param isBuffer defines whether the texture data are stored as a buffer
  52995. * @returns true if the loader can load the specified file
  52996. */
  52997. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  52998. /**
  52999. * Transform the url before loading if required.
  53000. * @param rootUrl the url of the texture
  53001. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53002. * @returns the transformed texture
  53003. */
  53004. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53005. /**
  53006. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53007. * @param rootUrl the url of the texture
  53008. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53009. * @returns the fallback texture
  53010. */
  53011. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53012. /**
  53013. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53014. * @param data contains the texture data
  53015. * @param texture defines the BabylonJS internal texture
  53016. * @param createPolynomials will be true if polynomials have been requested
  53017. * @param onLoad defines the callback to trigger once the texture is ready
  53018. * @param onError defines the callback to trigger in case of error
  53019. */
  53020. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53021. /**
  53022. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53023. * @param data contains the texture data
  53024. * @param texture defines the BabylonJS internal texture
  53025. * @param callback defines the method to call once ready to upload
  53026. */
  53027. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53028. }
  53029. }
  53030. declare module "babylonjs/Misc/basis" {
  53031. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53032. /**
  53033. * Info about the .basis files
  53034. */
  53035. class BasisFileInfo {
  53036. /**
  53037. * If the file has alpha
  53038. */
  53039. hasAlpha: boolean;
  53040. /**
  53041. * Info about each image of the basis file
  53042. */
  53043. images: Array<{
  53044. levels: Array<{
  53045. width: number;
  53046. height: number;
  53047. transcodedPixels: ArrayBufferView;
  53048. }>;
  53049. }>;
  53050. }
  53051. /**
  53052. * Result of transcoding a basis file
  53053. */
  53054. class TranscodeResult {
  53055. /**
  53056. * Info about the .basis file
  53057. */
  53058. fileInfo: BasisFileInfo;
  53059. /**
  53060. * Format to use when loading the file
  53061. */
  53062. format: number;
  53063. }
  53064. /**
  53065. * Configuration options for the Basis transcoder
  53066. */
  53067. export class BasisTranscodeConfiguration {
  53068. /**
  53069. * Supported compression formats used to determine the supported output format of the transcoder
  53070. */
  53071. supportedCompressionFormats?: {
  53072. /**
  53073. * etc1 compression format
  53074. */
  53075. etc1?: boolean;
  53076. /**
  53077. * s3tc compression format
  53078. */
  53079. s3tc?: boolean;
  53080. /**
  53081. * pvrtc compression format
  53082. */
  53083. pvrtc?: boolean;
  53084. /**
  53085. * etc2 compression format
  53086. */
  53087. etc2?: boolean;
  53088. };
  53089. /**
  53090. * If mipmap levels should be loaded for transcoded images (Default: true)
  53091. */
  53092. loadMipmapLevels?: boolean;
  53093. /**
  53094. * Index of a single image to load (Default: all images)
  53095. */
  53096. loadSingleImage?: number;
  53097. }
  53098. /**
  53099. * Used to load .Basis files
  53100. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53101. */
  53102. export class BasisTools {
  53103. private static _IgnoreSupportedFormats;
  53104. /**
  53105. * URL to use when loading the basis transcoder
  53106. */
  53107. static JSModuleURL: string;
  53108. /**
  53109. * URL to use when loading the wasm module for the transcoder
  53110. */
  53111. static WasmModuleURL: string;
  53112. /**
  53113. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53114. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53115. * @returns internal format corresponding to the Basis format
  53116. */
  53117. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53118. private static _WorkerPromise;
  53119. private static _Worker;
  53120. private static _actionId;
  53121. private static _CreateWorkerAsync;
  53122. /**
  53123. * Transcodes a loaded image file to compressed pixel data
  53124. * @param imageData image data to transcode
  53125. * @param config configuration options for the transcoding
  53126. * @returns a promise resulting in the transcoded image
  53127. */
  53128. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53129. /**
  53130. * Loads a texture from the transcode result
  53131. * @param texture texture load to
  53132. * @param transcodeResult the result of transcoding the basis file to load from
  53133. */
  53134. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53135. }
  53136. }
  53137. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53138. import { Nullable } from "babylonjs/types";
  53139. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53140. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53141. /**
  53142. * Loader for .basis file format
  53143. */
  53144. export class _BasisTextureLoader implements IInternalTextureLoader {
  53145. /**
  53146. * Defines whether the loader supports cascade loading the different faces.
  53147. */
  53148. readonly supportCascades: boolean;
  53149. /**
  53150. * This returns if the loader support the current file information.
  53151. * @param extension defines the file extension of the file being loaded
  53152. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53153. * @param fallback defines the fallback internal texture if any
  53154. * @param isBase64 defines whether the texture is encoded as a base64
  53155. * @param isBuffer defines whether the texture data are stored as a buffer
  53156. * @returns true if the loader can load the specified file
  53157. */
  53158. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53159. /**
  53160. * Transform the url before loading if required.
  53161. * @param rootUrl the url of the texture
  53162. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53163. * @returns the transformed texture
  53164. */
  53165. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53166. /**
  53167. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53168. * @param rootUrl the url of the texture
  53169. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53170. * @returns the fallback texture
  53171. */
  53172. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53173. /**
  53174. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53175. * @param data contains the texture data
  53176. * @param texture defines the BabylonJS internal texture
  53177. * @param createPolynomials will be true if polynomials have been requested
  53178. * @param onLoad defines the callback to trigger once the texture is ready
  53179. * @param onError defines the callback to trigger in case of error
  53180. */
  53181. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53182. /**
  53183. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53184. * @param data contains the texture data
  53185. * @param texture defines the BabylonJS internal texture
  53186. * @param callback defines the method to call once ready to upload
  53187. */
  53188. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53189. }
  53190. }
  53191. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53192. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53193. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53194. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53195. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53196. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53197. }
  53198. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53199. import { Scene } from "babylonjs/scene";
  53200. import { Texture } from "babylonjs/Materials/Textures/texture";
  53201. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53202. /**
  53203. * 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.
  53204. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53205. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53206. */
  53207. export class CustomProceduralTexture extends ProceduralTexture {
  53208. private _animate;
  53209. private _time;
  53210. private _config;
  53211. private _texturePath;
  53212. /**
  53213. * Instantiates a new Custom Procedural Texture.
  53214. * 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.
  53215. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53216. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53217. * @param name Define the name of the texture
  53218. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53219. * @param size Define the size of the texture to create
  53220. * @param scene Define the scene the texture belongs to
  53221. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53222. * @param generateMipMaps Define if the texture should creates mip maps or not
  53223. */
  53224. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53225. private _loadJson;
  53226. /**
  53227. * Is the texture ready to be used ? (rendered at least once)
  53228. * @returns true if ready, otherwise, false.
  53229. */
  53230. isReady(): boolean;
  53231. /**
  53232. * Render the texture to its associated render target.
  53233. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53234. */
  53235. render(useCameraPostProcess?: boolean): void;
  53236. /**
  53237. * Update the list of dependant textures samplers in the shader.
  53238. */
  53239. updateTextures(): void;
  53240. /**
  53241. * Update the uniform values of the procedural texture in the shader.
  53242. */
  53243. updateShaderUniforms(): void;
  53244. /**
  53245. * Define if the texture animates or not.
  53246. */
  53247. animate: boolean;
  53248. }
  53249. }
  53250. declare module "babylonjs/Shaders/noise.fragment" {
  53251. /** @hidden */
  53252. export var noisePixelShader: {
  53253. name: string;
  53254. shader: string;
  53255. };
  53256. }
  53257. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53258. import { Nullable } from "babylonjs/types";
  53259. import { Scene } from "babylonjs/scene";
  53260. import { Texture } from "babylonjs/Materials/Textures/texture";
  53261. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53262. import "babylonjs/Shaders/noise.fragment";
  53263. /**
  53264. * Class used to generate noise procedural textures
  53265. */
  53266. export class NoiseProceduralTexture extends ProceduralTexture {
  53267. private _time;
  53268. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53269. brightness: number;
  53270. /** Defines the number of octaves to process */
  53271. octaves: number;
  53272. /** Defines the level of persistence (0.8 by default) */
  53273. persistence: number;
  53274. /** Gets or sets animation speed factor (default is 1) */
  53275. animationSpeedFactor: number;
  53276. /**
  53277. * Creates a new NoiseProceduralTexture
  53278. * @param name defines the name fo the texture
  53279. * @param size defines the size of the texture (default is 256)
  53280. * @param scene defines the hosting scene
  53281. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53282. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53283. */
  53284. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53285. private _updateShaderUniforms;
  53286. protected _getDefines(): string;
  53287. /** Generate the current state of the procedural texture */
  53288. render(useCameraPostProcess?: boolean): void;
  53289. /**
  53290. * Serializes this noise procedural texture
  53291. * @returns a serialized noise procedural texture object
  53292. */
  53293. serialize(): any;
  53294. /**
  53295. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53296. * @param parsedTexture defines parsed texture data
  53297. * @param scene defines the current scene
  53298. * @param rootUrl defines the root URL containing noise procedural texture information
  53299. * @returns a parsed NoiseProceduralTexture
  53300. */
  53301. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53302. }
  53303. }
  53304. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53305. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53306. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53307. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53308. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53309. }
  53310. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53311. import { Nullable } from "babylonjs/types";
  53312. import { Scene } from "babylonjs/scene";
  53313. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53314. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53315. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53316. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53317. /**
  53318. * Raw cube texture where the raw buffers are passed in
  53319. */
  53320. export class RawCubeTexture extends CubeTexture {
  53321. /**
  53322. * Creates a cube texture where the raw buffers are passed in.
  53323. * @param scene defines the scene the texture is attached to
  53324. * @param data defines the array of data to use to create each face
  53325. * @param size defines the size of the textures
  53326. * @param format defines the format of the data
  53327. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53328. * @param generateMipMaps defines if the engine should generate the mip levels
  53329. * @param invertY defines if data must be stored with Y axis inverted
  53330. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53331. * @param compression defines the compression used (null by default)
  53332. */
  53333. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53334. /**
  53335. * Updates the raw cube texture.
  53336. * @param data defines the data to store
  53337. * @param format defines the data format
  53338. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53339. * @param invertY defines if data must be stored with Y axis inverted
  53340. * @param compression defines the compression used (null by default)
  53341. * @param level defines which level of the texture to update
  53342. */
  53343. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53344. /**
  53345. * Updates a raw cube texture with RGBD encoded data.
  53346. * @param data defines the array of data [mipmap][face] to use to create each face
  53347. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53348. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53349. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53350. * @returns a promsie that resolves when the operation is complete
  53351. */
  53352. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53353. /**
  53354. * Clones the raw cube texture.
  53355. * @return a new cube texture
  53356. */
  53357. clone(): CubeTexture;
  53358. /** @hidden */
  53359. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53360. }
  53361. }
  53362. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53363. import { Scene } from "babylonjs/scene";
  53364. import { Texture } from "babylonjs/Materials/Textures/texture";
  53365. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53366. /**
  53367. * Class used to store 3D textures containing user data
  53368. */
  53369. export class RawTexture3D extends Texture {
  53370. /** Gets or sets the texture format to use */
  53371. format: number;
  53372. private _engine;
  53373. /**
  53374. * Create a new RawTexture3D
  53375. * @param data defines the data of the texture
  53376. * @param width defines the width of the texture
  53377. * @param height defines the height of the texture
  53378. * @param depth defines the depth of the texture
  53379. * @param format defines the texture format to use
  53380. * @param scene defines the hosting scene
  53381. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53382. * @param invertY defines if texture must be stored with Y axis inverted
  53383. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53384. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53385. */
  53386. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53387. /** Gets or sets the texture format to use */
  53388. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53389. /**
  53390. * Update the texture with new data
  53391. * @param data defines the data to store in the texture
  53392. */
  53393. update(data: ArrayBufferView): void;
  53394. }
  53395. }
  53396. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53397. import { Scene } from "babylonjs/scene";
  53398. import { Plane } from "babylonjs/Maths/math.plane";
  53399. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53400. /**
  53401. * Creates a refraction texture used by refraction channel of the standard material.
  53402. * It is like a mirror but to see through a material.
  53403. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53404. */
  53405. export class RefractionTexture extends RenderTargetTexture {
  53406. /**
  53407. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53408. * 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.
  53409. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53410. */
  53411. refractionPlane: Plane;
  53412. /**
  53413. * Define how deep under the surface we should see.
  53414. */
  53415. depth: number;
  53416. /**
  53417. * Creates a refraction texture used by refraction channel of the standard material.
  53418. * It is like a mirror but to see through a material.
  53419. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53420. * @param name Define the texture name
  53421. * @param size Define the size of the underlying texture
  53422. * @param scene Define the scene the refraction belongs to
  53423. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53424. */
  53425. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53426. /**
  53427. * Clone the refraction texture.
  53428. * @returns the cloned texture
  53429. */
  53430. clone(): RefractionTexture;
  53431. /**
  53432. * Serialize the texture to a JSON representation you could use in Parse later on
  53433. * @returns the serialized JSON representation
  53434. */
  53435. serialize(): any;
  53436. }
  53437. }
  53438. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53439. import { Nullable } from "babylonjs/types";
  53440. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53441. import { Matrix } from "babylonjs/Maths/math.vector";
  53442. import { Engine } from "babylonjs/Engines/engine";
  53443. import { Scene } from "babylonjs/scene";
  53444. /**
  53445. * Defines the options related to the creation of an HtmlElementTexture
  53446. */
  53447. export interface IHtmlElementTextureOptions {
  53448. /**
  53449. * Defines wether mip maps should be created or not.
  53450. */
  53451. generateMipMaps?: boolean;
  53452. /**
  53453. * Defines the sampling mode of the texture.
  53454. */
  53455. samplingMode?: number;
  53456. /**
  53457. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53458. */
  53459. engine: Nullable<Engine>;
  53460. /**
  53461. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53462. */
  53463. scene: Nullable<Scene>;
  53464. }
  53465. /**
  53466. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53467. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53468. * is automatically managed.
  53469. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53470. * in your application.
  53471. *
  53472. * As the update is not automatic, you need to call them manually.
  53473. */
  53474. export class HtmlElementTexture extends BaseTexture {
  53475. /**
  53476. * The texture URL.
  53477. */
  53478. element: HTMLVideoElement | HTMLCanvasElement;
  53479. private static readonly DefaultOptions;
  53480. private _textureMatrix;
  53481. private _engine;
  53482. private _isVideo;
  53483. private _generateMipMaps;
  53484. private _samplingMode;
  53485. /**
  53486. * Instantiates a HtmlElementTexture from the following parameters.
  53487. *
  53488. * @param name Defines the name of the texture
  53489. * @param element Defines the video or canvas the texture is filled with
  53490. * @param options Defines the other none mandatory texture creation options
  53491. */
  53492. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53493. private _createInternalTexture;
  53494. /**
  53495. * Returns the texture matrix used in most of the material.
  53496. */
  53497. getTextureMatrix(): Matrix;
  53498. /**
  53499. * Updates the content of the texture.
  53500. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53501. */
  53502. update(invertY?: Nullable<boolean>): void;
  53503. }
  53504. }
  53505. declare module "babylonjs/Materials/Textures/index" {
  53506. export * from "babylonjs/Materials/Textures/baseTexture";
  53507. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53508. export * from "babylonjs/Materials/Textures/cubeTexture";
  53509. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53510. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53511. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53512. export * from "babylonjs/Materials/Textures/internalTexture";
  53513. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53514. export * from "babylonjs/Materials/Textures/Loaders/index";
  53515. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53516. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53517. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53518. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53519. export * from "babylonjs/Materials/Textures/rawTexture";
  53520. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53521. export * from "babylonjs/Materials/Textures/refractionTexture";
  53522. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53523. export * from "babylonjs/Materials/Textures/texture";
  53524. export * from "babylonjs/Materials/Textures/videoTexture";
  53525. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53526. }
  53527. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53528. /**
  53529. * Enum used to define the target of a block
  53530. */
  53531. export enum NodeMaterialBlockTargets {
  53532. /** Vertex shader */
  53533. Vertex = 1,
  53534. /** Fragment shader */
  53535. Fragment = 2,
  53536. /** Neutral */
  53537. Neutral = 4,
  53538. /** Vertex and Fragment */
  53539. VertexAndFragment = 3
  53540. }
  53541. }
  53542. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53543. /**
  53544. * Defines the kind of connection point for node based material
  53545. */
  53546. export enum NodeMaterialBlockConnectionPointTypes {
  53547. /** Float */
  53548. Float = 1,
  53549. /** Int */
  53550. Int = 2,
  53551. /** Vector2 */
  53552. Vector2 = 4,
  53553. /** Vector3 */
  53554. Vector3 = 8,
  53555. /** Vector4 */
  53556. Vector4 = 16,
  53557. /** Color3 */
  53558. Color3 = 32,
  53559. /** Color4 */
  53560. Color4 = 64,
  53561. /** Matrix */
  53562. Matrix = 128,
  53563. /** Detect type based on connection */
  53564. AutoDetect = 1024,
  53565. /** Output type that will be defined by input type */
  53566. BasedOnInput = 2048
  53567. }
  53568. }
  53569. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53570. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53571. /**
  53572. * Root class for all node material optimizers
  53573. */
  53574. export class NodeMaterialOptimizer {
  53575. /**
  53576. * Function used to optimize a NodeMaterial graph
  53577. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  53578. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  53579. */
  53580. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  53581. }
  53582. }
  53583. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  53584. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53585. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53586. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53587. import { Scene } from "babylonjs/scene";
  53588. /**
  53589. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  53590. */
  53591. export class TransformBlock extends NodeMaterialBlock {
  53592. /**
  53593. * Defines the value to use to complement W value to transform it to a Vector4
  53594. */
  53595. complementW: number;
  53596. /**
  53597. * Defines the value to use to complement z value to transform it to a Vector4
  53598. */
  53599. complementZ: number;
  53600. /**
  53601. * Creates a new TransformBlock
  53602. * @param name defines the block name
  53603. */
  53604. constructor(name: string);
  53605. /**
  53606. * Gets the current class name
  53607. * @returns the class name
  53608. */
  53609. getClassName(): string;
  53610. /**
  53611. * Gets the vector input
  53612. */
  53613. readonly vector: NodeMaterialConnectionPoint;
  53614. /**
  53615. * Gets the output component
  53616. */
  53617. readonly output: NodeMaterialConnectionPoint;
  53618. /**
  53619. * Gets the matrix transform input
  53620. */
  53621. readonly transform: NodeMaterialConnectionPoint;
  53622. protected _buildBlock(state: NodeMaterialBuildState): this;
  53623. serialize(): any;
  53624. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  53625. }
  53626. }
  53627. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  53628. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53629. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53630. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53631. /**
  53632. * Block used to output the vertex position
  53633. */
  53634. export class VertexOutputBlock extends NodeMaterialBlock {
  53635. /**
  53636. * Creates a new VertexOutputBlock
  53637. * @param name defines the block name
  53638. */
  53639. constructor(name: string);
  53640. /**
  53641. * Gets the current class name
  53642. * @returns the class name
  53643. */
  53644. getClassName(): string;
  53645. /**
  53646. * Gets the vector input component
  53647. */
  53648. readonly vector: NodeMaterialConnectionPoint;
  53649. protected _buildBlock(state: NodeMaterialBuildState): this;
  53650. }
  53651. }
  53652. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  53653. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53654. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53655. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53656. /**
  53657. * Block used to output the final color
  53658. */
  53659. export class FragmentOutputBlock extends NodeMaterialBlock {
  53660. /**
  53661. * Create a new FragmentOutputBlock
  53662. * @param name defines the block name
  53663. */
  53664. constructor(name: string);
  53665. /**
  53666. * Gets the current class name
  53667. * @returns the class name
  53668. */
  53669. getClassName(): string;
  53670. /**
  53671. * Gets the rgba input component
  53672. */
  53673. readonly rgba: NodeMaterialConnectionPoint;
  53674. /**
  53675. * Gets the rgb input component
  53676. */
  53677. readonly rgb: NodeMaterialConnectionPoint;
  53678. /**
  53679. * Gets the a input component
  53680. */
  53681. readonly a: NodeMaterialConnectionPoint;
  53682. protected _buildBlock(state: NodeMaterialBuildState): this;
  53683. }
  53684. }
  53685. declare module "babylonjs/Materials/Node/nodeMaterial" {
  53686. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53687. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53688. import { Scene } from "babylonjs/scene";
  53689. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53690. import { Matrix } from "babylonjs/Maths/math.vector";
  53691. import { Mesh } from "babylonjs/Meshes/mesh";
  53692. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53693. import { Observable } from "babylonjs/Misc/observable";
  53694. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53695. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53696. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  53697. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53698. import { Nullable } from "babylonjs/types";
  53699. /**
  53700. * Interface used to configure the node material editor
  53701. */
  53702. export interface INodeMaterialEditorOptions {
  53703. /** Define the URl to load node editor script */
  53704. editorURL?: string;
  53705. }
  53706. /** @hidden */
  53707. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  53708. /** BONES */
  53709. NUM_BONE_INFLUENCERS: number;
  53710. BonesPerMesh: number;
  53711. BONETEXTURE: boolean;
  53712. /** MORPH TARGETS */
  53713. MORPHTARGETS: boolean;
  53714. MORPHTARGETS_NORMAL: boolean;
  53715. MORPHTARGETS_TANGENT: boolean;
  53716. MORPHTARGETS_UV: boolean;
  53717. NUM_MORPH_INFLUENCERS: number;
  53718. /** IMAGE PROCESSING */
  53719. IMAGEPROCESSING: boolean;
  53720. VIGNETTE: boolean;
  53721. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53722. VIGNETTEBLENDMODEOPAQUE: boolean;
  53723. TONEMAPPING: boolean;
  53724. TONEMAPPING_ACES: boolean;
  53725. CONTRAST: boolean;
  53726. EXPOSURE: boolean;
  53727. COLORCURVES: boolean;
  53728. COLORGRADING: boolean;
  53729. COLORGRADING3D: boolean;
  53730. SAMPLER3DGREENDEPTH: boolean;
  53731. SAMPLER3DBGRMAP: boolean;
  53732. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53733. constructor();
  53734. setValue(name: string, value: boolean): void;
  53735. }
  53736. /**
  53737. * Class used to configure NodeMaterial
  53738. */
  53739. export interface INodeMaterialOptions {
  53740. /**
  53741. * Defines if blocks should emit comments
  53742. */
  53743. emitComments: boolean;
  53744. }
  53745. /**
  53746. * Class used to create a node based material built by assembling shader blocks
  53747. */
  53748. export class NodeMaterial extends PushMaterial {
  53749. private _options;
  53750. private _vertexCompilationState;
  53751. private _fragmentCompilationState;
  53752. private _sharedData;
  53753. private _buildId;
  53754. private _buildWasSuccessful;
  53755. private _cachedWorldViewMatrix;
  53756. private _cachedWorldViewProjectionMatrix;
  53757. private _optimizers;
  53758. /** Define the URl to load node editor script */
  53759. static EditorURL: string;
  53760. private BJSNODEMATERIALEDITOR;
  53761. /** Get the inspector from bundle or global */
  53762. private _getGlobalNodeMaterialEditor;
  53763. /**
  53764. * 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)
  53765. */
  53766. ignoreAlpha: boolean;
  53767. /**
  53768. * Defines the maximum number of lights that can be used in the material
  53769. */
  53770. maxSimultaneousLights: number;
  53771. /**
  53772. * Observable raised when the material is built
  53773. */
  53774. onBuildObservable: Observable<NodeMaterial>;
  53775. /**
  53776. * Gets or sets the root nodes of the material vertex shader
  53777. */
  53778. _vertexOutputNodes: NodeMaterialBlock[];
  53779. /**
  53780. * Gets or sets the root nodes of the material fragment (pixel) shader
  53781. */
  53782. _fragmentOutputNodes: NodeMaterialBlock[];
  53783. /** Gets or sets options to control the node material overall behavior */
  53784. options: INodeMaterialOptions;
  53785. /**
  53786. * Default configuration related to image processing available in the standard Material.
  53787. */
  53788. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53789. /**
  53790. * Gets the image processing configuration used either in this material.
  53791. */
  53792. /**
  53793. * Sets the Default image processing configuration used either in the this material.
  53794. *
  53795. * If sets to null, the scene one is in use.
  53796. */
  53797. imageProcessingConfiguration: ImageProcessingConfiguration;
  53798. /**
  53799. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  53800. */
  53801. attachedBlocks: NodeMaterialBlock[];
  53802. /**
  53803. * Create a new node based material
  53804. * @param name defines the material name
  53805. * @param scene defines the hosting scene
  53806. * @param options defines creation option
  53807. */
  53808. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  53809. /**
  53810. * Gets the current class name of the material e.g. "NodeMaterial"
  53811. * @returns the class name
  53812. */
  53813. getClassName(): string;
  53814. /**
  53815. * Keep track of the image processing observer to allow dispose and replace.
  53816. */
  53817. private _imageProcessingObserver;
  53818. /**
  53819. * Attaches a new image processing configuration to the Standard Material.
  53820. * @param configuration
  53821. */
  53822. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53823. /**
  53824. * Adds a new optimizer to the list of optimizers
  53825. * @param optimizer defines the optimizers to add
  53826. * @returns the current material
  53827. */
  53828. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53829. /**
  53830. * Remove an optimizer from the list of optimizers
  53831. * @param optimizer defines the optimizers to remove
  53832. * @returns the current material
  53833. */
  53834. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  53835. /**
  53836. * Add a new block to the list of output nodes
  53837. * @param node defines the node to add
  53838. * @returns the current material
  53839. */
  53840. addOutputNode(node: NodeMaterialBlock): this;
  53841. /**
  53842. * Remove a block from the list of root nodes
  53843. * @param node defines the node to remove
  53844. * @returns the current material
  53845. */
  53846. removeOutputNode(node: NodeMaterialBlock): this;
  53847. private _addVertexOutputNode;
  53848. private _removeVertexOutputNode;
  53849. private _addFragmentOutputNode;
  53850. private _removeFragmentOutputNode;
  53851. /**
  53852. * Specifies if the material will require alpha blending
  53853. * @returns a boolean specifying if alpha blending is needed
  53854. */
  53855. needAlphaBlending(): boolean;
  53856. /**
  53857. * Specifies if this material should be rendered in alpha test mode
  53858. * @returns a boolean specifying if an alpha test is needed.
  53859. */
  53860. needAlphaTesting(): boolean;
  53861. private _initializeBlock;
  53862. private _resetDualBlocks;
  53863. /**
  53864. * Build the material and generates the inner effect
  53865. * @param verbose defines if the build should log activity
  53866. */
  53867. build(verbose?: boolean): void;
  53868. /**
  53869. * Runs an otpimization phase to try to improve the shader code
  53870. */
  53871. optimize(): void;
  53872. private _prepareDefinesForAttributes;
  53873. /**
  53874. * Get if the submesh is ready to be used and all its information available.
  53875. * Child classes can use it to update shaders
  53876. * @param mesh defines the mesh to check
  53877. * @param subMesh defines which submesh to check
  53878. * @param useInstances specifies that instances should be used
  53879. * @returns a boolean indicating that the submesh is ready or not
  53880. */
  53881. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53882. /**
  53883. * Get a string representing the shaders built by the current node graph
  53884. */
  53885. readonly compiledShaders: string;
  53886. /**
  53887. * Binds the world matrix to the material
  53888. * @param world defines the world transformation matrix
  53889. */
  53890. bindOnlyWorldMatrix(world: Matrix): void;
  53891. /**
  53892. * Binds the submesh to this material by preparing the effect and shader to draw
  53893. * @param world defines the world transformation matrix
  53894. * @param mesh defines the mesh containing the submesh
  53895. * @param subMesh defines the submesh to bind the material to
  53896. */
  53897. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53898. /**
  53899. * Gets the active textures from the material
  53900. * @returns an array of textures
  53901. */
  53902. getActiveTextures(): BaseTexture[];
  53903. /**
  53904. * Specifies if the material uses a texture
  53905. * @param texture defines the texture to check against the material
  53906. * @returns a boolean specifying if the material uses the texture
  53907. */
  53908. hasTexture(texture: BaseTexture): boolean;
  53909. /**
  53910. * Disposes the material
  53911. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  53912. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  53913. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  53914. */
  53915. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  53916. /** Creates the node editor window. */
  53917. private _createNodeEditor;
  53918. /**
  53919. * Launch the node material editor
  53920. * @param config Define the configuration of the editor
  53921. * @return a promise fulfilled when the node editor is visible
  53922. */
  53923. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  53924. /**
  53925. * Clear the current material
  53926. */
  53927. clear(): void;
  53928. /**
  53929. * Clear the current material and set it to a default state
  53930. */
  53931. setToDefault(): void;
  53932. private _gatherBlocks;
  53933. /**
  53934. * Serializes this material in a JSON representation
  53935. * @returns the serialized material object
  53936. */
  53937. serialize(): any;
  53938. /**
  53939. * Clear the current graph and load a new one from a serialization object
  53940. * @param source defines the JSON representation of the material
  53941. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53942. */
  53943. loadFromSerialization(source: any, rootUrl?: string): void;
  53944. /**
  53945. * Creates a node material from parsed material data
  53946. * @param source defines the JSON representation of the material
  53947. * @param scene defines the hosting scene
  53948. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  53949. * @returns a new node material
  53950. */
  53951. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  53952. }
  53953. }
  53954. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  53955. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53956. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  53957. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  53958. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53959. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53960. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  53961. import { Effect } from "babylonjs/Materials/effect";
  53962. import { Mesh } from "babylonjs/Meshes/mesh";
  53963. import { Nullable } from "babylonjs/types";
  53964. import { Scene } from "babylonjs/scene";
  53965. /**
  53966. * Block used to read a texture from a sampler
  53967. */
  53968. export class TextureBlock extends NodeMaterialBlock {
  53969. private _defineName;
  53970. private _samplerName;
  53971. private _transformedUVName;
  53972. private _textureTransformName;
  53973. private _textureInfoName;
  53974. private _mainUVName;
  53975. private _mainUVDefineName;
  53976. /**
  53977. * Gets or sets the texture associated with the node
  53978. */
  53979. texture: Nullable<BaseTexture>;
  53980. /**
  53981. * Create a new TextureBlock
  53982. * @param name defines the block name
  53983. */
  53984. constructor(name: string);
  53985. /**
  53986. * Gets the current class name
  53987. * @returns the class name
  53988. */
  53989. getClassName(): string;
  53990. /**
  53991. * Gets the uv input component
  53992. */
  53993. readonly uv: NodeMaterialConnectionPoint;
  53994. /**
  53995. * Gets the output component
  53996. */
  53997. readonly output: NodeMaterialConnectionPoint;
  53998. autoConfigure(): void;
  53999. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54000. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54001. isReady(): boolean;
  54002. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54003. private _injectVertexCode;
  54004. private _writeOutput;
  54005. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54006. serialize(): any;
  54007. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54008. }
  54009. }
  54010. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54011. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54012. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54013. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54014. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54015. /**
  54016. * Class used to store shared data between 2 NodeMaterialBuildState
  54017. */
  54018. export class NodeMaterialBuildStateSharedData {
  54019. /**
  54020. * Gets the list of emitted varyings
  54021. */
  54022. varyings: string[];
  54023. /**
  54024. * Gets the varying declaration string
  54025. */
  54026. varyingDeclaration: string;
  54027. /**
  54028. * Input blocks
  54029. */
  54030. inputBlocks: InputBlock[];
  54031. /**
  54032. * Input blocks
  54033. */
  54034. textureBlocks: TextureBlock[];
  54035. /**
  54036. * Bindable blocks (Blocks that need to set data to the effect)
  54037. */
  54038. bindableBlocks: NodeMaterialBlock[];
  54039. /**
  54040. * List of blocks that can provide a compilation fallback
  54041. */
  54042. blocksWithFallbacks: NodeMaterialBlock[];
  54043. /**
  54044. * List of blocks that can provide a define update
  54045. */
  54046. blocksWithDefines: NodeMaterialBlock[];
  54047. /**
  54048. * List of blocks that can provide a repeatable content
  54049. */
  54050. repeatableContentBlocks: NodeMaterialBlock[];
  54051. /**
  54052. * List of blocks that can provide a dynamic list of uniforms
  54053. */
  54054. dynamicUniformBlocks: NodeMaterialBlock[];
  54055. /**
  54056. * List of blocks that can block the isReady function for the material
  54057. */
  54058. blockingBlocks: NodeMaterialBlock[];
  54059. /**
  54060. * Build Id used to avoid multiple recompilations
  54061. */
  54062. buildId: number;
  54063. /** List of emitted variables */
  54064. variableNames: {
  54065. [key: string]: number;
  54066. };
  54067. /** List of emitted defines */
  54068. defineNames: {
  54069. [key: string]: number;
  54070. };
  54071. /** Should emit comments? */
  54072. emitComments: boolean;
  54073. /** Emit build activity */
  54074. verbose: boolean;
  54075. /**
  54076. * Gets the compilation hints emitted at compilation time
  54077. */
  54078. hints: {
  54079. needWorldViewMatrix: boolean;
  54080. needWorldViewProjectionMatrix: boolean;
  54081. needAlphaBlending: boolean;
  54082. needAlphaTesting: boolean;
  54083. };
  54084. /**
  54085. * List of compilation checks
  54086. */
  54087. checks: {
  54088. emitVertex: boolean;
  54089. emitFragment: boolean;
  54090. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54091. };
  54092. /** Creates a new shared data */
  54093. constructor();
  54094. /**
  54095. * Emits console errors and exceptions if there is a failing check
  54096. */
  54097. emitErrors(): void;
  54098. }
  54099. }
  54100. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54101. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54102. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54103. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54104. /**
  54105. * Class used to store node based material build state
  54106. */
  54107. export class NodeMaterialBuildState {
  54108. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54109. supportUniformBuffers: boolean;
  54110. /**
  54111. * Gets the list of emitted attributes
  54112. */
  54113. attributes: string[];
  54114. /**
  54115. * Gets the list of emitted uniforms
  54116. */
  54117. uniforms: string[];
  54118. /**
  54119. * Gets the list of emitted uniform buffers
  54120. */
  54121. uniformBuffers: string[];
  54122. /**
  54123. * Gets the list of emitted samplers
  54124. */
  54125. samplers: string[];
  54126. /**
  54127. * Gets the list of emitted functions
  54128. */
  54129. functions: {
  54130. [key: string]: string;
  54131. };
  54132. /**
  54133. * Gets the target of the compilation state
  54134. */
  54135. target: NodeMaterialBlockTargets;
  54136. /**
  54137. * Gets the list of emitted counters
  54138. */
  54139. counters: {
  54140. [key: string]: number;
  54141. };
  54142. /**
  54143. * Shared data between multiple NodeMaterialBuildState instances
  54144. */
  54145. sharedData: NodeMaterialBuildStateSharedData;
  54146. /** @hidden */
  54147. _vertexState: NodeMaterialBuildState;
  54148. /** @hidden */
  54149. _attributeDeclaration: string;
  54150. /** @hidden */
  54151. _uniformDeclaration: string;
  54152. /** @hidden */
  54153. _samplerDeclaration: string;
  54154. /** @hidden */
  54155. _varyingTransfer: string;
  54156. private _repeatableContentAnchorIndex;
  54157. /** @hidden */
  54158. _builtCompilationString: string;
  54159. /**
  54160. * Gets the emitted compilation strings
  54161. */
  54162. compilationString: string;
  54163. /**
  54164. * Finalize the compilation strings
  54165. * @param state defines the current compilation state
  54166. */
  54167. finalize(state: NodeMaterialBuildState): void;
  54168. /** @hidden */
  54169. readonly _repeatableContentAnchor: string;
  54170. /** @hidden */
  54171. _getFreeVariableName(prefix: string): string;
  54172. /** @hidden */
  54173. _getFreeDefineName(prefix: string): string;
  54174. /** @hidden */
  54175. _excludeVariableName(name: string): void;
  54176. /** @hidden */
  54177. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54178. /** @hidden */
  54179. _emitFunction(name: string, code: string, comments: string): void;
  54180. /** @hidden */
  54181. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54182. replaceStrings?: {
  54183. search: RegExp;
  54184. replace: string;
  54185. }[];
  54186. repeatKey?: string;
  54187. }): string;
  54188. /** @hidden */
  54189. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54190. repeatKey?: string;
  54191. removeAttributes?: boolean;
  54192. removeUniforms?: boolean;
  54193. removeVaryings?: boolean;
  54194. removeIfDef?: boolean;
  54195. replaceStrings?: {
  54196. search: RegExp;
  54197. replace: string;
  54198. }[];
  54199. }, storeKey?: string): void;
  54200. /** @hidden */
  54201. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54202. /** @hidden */
  54203. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54204. }
  54205. }
  54206. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54207. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54208. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54209. import { Nullable } from "babylonjs/types";
  54210. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54211. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54212. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54213. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54214. import { Mesh } from "babylonjs/Meshes/mesh";
  54215. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54216. import { Scene } from "babylonjs/scene";
  54217. /**
  54218. * Defines a block that can be used inside a node based material
  54219. */
  54220. export class NodeMaterialBlock {
  54221. private _buildId;
  54222. private _buildTarget;
  54223. private _target;
  54224. private _isFinalMerger;
  54225. private _isInput;
  54226. /** @hidden */
  54227. _inputs: NodeMaterialConnectionPoint[];
  54228. /** @hidden */
  54229. _outputs: NodeMaterialConnectionPoint[];
  54230. /**
  54231. * Gets or sets the name of the block
  54232. */
  54233. name: string;
  54234. /**
  54235. * Gets or sets the unique id of the node
  54236. */
  54237. uniqueId: number;
  54238. /**
  54239. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54240. */
  54241. readonly isFinalMerger: boolean;
  54242. /**
  54243. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54244. */
  54245. readonly isInput: boolean;
  54246. /**
  54247. * Gets or sets the build Id
  54248. */
  54249. buildId: number;
  54250. /**
  54251. * Gets or sets the target of the block
  54252. */
  54253. target: NodeMaterialBlockTargets;
  54254. /**
  54255. * Gets the list of input points
  54256. */
  54257. readonly inputs: NodeMaterialConnectionPoint[];
  54258. /** Gets the list of output points */
  54259. readonly outputs: NodeMaterialConnectionPoint[];
  54260. /**
  54261. * Find an input by its name
  54262. * @param name defines the name of the input to look for
  54263. * @returns the input or null if not found
  54264. */
  54265. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54266. /**
  54267. * Find an output by its name
  54268. * @param name defines the name of the outputto look for
  54269. * @returns the output or null if not found
  54270. */
  54271. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54272. /**
  54273. * Creates a new NodeMaterialBlock
  54274. * @param name defines the block name
  54275. * @param target defines the target of that block (Vertex by default)
  54276. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54277. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54278. */
  54279. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54280. /**
  54281. * Initialize the block and prepare the context for build
  54282. * @param state defines the state that will be used for the build
  54283. */
  54284. initialize(state: NodeMaterialBuildState): void;
  54285. /**
  54286. * Bind data to effect. Will only be called for blocks with isBindable === true
  54287. * @param effect defines the effect to bind data to
  54288. * @param nodeMaterial defines the hosting NodeMaterial
  54289. * @param mesh defines the mesh that will be rendered
  54290. */
  54291. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54292. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54293. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54294. protected _writeFloat(value: number): string;
  54295. /**
  54296. * Gets the current class name e.g. "NodeMaterialBlock"
  54297. * @returns the class name
  54298. */
  54299. getClassName(): string;
  54300. /**
  54301. * Register a new input. Must be called inside a block constructor
  54302. * @param name defines the connection point name
  54303. * @param type defines the connection point type
  54304. * @param isOptional defines a boolean indicating that this input can be omitted
  54305. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54306. * @returns the current block
  54307. */
  54308. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54309. /**
  54310. * Register a new output. Must be called inside a block constructor
  54311. * @param name defines the connection point name
  54312. * @param type defines the connection point type
  54313. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54314. * @returns the current block
  54315. */
  54316. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54317. /**
  54318. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54319. * @param forOutput defines an optional connection point to check compatibility with
  54320. * @returns the first available input or null
  54321. */
  54322. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54323. /**
  54324. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54325. * @param forBlock defines an optional block to check compatibility with
  54326. * @returns the first available input or null
  54327. */
  54328. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54329. /**
  54330. * Connect current block with another block
  54331. * @param other defines the block to connect with
  54332. * @param options define the various options to help pick the right connections
  54333. * @returns the current block
  54334. */
  54335. connectTo(other: NodeMaterialBlock, options?: {
  54336. input?: string;
  54337. output?: string;
  54338. outputSwizzle?: string;
  54339. }): this | undefined;
  54340. protected _buildBlock(state: NodeMaterialBuildState): void;
  54341. /**
  54342. * Add uniforms, samplers and uniform buffers at compilation time
  54343. * @param state defines the state to update
  54344. * @param nodeMaterial defines the node material requesting the update
  54345. * @param defines defines the material defines to update
  54346. */
  54347. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54348. /**
  54349. * Add potential fallbacks if shader compilation fails
  54350. * @param mesh defines the mesh to be rendered
  54351. * @param fallbacks defines the current prioritized list of fallbacks
  54352. */
  54353. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54354. /**
  54355. * Update defines for shader compilation
  54356. * @param mesh defines the mesh to be rendered
  54357. * @param nodeMaterial defines the node material requesting the update
  54358. * @param defines defines the material defines to update
  54359. * @param useInstances specifies that instances should be used
  54360. */
  54361. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54362. /**
  54363. * Initialize defines for shader compilation
  54364. * @param mesh defines the mesh to be rendered
  54365. * @param nodeMaterial defines the node material requesting the update
  54366. * @param defines defines the material defines to be prepared
  54367. * @param useInstances specifies that instances should be used
  54368. */
  54369. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54370. /**
  54371. * Lets the block try to connect some inputs automatically
  54372. */
  54373. autoConfigure(): void;
  54374. /**
  54375. * Function called when a block is declared as repeatable content generator
  54376. * @param vertexShaderState defines the current compilation state for the vertex shader
  54377. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54378. * @param mesh defines the mesh to be rendered
  54379. * @param defines defines the material defines to update
  54380. */
  54381. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54382. /**
  54383. * Checks if the block is ready
  54384. * @param mesh defines the mesh to be rendered
  54385. * @param nodeMaterial defines the node material requesting the update
  54386. * @param defines defines the material defines to update
  54387. * @param useInstances specifies that instances should be used
  54388. * @returns true if the block is ready
  54389. */
  54390. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54391. private _processBuild;
  54392. /**
  54393. * Compile the current node and generate the shader code
  54394. * @param state defines the current compilation state (uniforms, samplers, current string)
  54395. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54396. * @returns true if already built
  54397. */
  54398. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54399. /**
  54400. * Serializes this block in a JSON representation
  54401. * @returns the serialized block object
  54402. */
  54403. serialize(): any;
  54404. /** @hidden */
  54405. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54406. }
  54407. }
  54408. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54409. /**
  54410. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54411. */
  54412. export enum NodeMaterialBlockConnectionPointMode {
  54413. /** Value is an uniform */
  54414. Uniform = 0,
  54415. /** Value is a mesh attribute */
  54416. Attribute = 1,
  54417. /** Value is a varying between vertex and fragment shaders */
  54418. Varying = 2,
  54419. /** Mode is undefined */
  54420. Undefined = 3
  54421. }
  54422. }
  54423. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54424. /**
  54425. * Enum used to define well known values e.g. values automatically provided by the system
  54426. */
  54427. export enum NodeMaterialWellKnownValues {
  54428. /** World */
  54429. World = 1,
  54430. /** View */
  54431. View = 2,
  54432. /** Projection */
  54433. Projection = 3,
  54434. /** ViewProjection */
  54435. ViewProjection = 4,
  54436. /** WorldView */
  54437. WorldView = 5,
  54438. /** WorldViewProjection */
  54439. WorldViewProjection = 6,
  54440. /** CameraPosition */
  54441. CameraPosition = 7,
  54442. /** Fog Color */
  54443. FogColor = 8
  54444. }
  54445. }
  54446. declare module "babylonjs/Maths/math.vertexFormat" {
  54447. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  54448. /**
  54449. * Contains position and normal vectors for a vertex
  54450. */
  54451. export class PositionNormalVertex {
  54452. /** the position of the vertex (defaut: 0,0,0) */
  54453. position: Vector3;
  54454. /** the normal of the vertex (defaut: 0,1,0) */
  54455. normal: Vector3;
  54456. /**
  54457. * Creates a PositionNormalVertex
  54458. * @param position the position of the vertex (defaut: 0,0,0)
  54459. * @param normal the normal of the vertex (defaut: 0,1,0)
  54460. */
  54461. constructor(
  54462. /** the position of the vertex (defaut: 0,0,0) */
  54463. position?: Vector3,
  54464. /** the normal of the vertex (defaut: 0,1,0) */
  54465. normal?: Vector3);
  54466. /**
  54467. * Clones the PositionNormalVertex
  54468. * @returns the cloned PositionNormalVertex
  54469. */
  54470. clone(): PositionNormalVertex;
  54471. }
  54472. /**
  54473. * Contains position, normal and uv vectors for a vertex
  54474. */
  54475. export class PositionNormalTextureVertex {
  54476. /** the position of the vertex (defaut: 0,0,0) */
  54477. position: Vector3;
  54478. /** the normal of the vertex (defaut: 0,1,0) */
  54479. normal: Vector3;
  54480. /** the uv of the vertex (default: 0,0) */
  54481. uv: Vector2;
  54482. /**
  54483. * Creates a PositionNormalTextureVertex
  54484. * @param position the position of the vertex (defaut: 0,0,0)
  54485. * @param normal the normal of the vertex (defaut: 0,1,0)
  54486. * @param uv the uv of the vertex (default: 0,0)
  54487. */
  54488. constructor(
  54489. /** the position of the vertex (defaut: 0,0,0) */
  54490. position?: Vector3,
  54491. /** the normal of the vertex (defaut: 0,1,0) */
  54492. normal?: Vector3,
  54493. /** the uv of the vertex (default: 0,0) */
  54494. uv?: Vector2);
  54495. /**
  54496. * Clones the PositionNormalTextureVertex
  54497. * @returns the cloned PositionNormalTextureVertex
  54498. */
  54499. clone(): PositionNormalTextureVertex;
  54500. }
  54501. }
  54502. declare module "babylonjs/Maths/math" {
  54503. export * from "babylonjs/Maths/math.axis";
  54504. export * from "babylonjs/Maths/math.color";
  54505. export * from "babylonjs/Maths/math.constants";
  54506. export * from "babylonjs/Maths/math.frustum";
  54507. export * from "babylonjs/Maths/math.path";
  54508. export * from "babylonjs/Maths/math.plane";
  54509. export * from "babylonjs/Maths/math.size";
  54510. export * from "babylonjs/Maths/math.vector";
  54511. export * from "babylonjs/Maths/math.vertexFormat";
  54512. export * from "babylonjs/Maths/math.viewport";
  54513. }
  54514. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  54515. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54516. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54517. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  54518. import { Nullable } from "babylonjs/types";
  54519. import { Effect } from "babylonjs/Materials/effect";
  54520. import { Matrix } from "babylonjs/Maths/math.vector";
  54521. import { Scene } from "babylonjs/scene";
  54522. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54523. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54524. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54525. /**
  54526. * Block used to expose an input value
  54527. */
  54528. export class InputBlock extends NodeMaterialBlock {
  54529. private _mode;
  54530. private _associatedVariableName;
  54531. private _storedValue;
  54532. private _valueCallback;
  54533. private _type;
  54534. /** @hidden */
  54535. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54536. /**
  54537. * Gets or sets the connection point type (default is float)
  54538. */
  54539. readonly type: NodeMaterialBlockConnectionPointTypes;
  54540. /**
  54541. * Creates a new InputBlock
  54542. * @param name defines the block name
  54543. * @param target defines the target of that block (Vertex by default)
  54544. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  54545. */
  54546. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  54547. /**
  54548. * Gets the output component
  54549. */
  54550. readonly output: NodeMaterialConnectionPoint;
  54551. /**
  54552. * Set the source of this connection point to a vertex attribute
  54553. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  54554. * @returns the current connection point
  54555. */
  54556. setAsAttribute(attributeName?: string): InputBlock;
  54557. /**
  54558. * Set the source of this connection point to a well known value
  54559. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  54560. * @returns the current connection point
  54561. */
  54562. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  54563. /**
  54564. * Gets or sets the value of that point.
  54565. * Please note that this value will be ignored if valueCallback is defined
  54566. */
  54567. value: any;
  54568. /**
  54569. * Gets or sets a callback used to get the value of that point.
  54570. * Please note that setting this value will force the connection point to ignore the value property
  54571. */
  54572. valueCallback: () => any;
  54573. /**
  54574. * Gets or sets the associated variable name in the shader
  54575. */
  54576. associatedVariableName: string;
  54577. /**
  54578. * Gets a boolean indicating that this connection point not defined yet
  54579. */
  54580. readonly isUndefined: boolean;
  54581. /**
  54582. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  54583. * In this case the connection point name must be the name of the uniform to use.
  54584. * Can only be set on inputs
  54585. */
  54586. isUniform: boolean;
  54587. /**
  54588. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  54589. * In this case the connection point name must be the name of the attribute to use
  54590. * Can only be set on inputs
  54591. */
  54592. isAttribute: boolean;
  54593. /**
  54594. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  54595. * Can only be set on exit points
  54596. */
  54597. isVarying: boolean;
  54598. /**
  54599. * Gets a boolean indicating that the current connection point is a well known value
  54600. */
  54601. readonly isWellKnownValue: boolean;
  54602. /**
  54603. * Gets or sets the current well known value or null if not defined as well know value
  54604. */
  54605. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  54606. /**
  54607. * Gets the current class name
  54608. * @returns the class name
  54609. */
  54610. getClassName(): string;
  54611. private _emitDefine;
  54612. /**
  54613. * Set the input block to its default value (based on its type)
  54614. */
  54615. setDefaultValue(): void;
  54616. private _emit;
  54617. /** @hidden */
  54618. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  54619. /** @hidden */
  54620. _transmit(effect: Effect, scene: Scene): void;
  54621. protected _buildBlock(state: NodeMaterialBuildState): void;
  54622. serialize(): any;
  54623. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54624. }
  54625. }
  54626. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  54627. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54628. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54629. import { Nullable } from "babylonjs/types";
  54630. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54631. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54632. /**
  54633. * Defines a connection point for a block
  54634. */
  54635. export class NodeMaterialConnectionPoint {
  54636. /** @hidden */
  54637. _ownerBlock: NodeMaterialBlock;
  54638. /** @hidden */
  54639. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54640. private _endpoints;
  54641. private _associatedVariableName;
  54642. /** @hidden */
  54643. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  54644. private _type;
  54645. /** @hidden */
  54646. _enforceAssociatedVariableName: boolean;
  54647. /**
  54648. * Gets or sets the additional types supported byt this connection point
  54649. */
  54650. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  54651. /**
  54652. * Gets or sets the associated variable name in the shader
  54653. */
  54654. associatedVariableName: string;
  54655. /**
  54656. * Gets or sets the connection point type (default is float)
  54657. */
  54658. type: NodeMaterialBlockConnectionPointTypes;
  54659. /**
  54660. * Gets or sets the connection point name
  54661. */
  54662. name: string;
  54663. /**
  54664. * Gets or sets a boolean indicating that this connection point can be omitted
  54665. */
  54666. isOptional: boolean;
  54667. /**
  54668. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  54669. */
  54670. define: string;
  54671. /** Gets or sets the target of that connection point */
  54672. target: NodeMaterialBlockTargets;
  54673. /**
  54674. * Gets a boolean indicating that the current point is connected
  54675. */
  54676. readonly isConnected: boolean;
  54677. /**
  54678. * Gets a boolean indicating that the current point is connected to an input block
  54679. */
  54680. readonly isConnectedToInput: boolean;
  54681. /**
  54682. * Gets a the connected input block (if any)
  54683. */
  54684. readonly connectInputBlock: Nullable<InputBlock>;
  54685. /** Get the other side of the connection (if any) */
  54686. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  54687. /** Get the block that owns this connection point */
  54688. readonly ownerBlock: NodeMaterialBlock;
  54689. /** Get the block connected on the other side of this connection (if any) */
  54690. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  54691. /** Get the block connected on the endpoints of this connection (if any) */
  54692. readonly connectedBlocks: Array<NodeMaterialBlock>;
  54693. /** Gets the list of connected endpoints */
  54694. readonly endpoints: NodeMaterialConnectionPoint[];
  54695. /**
  54696. * Creates a new connection point
  54697. * @param name defines the connection point name
  54698. * @param ownerBlock defines the block hosting this connection point
  54699. */
  54700. constructor(name: string, ownerBlock: NodeMaterialBlock);
  54701. /**
  54702. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  54703. * @returns the class name
  54704. */
  54705. getClassName(): string;
  54706. /**
  54707. * Gets an boolean indicating if the current point can be connected to another point
  54708. * @param connectionPoint defines the other connection point
  54709. * @returns true if the connection is possible
  54710. */
  54711. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  54712. /**
  54713. * Connect this point to another connection point
  54714. * @param connectionPoint defines the other connection point
  54715. * @returns the current connection point
  54716. */
  54717. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54718. /**
  54719. * Disconnect this point from one of his endpoint
  54720. * @param endpoint defines the other connection point
  54721. * @returns the current connection point
  54722. */
  54723. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  54724. /**
  54725. * Serializes this point in a JSON representation
  54726. * @returns the serialized point object
  54727. */
  54728. serialize(): any;
  54729. }
  54730. }
  54731. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  54732. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54733. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54734. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54735. import { Mesh } from "babylonjs/Meshes/mesh";
  54736. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54737. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54738. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54739. /**
  54740. * Block used to add support for vertex skinning (bones)
  54741. */
  54742. export class BonesBlock extends NodeMaterialBlock {
  54743. /**
  54744. * Creates a new BonesBlock
  54745. * @param name defines the block name
  54746. */
  54747. constructor(name: string);
  54748. /**
  54749. * Initialize the block and prepare the context for build
  54750. * @param state defines the state that will be used for the build
  54751. */
  54752. initialize(state: NodeMaterialBuildState): void;
  54753. /**
  54754. * Gets the current class name
  54755. * @returns the class name
  54756. */
  54757. getClassName(): string;
  54758. /**
  54759. * Gets the matrix indices input component
  54760. */
  54761. readonly matricesIndices: NodeMaterialConnectionPoint;
  54762. /**
  54763. * Gets the matrix weights input component
  54764. */
  54765. readonly matricesWeights: NodeMaterialConnectionPoint;
  54766. /**
  54767. * Gets the extra matrix indices input component
  54768. */
  54769. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  54770. /**
  54771. * Gets the extra matrix weights input component
  54772. */
  54773. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  54774. /**
  54775. * Gets the world input component
  54776. */
  54777. readonly world: NodeMaterialConnectionPoint;
  54778. /**
  54779. * Gets the output component
  54780. */
  54781. readonly output: NodeMaterialConnectionPoint;
  54782. autoConfigure(): void;
  54783. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54784. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54785. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54786. protected _buildBlock(state: NodeMaterialBuildState): this;
  54787. }
  54788. }
  54789. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  54790. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54791. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54792. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54793. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54794. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54795. /**
  54796. * Block used to add support for instances
  54797. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  54798. */
  54799. export class InstancesBlock extends NodeMaterialBlock {
  54800. /**
  54801. * Creates a new InstancesBlock
  54802. * @param name defines the block name
  54803. */
  54804. constructor(name: string);
  54805. /**
  54806. * Gets the current class name
  54807. * @returns the class name
  54808. */
  54809. getClassName(): string;
  54810. /**
  54811. * Gets the first world row input component
  54812. */
  54813. readonly world0: NodeMaterialConnectionPoint;
  54814. /**
  54815. * Gets the second world row input component
  54816. */
  54817. readonly world1: NodeMaterialConnectionPoint;
  54818. /**
  54819. * Gets the third world row input component
  54820. */
  54821. readonly world2: NodeMaterialConnectionPoint;
  54822. /**
  54823. * Gets the forth world row input component
  54824. */
  54825. readonly world3: NodeMaterialConnectionPoint;
  54826. /**
  54827. * Gets the world input component
  54828. */
  54829. readonly world: NodeMaterialConnectionPoint;
  54830. /**
  54831. * Gets the output component
  54832. */
  54833. readonly output: NodeMaterialConnectionPoint;
  54834. autoConfigure(): void;
  54835. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54836. protected _buildBlock(state: NodeMaterialBuildState): this;
  54837. }
  54838. }
  54839. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  54840. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54841. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54842. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54843. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54844. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54845. import { Effect } from "babylonjs/Materials/effect";
  54846. import { Mesh } from "babylonjs/Meshes/mesh";
  54847. /**
  54848. * Block used to add morph targets support to vertex shader
  54849. */
  54850. export class MorphTargetsBlock extends NodeMaterialBlock {
  54851. private _repeatableContentAnchor;
  54852. private _repeatebleContentGenerated;
  54853. /**
  54854. * Create a new MorphTargetsBlock
  54855. * @param name defines the block name
  54856. */
  54857. constructor(name: string);
  54858. /**
  54859. * Gets the current class name
  54860. * @returns the class name
  54861. */
  54862. getClassName(): string;
  54863. /**
  54864. * Gets the position input component
  54865. */
  54866. readonly position: NodeMaterialConnectionPoint;
  54867. /**
  54868. * Gets the normal input component
  54869. */
  54870. readonly normal: NodeMaterialConnectionPoint;
  54871. /**
  54872. * Gets the tangent input component
  54873. */
  54874. readonly tangent: NodeMaterialConnectionPoint;
  54875. /**
  54876. * Gets the tangent input component
  54877. */
  54878. readonly uv: NodeMaterialConnectionPoint;
  54879. /**
  54880. * Gets the position output component
  54881. */
  54882. readonly positionOutput: NodeMaterialConnectionPoint;
  54883. /**
  54884. * Gets the normal output component
  54885. */
  54886. readonly normalOutput: NodeMaterialConnectionPoint;
  54887. /**
  54888. * Gets the tangent output component
  54889. */
  54890. readonly tangentOutput: NodeMaterialConnectionPoint;
  54891. /**
  54892. * Gets the tangent output component
  54893. */
  54894. readonly uvOutput: NodeMaterialConnectionPoint;
  54895. initialize(state: NodeMaterialBuildState): void;
  54896. autoConfigure(): void;
  54897. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54898. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54899. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54900. protected _buildBlock(state: NodeMaterialBuildState): this;
  54901. }
  54902. }
  54903. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  54904. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  54905. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  54906. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  54907. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  54908. }
  54909. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  54910. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54911. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54912. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54913. /**
  54914. * Block used to add an alpha test in the fragment shader
  54915. */
  54916. export class AlphaTestBlock extends NodeMaterialBlock {
  54917. /**
  54918. * Gets or sets the alpha value where alpha testing happens
  54919. */
  54920. alphaCutOff: number;
  54921. /**
  54922. * Create a new AlphaTestBlock
  54923. * @param name defines the block name
  54924. */
  54925. constructor(name: string);
  54926. /**
  54927. * Gets the current class name
  54928. * @returns the class name
  54929. */
  54930. getClassName(): string;
  54931. /**
  54932. * Gets the color input component
  54933. */
  54934. readonly color: NodeMaterialConnectionPoint;
  54935. /**
  54936. * Gets the alpha input component
  54937. */
  54938. readonly alpha: NodeMaterialConnectionPoint;
  54939. protected _buildBlock(state: NodeMaterialBuildState): this;
  54940. }
  54941. }
  54942. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  54943. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54944. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54945. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54946. /**
  54947. * Block used to create a Color3/4 out of individual inputs (one for each component)
  54948. */
  54949. export class ColorMergerBlock extends NodeMaterialBlock {
  54950. /**
  54951. * Create a new ColorMergerBlock
  54952. * @param name defines the block name
  54953. */
  54954. constructor(name: string);
  54955. /**
  54956. * Gets the current class name
  54957. * @returns the class name
  54958. */
  54959. getClassName(): string;
  54960. /**
  54961. * Gets the r component (input)
  54962. */
  54963. readonly r: NodeMaterialConnectionPoint;
  54964. /**
  54965. * Gets the g component (input)
  54966. */
  54967. readonly g: NodeMaterialConnectionPoint;
  54968. /**
  54969. * Gets the b component (input)
  54970. */
  54971. readonly b: NodeMaterialConnectionPoint;
  54972. /**
  54973. * Gets the a component (input)
  54974. */
  54975. readonly a: NodeMaterialConnectionPoint;
  54976. /**
  54977. * Gets the rgba component (output)
  54978. */
  54979. readonly rgba: NodeMaterialConnectionPoint;
  54980. /**
  54981. * Gets the rgb component (output)
  54982. */
  54983. readonly rgb: NodeMaterialConnectionPoint;
  54984. protected _buildBlock(state: NodeMaterialBuildState): this;
  54985. }
  54986. }
  54987. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  54988. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54989. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54990. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54991. /**
  54992. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  54993. */
  54994. export class VectorMergerBlock extends NodeMaterialBlock {
  54995. /**
  54996. * Create a new VectorMergerBlock
  54997. * @param name defines the block name
  54998. */
  54999. constructor(name: string);
  55000. /**
  55001. * Gets the current class name
  55002. * @returns the class name
  55003. */
  55004. getClassName(): string;
  55005. /**
  55006. * Gets the x component (input)
  55007. */
  55008. readonly x: NodeMaterialConnectionPoint;
  55009. /**
  55010. * Gets the y component (input)
  55011. */
  55012. readonly y: NodeMaterialConnectionPoint;
  55013. /**
  55014. * Gets the z component (input)
  55015. */
  55016. readonly z: NodeMaterialConnectionPoint;
  55017. /**
  55018. * Gets the w component (input)
  55019. */
  55020. readonly w: NodeMaterialConnectionPoint;
  55021. /**
  55022. * Gets the xyzw component (output)
  55023. */
  55024. readonly xyzw: NodeMaterialConnectionPoint;
  55025. /**
  55026. * Gets the xyz component (output)
  55027. */
  55028. readonly xyz: NodeMaterialConnectionPoint;
  55029. /**
  55030. * Gets the xy component (output)
  55031. */
  55032. readonly xy: NodeMaterialConnectionPoint;
  55033. protected _buildBlock(state: NodeMaterialBuildState): this;
  55034. }
  55035. }
  55036. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55037. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55038. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55039. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55040. /**
  55041. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55042. */
  55043. export class ColorSplitterBlock extends NodeMaterialBlock {
  55044. /**
  55045. * Create a new ColorSplitterBlock
  55046. * @param name defines the block name
  55047. */
  55048. constructor(name: string);
  55049. /**
  55050. * Gets the current class name
  55051. * @returns the class name
  55052. */
  55053. getClassName(): string;
  55054. /**
  55055. * Gets the rgba component (input)
  55056. */
  55057. readonly rgba: NodeMaterialConnectionPoint;
  55058. /**
  55059. * Gets the rgb component (input)
  55060. */
  55061. readonly rgbIn: NodeMaterialConnectionPoint;
  55062. /**
  55063. * Gets the rgb component (output)
  55064. */
  55065. readonly rgbOut: NodeMaterialConnectionPoint;
  55066. /**
  55067. * Gets the r component (output)
  55068. */
  55069. readonly r: NodeMaterialConnectionPoint;
  55070. /**
  55071. * Gets the g component (output)
  55072. */
  55073. readonly g: NodeMaterialConnectionPoint;
  55074. /**
  55075. * Gets the b component (output)
  55076. */
  55077. readonly b: NodeMaterialConnectionPoint;
  55078. /**
  55079. * Gets the a component (output)
  55080. */
  55081. readonly a: NodeMaterialConnectionPoint;
  55082. protected _buildBlock(state: NodeMaterialBuildState): this;
  55083. }
  55084. }
  55085. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55086. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55087. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55088. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55089. /**
  55090. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55091. */
  55092. export class VectorSplitterBlock extends NodeMaterialBlock {
  55093. /**
  55094. * Create a new VectorSplitterBlock
  55095. * @param name defines the block name
  55096. */
  55097. constructor(name: string);
  55098. /**
  55099. * Gets the current class name
  55100. * @returns the class name
  55101. */
  55102. getClassName(): string;
  55103. /**
  55104. * Gets the xyzw component (input)
  55105. */
  55106. readonly xyzw: NodeMaterialConnectionPoint;
  55107. /**
  55108. * Gets the xyz component (input)
  55109. */
  55110. readonly xyzIn: NodeMaterialConnectionPoint;
  55111. /**
  55112. * Gets the xyz component (output)
  55113. */
  55114. readonly xyzOut: NodeMaterialConnectionPoint;
  55115. /**
  55116. * Gets the xy component (output)
  55117. */
  55118. readonly xy: NodeMaterialConnectionPoint;
  55119. /**
  55120. * Gets the x component (output)
  55121. */
  55122. readonly x: NodeMaterialConnectionPoint;
  55123. /**
  55124. * Gets the y component (output)
  55125. */
  55126. readonly y: NodeMaterialConnectionPoint;
  55127. /**
  55128. * Gets the z component (output)
  55129. */
  55130. readonly z: NodeMaterialConnectionPoint;
  55131. /**
  55132. * Gets the w component (output)
  55133. */
  55134. readonly w: NodeMaterialConnectionPoint;
  55135. protected _buildBlock(state: NodeMaterialBuildState): this;
  55136. }
  55137. }
  55138. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55139. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55140. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55141. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55142. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55143. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55144. import { Effect } from "babylonjs/Materials/effect";
  55145. import { Mesh } from "babylonjs/Meshes/mesh";
  55146. /**
  55147. * Block used to add image processing support to fragment shader
  55148. */
  55149. export class ImageProcessingBlock extends NodeMaterialBlock {
  55150. /**
  55151. * Create a new ImageProcessingBlock
  55152. * @param name defines the block name
  55153. */
  55154. constructor(name: string);
  55155. /**
  55156. * Gets the current class name
  55157. * @returns the class name
  55158. */
  55159. getClassName(): string;
  55160. /**
  55161. * Gets the color input component
  55162. */
  55163. readonly color: NodeMaterialConnectionPoint;
  55164. /**
  55165. * Gets the output component
  55166. */
  55167. readonly output: NodeMaterialConnectionPoint;
  55168. /**
  55169. * Initialize the block and prepare the context for build
  55170. * @param state defines the state that will be used for the build
  55171. */
  55172. initialize(state: NodeMaterialBuildState): void;
  55173. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55174. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55175. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55176. protected _buildBlock(state: NodeMaterialBuildState): this;
  55177. }
  55178. }
  55179. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55180. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55181. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55182. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55183. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55184. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55185. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55186. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55187. }
  55188. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55189. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55190. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55191. import { Mesh } from "babylonjs/Meshes/mesh";
  55192. import { Effect } from "babylonjs/Materials/effect";
  55193. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55194. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55195. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55196. /**
  55197. * Block used to add support for scene fog
  55198. */
  55199. export class FogBlock extends NodeMaterialBlock {
  55200. private _fogDistanceName;
  55201. private _fogParameters;
  55202. /**
  55203. * Create a new FogBlock
  55204. * @param name defines the block name
  55205. */
  55206. constructor(name: string);
  55207. /**
  55208. * Gets the current class name
  55209. * @returns the class name
  55210. */
  55211. getClassName(): string;
  55212. /**
  55213. * Gets the world position input component
  55214. */
  55215. readonly worldPosition: NodeMaterialConnectionPoint;
  55216. /**
  55217. * Gets the view input component
  55218. */
  55219. readonly view: NodeMaterialConnectionPoint;
  55220. /**
  55221. * Gets the color input component
  55222. */
  55223. readonly color: NodeMaterialConnectionPoint;
  55224. /**
  55225. * Gets the fog color input component
  55226. */
  55227. readonly fogColor: NodeMaterialConnectionPoint;
  55228. /**
  55229. * Gets the output component
  55230. */
  55231. readonly output: NodeMaterialConnectionPoint;
  55232. autoConfigure(): void;
  55233. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55234. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55235. protected _buildBlock(state: NodeMaterialBuildState): this;
  55236. }
  55237. }
  55238. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55239. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55241. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55242. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55243. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55244. import { Effect } from "babylonjs/Materials/effect";
  55245. import { Mesh } from "babylonjs/Meshes/mesh";
  55246. import { Light } from "babylonjs/Lights/light";
  55247. import { Nullable } from "babylonjs/types";
  55248. import { Scene } from "babylonjs/scene";
  55249. /**
  55250. * Block used to add light in the fragment shader
  55251. */
  55252. export class LightBlock extends NodeMaterialBlock {
  55253. private _lightId;
  55254. /**
  55255. * Gets or sets the light associated with this block
  55256. */
  55257. light: Nullable<Light>;
  55258. /**
  55259. * Create a new LightBlock
  55260. * @param name defines the block name
  55261. */
  55262. constructor(name: string);
  55263. /**
  55264. * Gets the current class name
  55265. * @returns the class name
  55266. */
  55267. getClassName(): string;
  55268. /**
  55269. * Gets the world position input component
  55270. */
  55271. readonly worldPosition: NodeMaterialConnectionPoint;
  55272. /**
  55273. * Gets the world normal input component
  55274. */
  55275. readonly worldNormal: NodeMaterialConnectionPoint;
  55276. /**
  55277. * Gets the camera (or eye) position component
  55278. */
  55279. readonly cameraPosition: NodeMaterialConnectionPoint;
  55280. /**
  55281. * Gets the diffuse output component
  55282. */
  55283. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55284. /**
  55285. * Gets the specular output component
  55286. */
  55287. readonly specularOutput: NodeMaterialConnectionPoint;
  55288. autoConfigure(): void;
  55289. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55290. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55291. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55292. private _injectVertexCode;
  55293. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55294. serialize(): any;
  55295. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55296. }
  55297. }
  55298. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55299. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55300. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55301. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55302. }
  55303. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55304. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55305. }
  55306. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55307. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55308. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55309. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55310. /**
  55311. * Block used to multiply 2 values
  55312. */
  55313. export class MultiplyBlock extends NodeMaterialBlock {
  55314. /**
  55315. * Creates a new MultiplyBlock
  55316. * @param name defines the block name
  55317. */
  55318. constructor(name: string);
  55319. /**
  55320. * Gets the current class name
  55321. * @returns the class name
  55322. */
  55323. getClassName(): string;
  55324. /**
  55325. * Gets the left operand input component
  55326. */
  55327. readonly left: NodeMaterialConnectionPoint;
  55328. /**
  55329. * Gets the right operand input component
  55330. */
  55331. readonly right: NodeMaterialConnectionPoint;
  55332. /**
  55333. * Gets the output component
  55334. */
  55335. readonly output: NodeMaterialConnectionPoint;
  55336. protected _buildBlock(state: NodeMaterialBuildState): this;
  55337. }
  55338. }
  55339. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55340. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55341. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55342. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55343. /**
  55344. * Block used to add 2 vectors
  55345. */
  55346. export class AddBlock extends NodeMaterialBlock {
  55347. /**
  55348. * Creates a new AddBlock
  55349. * @param name defines the block name
  55350. */
  55351. constructor(name: string);
  55352. /**
  55353. * Gets the current class name
  55354. * @returns the class name
  55355. */
  55356. getClassName(): string;
  55357. /**
  55358. * Gets the left operand input component
  55359. */
  55360. readonly left: NodeMaterialConnectionPoint;
  55361. /**
  55362. * Gets the right operand input component
  55363. */
  55364. readonly right: NodeMaterialConnectionPoint;
  55365. /**
  55366. * Gets the output component
  55367. */
  55368. readonly output: NodeMaterialConnectionPoint;
  55369. protected _buildBlock(state: NodeMaterialBuildState): this;
  55370. }
  55371. }
  55372. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55373. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55374. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55375. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55376. /**
  55377. * Block used to clamp a float
  55378. */
  55379. export class ClampBlock extends NodeMaterialBlock {
  55380. /** Gets or sets the minimum range */
  55381. minimum: number;
  55382. /** Gets or sets the maximum range */
  55383. maximum: number;
  55384. /**
  55385. * Creates a new ClampBlock
  55386. * @param name defines the block name
  55387. */
  55388. constructor(name: string);
  55389. /**
  55390. * Gets the current class name
  55391. * @returns the class name
  55392. */
  55393. getClassName(): string;
  55394. /**
  55395. * Gets the value input component
  55396. */
  55397. readonly value: NodeMaterialConnectionPoint;
  55398. /**
  55399. * Gets the output component
  55400. */
  55401. readonly output: NodeMaterialConnectionPoint;
  55402. protected _buildBlock(state: NodeMaterialBuildState): this;
  55403. }
  55404. }
  55405. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55407. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55408. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55409. /**
  55410. * Block used to apply a cross product between 2 vectors
  55411. */
  55412. export class CrossBlock extends NodeMaterialBlock {
  55413. /**
  55414. * Creates a new CrossBlock
  55415. * @param name defines the block name
  55416. */
  55417. constructor(name: string);
  55418. /**
  55419. * Gets the current class name
  55420. * @returns the class name
  55421. */
  55422. getClassName(): string;
  55423. /**
  55424. * Gets the left operand input component
  55425. */
  55426. readonly left: NodeMaterialConnectionPoint;
  55427. /**
  55428. * Gets the right operand input component
  55429. */
  55430. readonly right: NodeMaterialConnectionPoint;
  55431. /**
  55432. * Gets the output component
  55433. */
  55434. readonly output: NodeMaterialConnectionPoint;
  55435. protected _buildBlock(state: NodeMaterialBuildState): this;
  55436. }
  55437. }
  55438. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55439. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55440. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55441. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55442. /**
  55443. * Block used to apply a dot product between 2 vectors
  55444. */
  55445. export class DotBlock extends NodeMaterialBlock {
  55446. /**
  55447. * Creates a new DotBlock
  55448. * @param name defines the block name
  55449. */
  55450. constructor(name: string);
  55451. /**
  55452. * Gets the current class name
  55453. * @returns the class name
  55454. */
  55455. getClassName(): string;
  55456. /**
  55457. * Gets the left operand input component
  55458. */
  55459. readonly left: NodeMaterialConnectionPoint;
  55460. /**
  55461. * Gets the right operand input component
  55462. */
  55463. readonly right: NodeMaterialConnectionPoint;
  55464. /**
  55465. * Gets the output component
  55466. */
  55467. readonly output: NodeMaterialConnectionPoint;
  55468. protected _buildBlock(state: NodeMaterialBuildState): this;
  55469. }
  55470. }
  55471. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55472. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55473. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55474. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55475. import { Vector2 } from "babylonjs/Maths/math.vector";
  55476. /**
  55477. * Block used to remap a float from a range to a new one
  55478. */
  55479. export class RemapBlock extends NodeMaterialBlock {
  55480. /**
  55481. * Gets or sets the source range
  55482. */
  55483. sourceRange: Vector2;
  55484. /**
  55485. * Gets or sets the target range
  55486. */
  55487. targetRange: Vector2;
  55488. /**
  55489. * Creates a new RemapBlock
  55490. * @param name defines the block name
  55491. */
  55492. constructor(name: string);
  55493. /**
  55494. * Gets the current class name
  55495. * @returns the class name
  55496. */
  55497. getClassName(): string;
  55498. /**
  55499. * Gets the input component
  55500. */
  55501. readonly input: NodeMaterialConnectionPoint;
  55502. /**
  55503. * Gets the output component
  55504. */
  55505. readonly output: NodeMaterialConnectionPoint;
  55506. protected _buildBlock(state: NodeMaterialBuildState): this;
  55507. }
  55508. }
  55509. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  55510. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55511. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55512. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55513. /**
  55514. * Block used to normalize a vector
  55515. */
  55516. export class NormalizeBlock extends NodeMaterialBlock {
  55517. /**
  55518. * Creates a new NormalizeBlock
  55519. * @param name defines the block name
  55520. */
  55521. constructor(name: string);
  55522. /**
  55523. * Gets the current class name
  55524. * @returns the class name
  55525. */
  55526. getClassName(): string;
  55527. /**
  55528. * Gets the input component
  55529. */
  55530. readonly input: NodeMaterialConnectionPoint;
  55531. /**
  55532. * Gets the output component
  55533. */
  55534. readonly output: NodeMaterialConnectionPoint;
  55535. protected _buildBlock(state: NodeMaterialBuildState): this;
  55536. }
  55537. }
  55538. declare module "babylonjs/Materials/Node/Blocks/index" {
  55539. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  55540. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  55541. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  55542. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  55543. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  55544. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  55545. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  55546. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  55547. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  55548. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  55549. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  55550. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  55551. }
  55552. declare module "babylonjs/Materials/Node/Optimizers/index" {
  55553. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55554. }
  55555. declare module "babylonjs/Materials/Node/index" {
  55556. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55557. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55558. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55559. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  55560. export * from "babylonjs/Materials/Node/nodeMaterial";
  55561. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55562. export * from "babylonjs/Materials/Node/Blocks/index";
  55563. export * from "babylonjs/Materials/Node/Optimizers/index";
  55564. }
  55565. declare module "babylonjs/Materials/effectRenderer" {
  55566. import { Nullable } from "babylonjs/types";
  55567. import { Texture } from "babylonjs/Materials/Textures/texture";
  55568. import { Engine } from "babylonjs/Engines/engine";
  55569. import { Viewport } from "babylonjs/Maths/math.viewport";
  55570. import { Observable } from "babylonjs/Misc/observable";
  55571. import { Effect } from "babylonjs/Materials/effect";
  55572. import "babylonjs/Shaders/postprocess.vertex";
  55573. /**
  55574. * Effect Render Options
  55575. */
  55576. export interface IEffectRendererOptions {
  55577. /**
  55578. * Defines the vertices positions.
  55579. */
  55580. positions?: number[];
  55581. /**
  55582. * Defines the indices.
  55583. */
  55584. indices?: number[];
  55585. }
  55586. /**
  55587. * Helper class to render one or more effects
  55588. */
  55589. export class EffectRenderer {
  55590. private engine;
  55591. private static _DefaultOptions;
  55592. private _vertexBuffers;
  55593. private _indexBuffer;
  55594. private _ringBufferIndex;
  55595. private _ringScreenBuffer;
  55596. private _fullscreenViewport;
  55597. private _getNextFrameBuffer;
  55598. /**
  55599. * Creates an effect renderer
  55600. * @param engine the engine to use for rendering
  55601. * @param options defines the options of the effect renderer
  55602. */
  55603. constructor(engine: Engine, options?: IEffectRendererOptions);
  55604. /**
  55605. * Sets the current viewport in normalized coordinates 0-1
  55606. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  55607. */
  55608. setViewport(viewport?: Viewport): void;
  55609. /**
  55610. * Sets the current effect wrapper to use during draw.
  55611. * The effect needs to be ready before calling this api.
  55612. * This also sets the default full screen position attribute.
  55613. * @param effectWrapper Defines the effect to draw with
  55614. */
  55615. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  55616. /**
  55617. * Draws a full screen quad.
  55618. */
  55619. draw(): void;
  55620. /**
  55621. * renders one or more effects to a specified texture
  55622. * @param effectWrappers list of effects to renderer
  55623. * @param outputTexture texture to draw to, if null it will render to the screen
  55624. */
  55625. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  55626. /**
  55627. * Disposes of the effect renderer
  55628. */
  55629. dispose(): void;
  55630. }
  55631. /**
  55632. * Options to create an EffectWrapper
  55633. */
  55634. interface EffectWrapperCreationOptions {
  55635. /**
  55636. * Engine to use to create the effect
  55637. */
  55638. engine: Engine;
  55639. /**
  55640. * Fragment shader for the effect
  55641. */
  55642. fragmentShader: string;
  55643. /**
  55644. * Vertex shader for the effect
  55645. */
  55646. vertexShader: string;
  55647. /**
  55648. * Attributes to use in the shader
  55649. */
  55650. attributeNames?: Array<string>;
  55651. /**
  55652. * Uniforms to use in the shader
  55653. */
  55654. uniformNames?: Array<string>;
  55655. /**
  55656. * Texture sampler names to use in the shader
  55657. */
  55658. samplerNames?: Array<string>;
  55659. /**
  55660. * The friendly name of the effect displayed in Spector.
  55661. */
  55662. name?: string;
  55663. }
  55664. /**
  55665. * Wraps an effect to be used for rendering
  55666. */
  55667. export class EffectWrapper {
  55668. /**
  55669. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  55670. */
  55671. onApplyObservable: Observable<{}>;
  55672. /**
  55673. * The underlying effect
  55674. */
  55675. effect: Effect;
  55676. /**
  55677. * Creates an effect to be renderer
  55678. * @param creationOptions options to create the effect
  55679. */
  55680. constructor(creationOptions: EffectWrapperCreationOptions);
  55681. /**
  55682. * Disposes of the effect wrapper
  55683. */
  55684. dispose(): void;
  55685. }
  55686. }
  55687. declare module "babylonjs/Materials/index" {
  55688. export * from "babylonjs/Materials/Background/index";
  55689. export * from "babylonjs/Materials/colorCurves";
  55690. export * from "babylonjs/Materials/effect";
  55691. export * from "babylonjs/Materials/fresnelParameters";
  55692. export * from "babylonjs/Materials/imageProcessingConfiguration";
  55693. export * from "babylonjs/Materials/material";
  55694. export * from "babylonjs/Materials/materialDefines";
  55695. export * from "babylonjs/Materials/materialHelper";
  55696. export * from "babylonjs/Materials/multiMaterial";
  55697. export * from "babylonjs/Materials/PBR/index";
  55698. export * from "babylonjs/Materials/pushMaterial";
  55699. export * from "babylonjs/Materials/shaderMaterial";
  55700. export * from "babylonjs/Materials/standardMaterial";
  55701. export * from "babylonjs/Materials/Textures/index";
  55702. export * from "babylonjs/Materials/uniformBuffer";
  55703. export * from "babylonjs/Materials/materialFlags";
  55704. export * from "babylonjs/Materials/Node/index";
  55705. export * from "babylonjs/Materials/effectRenderer";
  55706. }
  55707. declare module "babylonjs/Maths/index" {
  55708. export * from "babylonjs/Maths/math.scalar";
  55709. export * from "babylonjs/Maths/math";
  55710. export * from "babylonjs/Maths/sphericalPolynomial";
  55711. }
  55712. declare module "babylonjs/Misc/workerPool" {
  55713. import { IDisposable } from "babylonjs/scene";
  55714. /**
  55715. * Helper class to push actions to a pool of workers.
  55716. */
  55717. export class WorkerPool implements IDisposable {
  55718. private _workerInfos;
  55719. private _pendingActions;
  55720. /**
  55721. * Constructor
  55722. * @param workers Array of workers to use for actions
  55723. */
  55724. constructor(workers: Array<Worker>);
  55725. /**
  55726. * Terminates all workers and clears any pending actions.
  55727. */
  55728. dispose(): void;
  55729. /**
  55730. * Pushes an action to the worker pool. If all the workers are active, the action will be
  55731. * pended until a worker has completed its action.
  55732. * @param action The action to perform. Call onComplete when the action is complete.
  55733. */
  55734. push(action: (worker: Worker, onComplete: () => void) => void): void;
  55735. private _execute;
  55736. }
  55737. }
  55738. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  55739. import { IDisposable } from "babylonjs/scene";
  55740. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  55741. /**
  55742. * Configuration for Draco compression
  55743. */
  55744. export interface IDracoCompressionConfiguration {
  55745. /**
  55746. * Configuration for the decoder.
  55747. */
  55748. decoder: {
  55749. /**
  55750. * The url to the WebAssembly module.
  55751. */
  55752. wasmUrl?: string;
  55753. /**
  55754. * The url to the WebAssembly binary.
  55755. */
  55756. wasmBinaryUrl?: string;
  55757. /**
  55758. * The url to the fallback JavaScript module.
  55759. */
  55760. fallbackUrl?: string;
  55761. };
  55762. }
  55763. /**
  55764. * Draco compression (https://google.github.io/draco/)
  55765. *
  55766. * This class wraps the Draco module.
  55767. *
  55768. * **Encoder**
  55769. *
  55770. * The encoder is not currently implemented.
  55771. *
  55772. * **Decoder**
  55773. *
  55774. * 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.
  55775. *
  55776. * To update the configuration, use the following code:
  55777. * ```javascript
  55778. * DracoCompression.Configuration = {
  55779. * decoder: {
  55780. * wasmUrl: "<url to the WebAssembly library>",
  55781. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  55782. * fallbackUrl: "<url to the fallback JavaScript library>",
  55783. * }
  55784. * };
  55785. * ```
  55786. *
  55787. * 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.
  55788. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  55789. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  55790. *
  55791. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  55792. * ```javascript
  55793. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  55794. * ```
  55795. *
  55796. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  55797. */
  55798. export class DracoCompression implements IDisposable {
  55799. private _workerPoolPromise?;
  55800. private _decoderModulePromise?;
  55801. /**
  55802. * The configuration. Defaults to the following urls:
  55803. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  55804. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  55805. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  55806. */
  55807. static Configuration: IDracoCompressionConfiguration;
  55808. /**
  55809. * Returns true if the decoder configuration is available.
  55810. */
  55811. static readonly DecoderAvailable: boolean;
  55812. /**
  55813. * Default number of workers to create when creating the draco compression object.
  55814. */
  55815. static DefaultNumWorkers: number;
  55816. private static GetDefaultNumWorkers;
  55817. private static _Default;
  55818. /**
  55819. * Default instance for the draco compression object.
  55820. */
  55821. static readonly Default: DracoCompression;
  55822. /**
  55823. * Constructor
  55824. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  55825. */
  55826. constructor(numWorkers?: number);
  55827. /**
  55828. * Stop all async operations and release resources.
  55829. */
  55830. dispose(): void;
  55831. /**
  55832. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  55833. * @returns a promise that resolves when ready
  55834. */
  55835. whenReadyAsync(): Promise<void>;
  55836. /**
  55837. * Decode Draco compressed mesh data to vertex data.
  55838. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  55839. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  55840. * @returns A promise that resolves with the decoded vertex data
  55841. */
  55842. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  55843. [kind: string]: number;
  55844. }): Promise<VertexData>;
  55845. }
  55846. }
  55847. declare module "babylonjs/Meshes/Compression/index" {
  55848. export * from "babylonjs/Meshes/Compression/dracoCompression";
  55849. }
  55850. declare module "babylonjs/Meshes/csg" {
  55851. import { Nullable } from "babylonjs/types";
  55852. import { Scene } from "babylonjs/scene";
  55853. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  55854. import { Mesh } from "babylonjs/Meshes/mesh";
  55855. import { Material } from "babylonjs/Materials/material";
  55856. /**
  55857. * Class for building Constructive Solid Geometry
  55858. */
  55859. export class CSG {
  55860. private polygons;
  55861. /**
  55862. * The world matrix
  55863. */
  55864. matrix: Matrix;
  55865. /**
  55866. * Stores the position
  55867. */
  55868. position: Vector3;
  55869. /**
  55870. * Stores the rotation
  55871. */
  55872. rotation: Vector3;
  55873. /**
  55874. * Stores the rotation quaternion
  55875. */
  55876. rotationQuaternion: Nullable<Quaternion>;
  55877. /**
  55878. * Stores the scaling vector
  55879. */
  55880. scaling: Vector3;
  55881. /**
  55882. * Convert the Mesh to CSG
  55883. * @param mesh The Mesh to convert to CSG
  55884. * @returns A new CSG from the Mesh
  55885. */
  55886. static FromMesh(mesh: Mesh): CSG;
  55887. /**
  55888. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  55889. * @param polygons Polygons used to construct a CSG solid
  55890. */
  55891. private static FromPolygons;
  55892. /**
  55893. * Clones, or makes a deep copy, of the CSG
  55894. * @returns A new CSG
  55895. */
  55896. clone(): CSG;
  55897. /**
  55898. * Unions this CSG with another CSG
  55899. * @param csg The CSG to union against this CSG
  55900. * @returns The unioned CSG
  55901. */
  55902. union(csg: CSG): CSG;
  55903. /**
  55904. * Unions this CSG with another CSG in place
  55905. * @param csg The CSG to union against this CSG
  55906. */
  55907. unionInPlace(csg: CSG): void;
  55908. /**
  55909. * Subtracts this CSG with another CSG
  55910. * @param csg The CSG to subtract against this CSG
  55911. * @returns A new CSG
  55912. */
  55913. subtract(csg: CSG): CSG;
  55914. /**
  55915. * Subtracts this CSG with another CSG in place
  55916. * @param csg The CSG to subtact against this CSG
  55917. */
  55918. subtractInPlace(csg: CSG): void;
  55919. /**
  55920. * Intersect this CSG with another CSG
  55921. * @param csg The CSG to intersect against this CSG
  55922. * @returns A new CSG
  55923. */
  55924. intersect(csg: CSG): CSG;
  55925. /**
  55926. * Intersects this CSG with another CSG in place
  55927. * @param csg The CSG to intersect against this CSG
  55928. */
  55929. intersectInPlace(csg: CSG): void;
  55930. /**
  55931. * Return a new CSG solid with solid and empty space switched. This solid is
  55932. * not modified.
  55933. * @returns A new CSG solid with solid and empty space switched
  55934. */
  55935. inverse(): CSG;
  55936. /**
  55937. * Inverses the CSG in place
  55938. */
  55939. inverseInPlace(): void;
  55940. /**
  55941. * This is used to keep meshes transformations so they can be restored
  55942. * when we build back a Babylon Mesh
  55943. * NB : All CSG operations are performed in world coordinates
  55944. * @param csg The CSG to copy the transform attributes from
  55945. * @returns This CSG
  55946. */
  55947. copyTransformAttributes(csg: CSG): CSG;
  55948. /**
  55949. * Build Raw mesh from CSG
  55950. * Coordinates here are in world space
  55951. * @param name The name of the mesh geometry
  55952. * @param scene The Scene
  55953. * @param keepSubMeshes Specifies if the submeshes should be kept
  55954. * @returns A new Mesh
  55955. */
  55956. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  55957. /**
  55958. * Build Mesh from CSG taking material and transforms into account
  55959. * @param name The name of the Mesh
  55960. * @param material The material of the Mesh
  55961. * @param scene The Scene
  55962. * @param keepSubMeshes Specifies if submeshes should be kept
  55963. * @returns The new Mesh
  55964. */
  55965. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  55966. }
  55967. }
  55968. declare module "babylonjs/Meshes/trailMesh" {
  55969. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55970. import { Mesh } from "babylonjs/Meshes/mesh";
  55971. import { Scene } from "babylonjs/scene";
  55972. /**
  55973. * Class used to create a trail following a mesh
  55974. */
  55975. export class TrailMesh extends Mesh {
  55976. private _generator;
  55977. private _autoStart;
  55978. private _running;
  55979. private _diameter;
  55980. private _length;
  55981. private _sectionPolygonPointsCount;
  55982. private _sectionVectors;
  55983. private _sectionNormalVectors;
  55984. private _beforeRenderObserver;
  55985. /**
  55986. * @constructor
  55987. * @param name The value used by scene.getMeshByName() to do a lookup.
  55988. * @param generator The mesh to generate a trail.
  55989. * @param scene The scene to add this mesh to.
  55990. * @param diameter Diameter of trailing mesh. Default is 1.
  55991. * @param length Length of trailing mesh. Default is 60.
  55992. * @param autoStart Automatically start trailing mesh. Default true.
  55993. */
  55994. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  55995. /**
  55996. * "TrailMesh"
  55997. * @returns "TrailMesh"
  55998. */
  55999. getClassName(): string;
  56000. private _createMesh;
  56001. /**
  56002. * Start trailing mesh.
  56003. */
  56004. start(): void;
  56005. /**
  56006. * Stop trailing mesh.
  56007. */
  56008. stop(): void;
  56009. /**
  56010. * Update trailing mesh geometry.
  56011. */
  56012. update(): void;
  56013. /**
  56014. * Returns a new TrailMesh object.
  56015. * @param name is a string, the name given to the new mesh
  56016. * @param newGenerator use new generator object for cloned trail mesh
  56017. * @returns a new mesh
  56018. */
  56019. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56020. /**
  56021. * Serializes this trail mesh
  56022. * @param serializationObject object to write serialization to
  56023. */
  56024. serialize(serializationObject: any): void;
  56025. /**
  56026. * Parses a serialized trail mesh
  56027. * @param parsedMesh the serialized mesh
  56028. * @param scene the scene to create the trail mesh in
  56029. * @returns the created trail mesh
  56030. */
  56031. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56032. }
  56033. }
  56034. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56035. import { Nullable } from "babylonjs/types";
  56036. import { Scene } from "babylonjs/scene";
  56037. import { Vector4 } from "babylonjs/Maths/math.vector";
  56038. import { Color4 } from "babylonjs/Maths/math.color";
  56039. import { Mesh } from "babylonjs/Meshes/mesh";
  56040. /**
  56041. * Class containing static functions to help procedurally build meshes
  56042. */
  56043. export class TiledBoxBuilder {
  56044. /**
  56045. * Creates a box mesh
  56046. * 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)
  56047. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56048. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56049. * * 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
  56050. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56051. * @param name defines the name of the mesh
  56052. * @param options defines the options used to create the mesh
  56053. * @param scene defines the hosting scene
  56054. * @returns the box mesh
  56055. */
  56056. static CreateTiledBox(name: string, options: {
  56057. pattern?: number;
  56058. width?: number;
  56059. height?: number;
  56060. depth?: number;
  56061. tileSize?: number;
  56062. tileWidth?: number;
  56063. tileHeight?: number;
  56064. alignHorizontal?: number;
  56065. alignVertical?: number;
  56066. faceUV?: Vector4[];
  56067. faceColors?: Color4[];
  56068. sideOrientation?: number;
  56069. updatable?: boolean;
  56070. }, scene?: Nullable<Scene>): Mesh;
  56071. }
  56072. }
  56073. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56074. import { Vector4 } from "babylonjs/Maths/math.vector";
  56075. import { Mesh } from "babylonjs/Meshes/mesh";
  56076. /**
  56077. * Class containing static functions to help procedurally build meshes
  56078. */
  56079. export class TorusKnotBuilder {
  56080. /**
  56081. * Creates a torus knot mesh
  56082. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56083. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56084. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56085. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56086. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56087. * * 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
  56088. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56089. * @param name defines the name of the mesh
  56090. * @param options defines the options used to create the mesh
  56091. * @param scene defines the hosting scene
  56092. * @returns the torus knot mesh
  56093. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56094. */
  56095. static CreateTorusKnot(name: string, options: {
  56096. radius?: number;
  56097. tube?: number;
  56098. radialSegments?: number;
  56099. tubularSegments?: number;
  56100. p?: number;
  56101. q?: number;
  56102. updatable?: boolean;
  56103. sideOrientation?: number;
  56104. frontUVs?: Vector4;
  56105. backUVs?: Vector4;
  56106. }, scene: any): Mesh;
  56107. }
  56108. }
  56109. declare module "babylonjs/Meshes/polygonMesh" {
  56110. import { Scene } from "babylonjs/scene";
  56111. import { Vector2 } from "babylonjs/Maths/math.vector";
  56112. import { Mesh } from "babylonjs/Meshes/mesh";
  56113. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56114. import { Path2 } from "babylonjs/Maths/math.path";
  56115. /**
  56116. * Polygon
  56117. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56118. */
  56119. export class Polygon {
  56120. /**
  56121. * Creates a rectangle
  56122. * @param xmin bottom X coord
  56123. * @param ymin bottom Y coord
  56124. * @param xmax top X coord
  56125. * @param ymax top Y coord
  56126. * @returns points that make the resulting rectation
  56127. */
  56128. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56129. /**
  56130. * Creates a circle
  56131. * @param radius radius of circle
  56132. * @param cx scale in x
  56133. * @param cy scale in y
  56134. * @param numberOfSides number of sides that make up the circle
  56135. * @returns points that make the resulting circle
  56136. */
  56137. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56138. /**
  56139. * Creates a polygon from input string
  56140. * @param input Input polygon data
  56141. * @returns the parsed points
  56142. */
  56143. static Parse(input: string): Vector2[];
  56144. /**
  56145. * Starts building a polygon from x and y coordinates
  56146. * @param x x coordinate
  56147. * @param y y coordinate
  56148. * @returns the started path2
  56149. */
  56150. static StartingAt(x: number, y: number): Path2;
  56151. }
  56152. /**
  56153. * Builds a polygon
  56154. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56155. */
  56156. export class PolygonMeshBuilder {
  56157. private _points;
  56158. private _outlinepoints;
  56159. private _holes;
  56160. private _name;
  56161. private _scene;
  56162. private _epoints;
  56163. private _eholes;
  56164. private _addToepoint;
  56165. /**
  56166. * Babylon reference to the earcut plugin.
  56167. */
  56168. bjsEarcut: any;
  56169. /**
  56170. * Creates a PolygonMeshBuilder
  56171. * @param name name of the builder
  56172. * @param contours Path of the polygon
  56173. * @param scene scene to add to when creating the mesh
  56174. * @param earcutInjection can be used to inject your own earcut reference
  56175. */
  56176. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56177. /**
  56178. * Adds a whole within the polygon
  56179. * @param hole Array of points defining the hole
  56180. * @returns this
  56181. */
  56182. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56183. /**
  56184. * Creates the polygon
  56185. * @param updatable If the mesh should be updatable
  56186. * @param depth The depth of the mesh created
  56187. * @returns the created mesh
  56188. */
  56189. build(updatable?: boolean, depth?: number): Mesh;
  56190. /**
  56191. * Creates the polygon
  56192. * @param depth The depth of the mesh created
  56193. * @returns the created VertexData
  56194. */
  56195. buildVertexData(depth?: number): VertexData;
  56196. /**
  56197. * Adds a side to the polygon
  56198. * @param positions points that make the polygon
  56199. * @param normals normals of the polygon
  56200. * @param uvs uvs of the polygon
  56201. * @param indices indices of the polygon
  56202. * @param bounds bounds of the polygon
  56203. * @param points points of the polygon
  56204. * @param depth depth of the polygon
  56205. * @param flip flip of the polygon
  56206. */
  56207. private addSide;
  56208. }
  56209. }
  56210. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56211. import { Scene } from "babylonjs/scene";
  56212. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56213. import { Color4 } from "babylonjs/Maths/math.color";
  56214. import { Mesh } from "babylonjs/Meshes/mesh";
  56215. import { Nullable } from "babylonjs/types";
  56216. /**
  56217. * Class containing static functions to help procedurally build meshes
  56218. */
  56219. export class PolygonBuilder {
  56220. /**
  56221. * Creates a polygon mesh
  56222. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56223. * * 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
  56224. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56226. * * 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)
  56227. * * Remember you can only change the shape positions, not their number when updating a polygon
  56228. * @param name defines the name of the mesh
  56229. * @param options defines the options used to create the mesh
  56230. * @param scene defines the hosting scene
  56231. * @param earcutInjection can be used to inject your own earcut reference
  56232. * @returns the polygon mesh
  56233. */
  56234. static CreatePolygon(name: string, options: {
  56235. shape: Vector3[];
  56236. holes?: Vector3[][];
  56237. depth?: number;
  56238. faceUV?: Vector4[];
  56239. faceColors?: Color4[];
  56240. updatable?: boolean;
  56241. sideOrientation?: number;
  56242. frontUVs?: Vector4;
  56243. backUVs?: Vector4;
  56244. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56245. /**
  56246. * Creates an extruded polygon mesh, with depth in the Y direction.
  56247. * * 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)
  56248. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56249. * @param name defines the name of the mesh
  56250. * @param options defines the options used to create the mesh
  56251. * @param scene defines the hosting scene
  56252. * @param earcutInjection can be used to inject your own earcut reference
  56253. * @returns the polygon mesh
  56254. */
  56255. static ExtrudePolygon(name: string, options: {
  56256. shape: Vector3[];
  56257. holes?: Vector3[][];
  56258. depth?: number;
  56259. faceUV?: Vector4[];
  56260. faceColors?: Color4[];
  56261. updatable?: boolean;
  56262. sideOrientation?: number;
  56263. frontUVs?: Vector4;
  56264. backUVs?: Vector4;
  56265. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56266. }
  56267. }
  56268. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56269. import { Scene } from "babylonjs/scene";
  56270. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56271. import { Mesh } from "babylonjs/Meshes/mesh";
  56272. import { Nullable } from "babylonjs/types";
  56273. /**
  56274. * Class containing static functions to help procedurally build meshes
  56275. */
  56276. export class LatheBuilder {
  56277. /**
  56278. * Creates lathe mesh.
  56279. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56280. * * 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
  56281. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56282. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56283. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56284. * * 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
  56285. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56286. * * 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
  56287. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56288. * * 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
  56289. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56290. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56291. * @param name defines the name of the mesh
  56292. * @param options defines the options used to create the mesh
  56293. * @param scene defines the hosting scene
  56294. * @returns the lathe mesh
  56295. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56296. */
  56297. static CreateLathe(name: string, options: {
  56298. shape: Vector3[];
  56299. radius?: number;
  56300. tessellation?: number;
  56301. clip?: number;
  56302. arc?: number;
  56303. closed?: boolean;
  56304. updatable?: boolean;
  56305. sideOrientation?: number;
  56306. frontUVs?: Vector4;
  56307. backUVs?: Vector4;
  56308. cap?: number;
  56309. invertUV?: boolean;
  56310. }, scene?: Nullable<Scene>): Mesh;
  56311. }
  56312. }
  56313. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56314. import { Nullable } from "babylonjs/types";
  56315. import { Scene } from "babylonjs/scene";
  56316. import { Vector4 } from "babylonjs/Maths/math.vector";
  56317. import { Mesh } from "babylonjs/Meshes/mesh";
  56318. /**
  56319. * Class containing static functions to help procedurally build meshes
  56320. */
  56321. export class TiledPlaneBuilder {
  56322. /**
  56323. * Creates a tiled plane mesh
  56324. * * The parameter `pattern` will, depending on value, do nothing or
  56325. * * * flip (reflect about central vertical) alternate tiles across and up
  56326. * * * flip every tile on alternate rows
  56327. * * * rotate (180 degs) alternate tiles across and up
  56328. * * * rotate every tile on alternate rows
  56329. * * * flip and rotate alternate tiles across and up
  56330. * * * flip and rotate every tile on alternate rows
  56331. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56332. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56333. * * 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
  56334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56335. * * 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)
  56336. * * 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)
  56337. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56338. * @param name defines the name of the mesh
  56339. * @param options defines the options used to create the mesh
  56340. * @param scene defines the hosting scene
  56341. * @returns the box mesh
  56342. */
  56343. static CreateTiledPlane(name: string, options: {
  56344. pattern?: number;
  56345. tileSize?: number;
  56346. tileWidth?: number;
  56347. tileHeight?: number;
  56348. size?: number;
  56349. width?: number;
  56350. height?: number;
  56351. alignHorizontal?: number;
  56352. alignVertical?: number;
  56353. sideOrientation?: number;
  56354. frontUVs?: Vector4;
  56355. backUVs?: Vector4;
  56356. updatable?: boolean;
  56357. }, scene?: Nullable<Scene>): Mesh;
  56358. }
  56359. }
  56360. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56361. import { Nullable } from "babylonjs/types";
  56362. import { Scene } from "babylonjs/scene";
  56363. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56364. import { Mesh } from "babylonjs/Meshes/mesh";
  56365. /**
  56366. * Class containing static functions to help procedurally build meshes
  56367. */
  56368. export class TubeBuilder {
  56369. /**
  56370. * Creates a tube mesh.
  56371. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56372. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56373. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56374. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56375. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56376. * * 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)
  56377. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56378. * * 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
  56379. * * 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
  56380. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56381. * * 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
  56382. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56383. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56384. * @param name defines the name of the mesh
  56385. * @param options defines the options used to create the mesh
  56386. * @param scene defines the hosting scene
  56387. * @returns the tube mesh
  56388. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56389. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56390. */
  56391. static CreateTube(name: string, options: {
  56392. path: Vector3[];
  56393. radius?: number;
  56394. tessellation?: number;
  56395. radiusFunction?: {
  56396. (i: number, distance: number): number;
  56397. };
  56398. cap?: number;
  56399. arc?: number;
  56400. updatable?: boolean;
  56401. sideOrientation?: number;
  56402. frontUVs?: Vector4;
  56403. backUVs?: Vector4;
  56404. instance?: Mesh;
  56405. invertUV?: boolean;
  56406. }, scene?: Nullable<Scene>): Mesh;
  56407. }
  56408. }
  56409. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  56410. import { Scene } from "babylonjs/scene";
  56411. import { Vector4 } from "babylonjs/Maths/math.vector";
  56412. import { Mesh } from "babylonjs/Meshes/mesh";
  56413. import { Nullable } from "babylonjs/types";
  56414. /**
  56415. * Class containing static functions to help procedurally build meshes
  56416. */
  56417. export class IcoSphereBuilder {
  56418. /**
  56419. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56420. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56421. * * 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`)
  56422. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56423. * * 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
  56424. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56425. * * 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
  56426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56427. * @param name defines the name of the mesh
  56428. * @param options defines the options used to create the mesh
  56429. * @param scene defines the hosting scene
  56430. * @returns the icosahedron mesh
  56431. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56432. */
  56433. static CreateIcoSphere(name: string, options: {
  56434. radius?: number;
  56435. radiusX?: number;
  56436. radiusY?: number;
  56437. radiusZ?: number;
  56438. flat?: boolean;
  56439. subdivisions?: number;
  56440. sideOrientation?: number;
  56441. frontUVs?: Vector4;
  56442. backUVs?: Vector4;
  56443. updatable?: boolean;
  56444. }, scene?: Nullable<Scene>): Mesh;
  56445. }
  56446. }
  56447. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  56448. import { Vector3 } from "babylonjs/Maths/math.vector";
  56449. import { Mesh } from "babylonjs/Meshes/mesh";
  56450. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56451. /**
  56452. * Class containing static functions to help procedurally build meshes
  56453. */
  56454. export class DecalBuilder {
  56455. /**
  56456. * Creates a decal mesh.
  56457. * 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
  56458. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  56459. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  56460. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  56461. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  56462. * @param name defines the name of the mesh
  56463. * @param sourceMesh defines the mesh where the decal must be applied
  56464. * @param options defines the options used to create the mesh
  56465. * @param scene defines the hosting scene
  56466. * @returns the decal mesh
  56467. * @see https://doc.babylonjs.com/how_to/decals
  56468. */
  56469. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  56470. position?: Vector3;
  56471. normal?: Vector3;
  56472. size?: Vector3;
  56473. angle?: number;
  56474. }): Mesh;
  56475. }
  56476. }
  56477. declare module "babylonjs/Meshes/meshBuilder" {
  56478. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  56479. import { Nullable } from "babylonjs/types";
  56480. import { Scene } from "babylonjs/scene";
  56481. import { Mesh } from "babylonjs/Meshes/mesh";
  56482. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  56483. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  56484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56485. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  56486. import { Plane } from "babylonjs/Maths/math.plane";
  56487. /**
  56488. * Class containing static functions to help procedurally build meshes
  56489. */
  56490. export class MeshBuilder {
  56491. /**
  56492. * Creates a box mesh
  56493. * * The parameter `size` sets the size (float) of each box side (default 1)
  56494. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  56495. * * 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)
  56496. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56497. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56498. * * 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
  56499. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56500. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56501. * @param name defines the name of the mesh
  56502. * @param options defines the options used to create the mesh
  56503. * @param scene defines the hosting scene
  56504. * @returns the box mesh
  56505. */
  56506. static CreateBox(name: string, options: {
  56507. size?: number;
  56508. width?: number;
  56509. height?: number;
  56510. depth?: number;
  56511. faceUV?: Vector4[];
  56512. faceColors?: Color4[];
  56513. sideOrientation?: number;
  56514. frontUVs?: Vector4;
  56515. backUVs?: Vector4;
  56516. updatable?: boolean;
  56517. }, scene?: Nullable<Scene>): Mesh;
  56518. /**
  56519. * Creates a tiled box mesh
  56520. * * faceTiles sets the pattern, tile size and number of tiles for a face
  56521. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56522. * @param name defines the name of the mesh
  56523. * @param options defines the options used to create the mesh
  56524. * @param scene defines the hosting scene
  56525. * @returns the tiled box mesh
  56526. */
  56527. static CreateTiledBox(name: string, options: {
  56528. pattern?: number;
  56529. size?: number;
  56530. width?: number;
  56531. height?: number;
  56532. depth: number;
  56533. tileSize?: number;
  56534. tileWidth?: number;
  56535. tileHeight?: number;
  56536. faceUV?: Vector4[];
  56537. faceColors?: Color4[];
  56538. alignHorizontal?: number;
  56539. alignVertical?: number;
  56540. sideOrientation?: number;
  56541. updatable?: boolean;
  56542. }, scene?: Nullable<Scene>): Mesh;
  56543. /**
  56544. * Creates a sphere mesh
  56545. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  56546. * * 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`)
  56547. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  56548. * * 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
  56549. * * 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)
  56550. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56551. * * 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
  56552. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56553. * @param name defines the name of the mesh
  56554. * @param options defines the options used to create the mesh
  56555. * @param scene defines the hosting scene
  56556. * @returns the sphere mesh
  56557. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  56558. */
  56559. static CreateSphere(name: string, options: {
  56560. segments?: number;
  56561. diameter?: number;
  56562. diameterX?: number;
  56563. diameterY?: number;
  56564. diameterZ?: number;
  56565. arc?: number;
  56566. slice?: number;
  56567. sideOrientation?: number;
  56568. frontUVs?: Vector4;
  56569. backUVs?: Vector4;
  56570. updatable?: boolean;
  56571. }, scene?: Nullable<Scene>): Mesh;
  56572. /**
  56573. * Creates a plane polygonal mesh. By default, this is a disc
  56574. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  56575. * * 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
  56576. * * 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
  56577. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56578. * * 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
  56579. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56580. * @param name defines the name of the mesh
  56581. * @param options defines the options used to create the mesh
  56582. * @param scene defines the hosting scene
  56583. * @returns the plane polygonal mesh
  56584. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  56585. */
  56586. static CreateDisc(name: string, options: {
  56587. radius?: number;
  56588. tessellation?: number;
  56589. arc?: number;
  56590. updatable?: boolean;
  56591. sideOrientation?: number;
  56592. frontUVs?: Vector4;
  56593. backUVs?: Vector4;
  56594. }, scene?: Nullable<Scene>): Mesh;
  56595. /**
  56596. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  56597. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  56598. * * 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`)
  56599. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  56600. * * 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
  56601. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56602. * * 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
  56603. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56604. * @param name defines the name of the mesh
  56605. * @param options defines the options used to create the mesh
  56606. * @param scene defines the hosting scene
  56607. * @returns the icosahedron mesh
  56608. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  56609. */
  56610. static CreateIcoSphere(name: string, options: {
  56611. radius?: number;
  56612. radiusX?: number;
  56613. radiusY?: number;
  56614. radiusZ?: number;
  56615. flat?: boolean;
  56616. subdivisions?: number;
  56617. sideOrientation?: number;
  56618. frontUVs?: Vector4;
  56619. backUVs?: Vector4;
  56620. updatable?: boolean;
  56621. }, scene?: Nullable<Scene>): Mesh;
  56622. /**
  56623. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56624. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  56625. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  56626. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  56627. * * 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
  56628. * * 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
  56629. * * 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
  56630. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56631. * * 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
  56632. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56633. * * 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
  56634. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  56635. * * 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
  56636. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  56637. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56638. * @param name defines the name of the mesh
  56639. * @param options defines the options used to create the mesh
  56640. * @param scene defines the hosting scene
  56641. * @returns the ribbon mesh
  56642. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  56643. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56644. */
  56645. static CreateRibbon(name: string, options: {
  56646. pathArray: Vector3[][];
  56647. closeArray?: boolean;
  56648. closePath?: boolean;
  56649. offset?: number;
  56650. updatable?: boolean;
  56651. sideOrientation?: number;
  56652. frontUVs?: Vector4;
  56653. backUVs?: Vector4;
  56654. instance?: Mesh;
  56655. invertUV?: boolean;
  56656. uvs?: Vector2[];
  56657. colors?: Color4[];
  56658. }, scene?: Nullable<Scene>): Mesh;
  56659. /**
  56660. * Creates a cylinder or a cone mesh
  56661. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  56662. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  56663. * * 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.
  56664. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  56665. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  56666. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  56667. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  56668. * * 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).
  56669. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  56670. * * 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).
  56671. * * 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
  56672. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  56673. * * 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
  56674. * * 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.
  56675. * * If `enclose` is false, a ring surface is one element.
  56676. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  56677. * * 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
  56678. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56679. * * 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
  56680. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56681. * @param name defines the name of the mesh
  56682. * @param options defines the options used to create the mesh
  56683. * @param scene defines the hosting scene
  56684. * @returns the cylinder mesh
  56685. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  56686. */
  56687. static CreateCylinder(name: string, options: {
  56688. height?: number;
  56689. diameterTop?: number;
  56690. diameterBottom?: number;
  56691. diameter?: number;
  56692. tessellation?: number;
  56693. subdivisions?: number;
  56694. arc?: number;
  56695. faceColors?: Color4[];
  56696. faceUV?: Vector4[];
  56697. updatable?: boolean;
  56698. hasRings?: boolean;
  56699. enclose?: boolean;
  56700. cap?: number;
  56701. sideOrientation?: number;
  56702. frontUVs?: Vector4;
  56703. backUVs?: Vector4;
  56704. }, scene?: Nullable<Scene>): Mesh;
  56705. /**
  56706. * Creates a torus mesh
  56707. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  56708. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  56709. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  56710. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56711. * * 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
  56712. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56713. * @param name defines the name of the mesh
  56714. * @param options defines the options used to create the mesh
  56715. * @param scene defines the hosting scene
  56716. * @returns the torus mesh
  56717. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  56718. */
  56719. static CreateTorus(name: string, options: {
  56720. diameter?: number;
  56721. thickness?: number;
  56722. tessellation?: number;
  56723. updatable?: boolean;
  56724. sideOrientation?: number;
  56725. frontUVs?: Vector4;
  56726. backUVs?: Vector4;
  56727. }, scene?: Nullable<Scene>): Mesh;
  56728. /**
  56729. * Creates a torus knot mesh
  56730. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56731. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56732. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56733. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56734. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56735. * * 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
  56736. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56737. * @param name defines the name of the mesh
  56738. * @param options defines the options used to create the mesh
  56739. * @param scene defines the hosting scene
  56740. * @returns the torus knot mesh
  56741. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56742. */
  56743. static CreateTorusKnot(name: string, options: {
  56744. radius?: number;
  56745. tube?: number;
  56746. radialSegments?: number;
  56747. tubularSegments?: number;
  56748. p?: number;
  56749. q?: number;
  56750. updatable?: boolean;
  56751. sideOrientation?: number;
  56752. frontUVs?: Vector4;
  56753. backUVs?: Vector4;
  56754. }, scene?: Nullable<Scene>): Mesh;
  56755. /**
  56756. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  56757. * * 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
  56758. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  56759. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  56760. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  56761. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  56762. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  56763. * * 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
  56764. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  56765. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56766. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  56767. * @param name defines the name of the new line system
  56768. * @param options defines the options used to create the line system
  56769. * @param scene defines the hosting scene
  56770. * @returns a new line system mesh
  56771. */
  56772. static CreateLineSystem(name: string, options: {
  56773. lines: Vector3[][];
  56774. updatable?: boolean;
  56775. instance?: Nullable<LinesMesh>;
  56776. colors?: Nullable<Color4[][]>;
  56777. useVertexAlpha?: boolean;
  56778. }, scene: Nullable<Scene>): LinesMesh;
  56779. /**
  56780. * Creates a line mesh
  56781. * 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
  56782. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56783. * * The parameter `points` is an array successive Vector3
  56784. * * 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
  56785. * * The optional parameter `colors` is an array of successive Color4, one per line point
  56786. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  56787. * * When updating an instance, remember that only point positions can change, not the number of points
  56788. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56789. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  56790. * @param name defines the name of the new line system
  56791. * @param options defines the options used to create the line system
  56792. * @param scene defines the hosting scene
  56793. * @returns a new line mesh
  56794. */
  56795. static CreateLines(name: string, options: {
  56796. points: Vector3[];
  56797. updatable?: boolean;
  56798. instance?: Nullable<LinesMesh>;
  56799. colors?: Color4[];
  56800. useVertexAlpha?: boolean;
  56801. }, scene?: Nullable<Scene>): LinesMesh;
  56802. /**
  56803. * Creates a dashed line mesh
  56804. * * 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
  56805. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  56806. * * The parameter `points` is an array successive Vector3
  56807. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  56808. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  56809. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  56810. * * 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
  56811. * * When updating an instance, remember that only point positions can change, not the number of points
  56812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56813. * @param name defines the name of the mesh
  56814. * @param options defines the options used to create the mesh
  56815. * @param scene defines the hosting scene
  56816. * @returns the dashed line mesh
  56817. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  56818. */
  56819. static CreateDashedLines(name: string, options: {
  56820. points: Vector3[];
  56821. dashSize?: number;
  56822. gapSize?: number;
  56823. dashNb?: number;
  56824. updatable?: boolean;
  56825. instance?: LinesMesh;
  56826. }, scene?: Nullable<Scene>): LinesMesh;
  56827. /**
  56828. * 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.
  56829. * * 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.
  56830. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56831. * * 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.
  56832. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  56833. * * 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
  56834. * * 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
  56835. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  56836. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56837. * * 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
  56838. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  56839. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56840. * @param name defines the name of the mesh
  56841. * @param options defines the options used to create the mesh
  56842. * @param scene defines the hosting scene
  56843. * @returns the extruded shape mesh
  56844. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56845. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56846. */
  56847. static ExtrudeShape(name: string, options: {
  56848. shape: Vector3[];
  56849. path: Vector3[];
  56850. scale?: number;
  56851. rotation?: number;
  56852. cap?: number;
  56853. updatable?: boolean;
  56854. sideOrientation?: number;
  56855. frontUVs?: Vector4;
  56856. backUVs?: Vector4;
  56857. instance?: Mesh;
  56858. invertUV?: boolean;
  56859. }, scene?: Nullable<Scene>): Mesh;
  56860. /**
  56861. * Creates an custom extruded shape mesh.
  56862. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  56863. * * 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.
  56864. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  56865. * * 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
  56866. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  56867. * * 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
  56868. * * It must returns a float value that will be the scale value applied to the shape on each path point
  56869. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  56870. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  56871. * * 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
  56872. * * 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
  56873. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  56874. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56875. * * 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
  56876. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56877. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56878. * @param name defines the name of the mesh
  56879. * @param options defines the options used to create the mesh
  56880. * @param scene defines the hosting scene
  56881. * @returns the custom extruded shape mesh
  56882. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  56883. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56884. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  56885. */
  56886. static ExtrudeShapeCustom(name: string, options: {
  56887. shape: Vector3[];
  56888. path: Vector3[];
  56889. scaleFunction?: any;
  56890. rotationFunction?: any;
  56891. ribbonCloseArray?: boolean;
  56892. ribbonClosePath?: boolean;
  56893. cap?: number;
  56894. updatable?: boolean;
  56895. sideOrientation?: number;
  56896. frontUVs?: Vector4;
  56897. backUVs?: Vector4;
  56898. instance?: Mesh;
  56899. invertUV?: boolean;
  56900. }, scene?: Nullable<Scene>): Mesh;
  56901. /**
  56902. * Creates lathe mesh.
  56903. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56904. * * 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
  56905. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56906. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56907. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56908. * * 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
  56909. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56910. * * 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
  56911. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56912. * * 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
  56913. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56915. * @param name defines the name of the mesh
  56916. * @param options defines the options used to create the mesh
  56917. * @param scene defines the hosting scene
  56918. * @returns the lathe mesh
  56919. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56920. */
  56921. static CreateLathe(name: string, options: {
  56922. shape: Vector3[];
  56923. radius?: number;
  56924. tessellation?: number;
  56925. clip?: number;
  56926. arc?: number;
  56927. closed?: boolean;
  56928. updatable?: boolean;
  56929. sideOrientation?: number;
  56930. frontUVs?: Vector4;
  56931. backUVs?: Vector4;
  56932. cap?: number;
  56933. invertUV?: boolean;
  56934. }, scene?: Nullable<Scene>): Mesh;
  56935. /**
  56936. * Creates a tiled plane mesh
  56937. * * You can set a limited pattern arrangement with the tiles
  56938. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56939. * * 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
  56940. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56941. * @param name defines the name of the mesh
  56942. * @param options defines the options used to create the mesh
  56943. * @param scene defines the hosting scene
  56944. * @returns the plane mesh
  56945. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56946. */
  56947. static CreateTiledPlane(name: string, options: {
  56948. pattern?: number;
  56949. tileSize?: number;
  56950. tileWidth?: number;
  56951. tileHeight?: number;
  56952. size?: number;
  56953. width?: number;
  56954. height?: number;
  56955. alignHorizontal?: number;
  56956. alignVertical?: number;
  56957. sideOrientation?: number;
  56958. frontUVs?: Vector4;
  56959. backUVs?: Vector4;
  56960. updatable?: boolean;
  56961. }, scene?: Nullable<Scene>): Mesh;
  56962. /**
  56963. * Creates a plane mesh
  56964. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  56965. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  56966. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  56967. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56968. * * 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
  56969. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56970. * @param name defines the name of the mesh
  56971. * @param options defines the options used to create the mesh
  56972. * @param scene defines the hosting scene
  56973. * @returns the plane mesh
  56974. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  56975. */
  56976. static CreatePlane(name: string, options: {
  56977. size?: number;
  56978. width?: number;
  56979. height?: number;
  56980. sideOrientation?: number;
  56981. frontUVs?: Vector4;
  56982. backUVs?: Vector4;
  56983. updatable?: boolean;
  56984. sourcePlane?: Plane;
  56985. }, scene?: Nullable<Scene>): Mesh;
  56986. /**
  56987. * Creates a ground mesh
  56988. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  56989. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  56990. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56991. * @param name defines the name of the mesh
  56992. * @param options defines the options used to create the mesh
  56993. * @param scene defines the hosting scene
  56994. * @returns the ground mesh
  56995. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  56996. */
  56997. static CreateGround(name: string, options: {
  56998. width?: number;
  56999. height?: number;
  57000. subdivisions?: number;
  57001. subdivisionsX?: number;
  57002. subdivisionsY?: number;
  57003. updatable?: boolean;
  57004. }, scene?: Nullable<Scene>): Mesh;
  57005. /**
  57006. * Creates a tiled ground mesh
  57007. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57008. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57009. * * 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
  57010. * * 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
  57011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57012. * @param name defines the name of the mesh
  57013. * @param options defines the options used to create the mesh
  57014. * @param scene defines the hosting scene
  57015. * @returns the tiled ground mesh
  57016. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57017. */
  57018. static CreateTiledGround(name: string, options: {
  57019. xmin: number;
  57020. zmin: number;
  57021. xmax: number;
  57022. zmax: number;
  57023. subdivisions?: {
  57024. w: number;
  57025. h: number;
  57026. };
  57027. precision?: {
  57028. w: number;
  57029. h: number;
  57030. };
  57031. updatable?: boolean;
  57032. }, scene?: Nullable<Scene>): Mesh;
  57033. /**
  57034. * Creates a ground mesh from a height map
  57035. * * The parameter `url` sets the URL of the height map image resource.
  57036. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57037. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57038. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57039. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57040. * * 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.
  57041. * * 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).
  57042. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57044. * @param name defines the name of the mesh
  57045. * @param url defines the url to the height map
  57046. * @param options defines the options used to create the mesh
  57047. * @param scene defines the hosting scene
  57048. * @returns the ground mesh
  57049. * @see https://doc.babylonjs.com/babylon101/height_map
  57050. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57051. */
  57052. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57053. width?: number;
  57054. height?: number;
  57055. subdivisions?: number;
  57056. minHeight?: number;
  57057. maxHeight?: number;
  57058. colorFilter?: Color3;
  57059. alphaFilter?: number;
  57060. updatable?: boolean;
  57061. onReady?: (mesh: GroundMesh) => void;
  57062. }, scene?: Nullable<Scene>): GroundMesh;
  57063. /**
  57064. * Creates a polygon mesh
  57065. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57066. * * 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
  57067. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57069. * * 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)
  57070. * * Remember you can only change the shape positions, not their number when updating a polygon
  57071. * @param name defines the name of the mesh
  57072. * @param options defines the options used to create the mesh
  57073. * @param scene defines the hosting scene
  57074. * @param earcutInjection can be used to inject your own earcut reference
  57075. * @returns the polygon mesh
  57076. */
  57077. static CreatePolygon(name: string, options: {
  57078. shape: Vector3[];
  57079. holes?: Vector3[][];
  57080. depth?: number;
  57081. faceUV?: Vector4[];
  57082. faceColors?: Color4[];
  57083. updatable?: boolean;
  57084. sideOrientation?: number;
  57085. frontUVs?: Vector4;
  57086. backUVs?: Vector4;
  57087. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57088. /**
  57089. * Creates an extruded polygon mesh, with depth in the Y direction.
  57090. * * 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)
  57091. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57092. * @param name defines the name of the mesh
  57093. * @param options defines the options used to create the mesh
  57094. * @param scene defines the hosting scene
  57095. * @param earcutInjection can be used to inject your own earcut reference
  57096. * @returns the polygon mesh
  57097. */
  57098. static ExtrudePolygon(name: string, options: {
  57099. shape: Vector3[];
  57100. holes?: Vector3[][];
  57101. depth?: number;
  57102. faceUV?: Vector4[];
  57103. faceColors?: Color4[];
  57104. updatable?: boolean;
  57105. sideOrientation?: number;
  57106. frontUVs?: Vector4;
  57107. backUVs?: Vector4;
  57108. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57109. /**
  57110. * Creates a tube mesh.
  57111. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57112. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57113. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57114. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57115. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57116. * * 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)
  57117. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57118. * * 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
  57119. * * 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
  57120. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57121. * * 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
  57122. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57124. * @param name defines the name of the mesh
  57125. * @param options defines the options used to create the mesh
  57126. * @param scene defines the hosting scene
  57127. * @returns the tube mesh
  57128. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57129. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57130. */
  57131. static CreateTube(name: string, options: {
  57132. path: Vector3[];
  57133. radius?: number;
  57134. tessellation?: number;
  57135. radiusFunction?: {
  57136. (i: number, distance: number): number;
  57137. };
  57138. cap?: number;
  57139. arc?: number;
  57140. updatable?: boolean;
  57141. sideOrientation?: number;
  57142. frontUVs?: Vector4;
  57143. backUVs?: Vector4;
  57144. instance?: Mesh;
  57145. invertUV?: boolean;
  57146. }, scene?: Nullable<Scene>): Mesh;
  57147. /**
  57148. * Creates a polyhedron mesh
  57149. * * 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
  57150. * * The parameter `size` (positive float, default 1) sets the polygon size
  57151. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57152. * * 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`
  57153. * * 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
  57154. * * 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)`)
  57155. * * 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
  57156. * * 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
  57157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57158. * * 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
  57159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57160. * @param name defines the name of the mesh
  57161. * @param options defines the options used to create the mesh
  57162. * @param scene defines the hosting scene
  57163. * @returns the polyhedron mesh
  57164. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57165. */
  57166. static CreatePolyhedron(name: string, options: {
  57167. type?: number;
  57168. size?: number;
  57169. sizeX?: number;
  57170. sizeY?: number;
  57171. sizeZ?: number;
  57172. custom?: any;
  57173. faceUV?: Vector4[];
  57174. faceColors?: Color4[];
  57175. flat?: boolean;
  57176. updatable?: boolean;
  57177. sideOrientation?: number;
  57178. frontUVs?: Vector4;
  57179. backUVs?: Vector4;
  57180. }, scene?: Nullable<Scene>): Mesh;
  57181. /**
  57182. * Creates a decal mesh.
  57183. * 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
  57184. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57185. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57186. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57187. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57188. * @param name defines the name of the mesh
  57189. * @param sourceMesh defines the mesh where the decal must be applied
  57190. * @param options defines the options used to create the mesh
  57191. * @param scene defines the hosting scene
  57192. * @returns the decal mesh
  57193. * @see https://doc.babylonjs.com/how_to/decals
  57194. */
  57195. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57196. position?: Vector3;
  57197. normal?: Vector3;
  57198. size?: Vector3;
  57199. angle?: number;
  57200. }): Mesh;
  57201. }
  57202. }
  57203. declare module "babylonjs/Meshes/meshSimplification" {
  57204. import { Mesh } from "babylonjs/Meshes/mesh";
  57205. /**
  57206. * A simplifier interface for future simplification implementations
  57207. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57208. */
  57209. export interface ISimplifier {
  57210. /**
  57211. * Simplification of a given mesh according to the given settings.
  57212. * Since this requires computation, it is assumed that the function runs async.
  57213. * @param settings The settings of the simplification, including quality and distance
  57214. * @param successCallback A callback that will be called after the mesh was simplified.
  57215. * @param errorCallback in case of an error, this callback will be called. optional.
  57216. */
  57217. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57218. }
  57219. /**
  57220. * Expected simplification settings.
  57221. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57222. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57223. */
  57224. export interface ISimplificationSettings {
  57225. /**
  57226. * Gets or sets the expected quality
  57227. */
  57228. quality: number;
  57229. /**
  57230. * Gets or sets the distance when this optimized version should be used
  57231. */
  57232. distance: number;
  57233. /**
  57234. * Gets an already optimized mesh
  57235. */
  57236. optimizeMesh?: boolean;
  57237. }
  57238. /**
  57239. * Class used to specify simplification options
  57240. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57241. */
  57242. export class SimplificationSettings implements ISimplificationSettings {
  57243. /** expected quality */
  57244. quality: number;
  57245. /** distance when this optimized version should be used */
  57246. distance: number;
  57247. /** already optimized mesh */
  57248. optimizeMesh?: boolean | undefined;
  57249. /**
  57250. * Creates a SimplificationSettings
  57251. * @param quality expected quality
  57252. * @param distance distance when this optimized version should be used
  57253. * @param optimizeMesh already optimized mesh
  57254. */
  57255. constructor(
  57256. /** expected quality */
  57257. quality: number,
  57258. /** distance when this optimized version should be used */
  57259. distance: number,
  57260. /** already optimized mesh */
  57261. optimizeMesh?: boolean | undefined);
  57262. }
  57263. /**
  57264. * Interface used to define a simplification task
  57265. */
  57266. export interface ISimplificationTask {
  57267. /**
  57268. * Array of settings
  57269. */
  57270. settings: Array<ISimplificationSettings>;
  57271. /**
  57272. * Simplification type
  57273. */
  57274. simplificationType: SimplificationType;
  57275. /**
  57276. * Mesh to simplify
  57277. */
  57278. mesh: Mesh;
  57279. /**
  57280. * Callback called on success
  57281. */
  57282. successCallback?: () => void;
  57283. /**
  57284. * Defines if parallel processing can be used
  57285. */
  57286. parallelProcessing: boolean;
  57287. }
  57288. /**
  57289. * Queue used to order the simplification tasks
  57290. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57291. */
  57292. export class SimplificationQueue {
  57293. private _simplificationArray;
  57294. /**
  57295. * Gets a boolean indicating that the process is still running
  57296. */
  57297. running: boolean;
  57298. /**
  57299. * Creates a new queue
  57300. */
  57301. constructor();
  57302. /**
  57303. * Adds a new simplification task
  57304. * @param task defines a task to add
  57305. */
  57306. addTask(task: ISimplificationTask): void;
  57307. /**
  57308. * Execute next task
  57309. */
  57310. executeNext(): void;
  57311. /**
  57312. * Execute a simplification task
  57313. * @param task defines the task to run
  57314. */
  57315. runSimplification(task: ISimplificationTask): void;
  57316. private getSimplifier;
  57317. }
  57318. /**
  57319. * The implemented types of simplification
  57320. * At the moment only Quadratic Error Decimation is implemented
  57321. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57322. */
  57323. export enum SimplificationType {
  57324. /** Quadratic error decimation */
  57325. QUADRATIC = 0
  57326. }
  57327. }
  57328. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57329. import { Scene } from "babylonjs/scene";
  57330. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57331. import { ISceneComponent } from "babylonjs/sceneComponent";
  57332. module "babylonjs/scene" {
  57333. interface Scene {
  57334. /** @hidden (Backing field) */
  57335. _simplificationQueue: SimplificationQueue;
  57336. /**
  57337. * Gets or sets the simplification queue attached to the scene
  57338. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57339. */
  57340. simplificationQueue: SimplificationQueue;
  57341. }
  57342. }
  57343. module "babylonjs/Meshes/mesh" {
  57344. interface Mesh {
  57345. /**
  57346. * Simplify the mesh according to the given array of settings.
  57347. * Function will return immediately and will simplify async
  57348. * @param settings a collection of simplification settings
  57349. * @param parallelProcessing should all levels calculate parallel or one after the other
  57350. * @param simplificationType the type of simplification to run
  57351. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57352. * @returns the current mesh
  57353. */
  57354. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57355. }
  57356. }
  57357. /**
  57358. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57359. * created in a scene
  57360. */
  57361. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57362. /**
  57363. * The component name helpfull to identify the component in the list of scene components.
  57364. */
  57365. readonly name: string;
  57366. /**
  57367. * The scene the component belongs to.
  57368. */
  57369. scene: Scene;
  57370. /**
  57371. * Creates a new instance of the component for the given scene
  57372. * @param scene Defines the scene to register the component in
  57373. */
  57374. constructor(scene: Scene);
  57375. /**
  57376. * Registers the component in a given scene
  57377. */
  57378. register(): void;
  57379. /**
  57380. * Rebuilds the elements related to this component in case of
  57381. * context lost for instance.
  57382. */
  57383. rebuild(): void;
  57384. /**
  57385. * Disposes the component and the associated ressources
  57386. */
  57387. dispose(): void;
  57388. private _beforeCameraUpdate;
  57389. }
  57390. }
  57391. declare module "babylonjs/Meshes/Builders/index" {
  57392. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57393. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57394. export * from "babylonjs/Meshes/Builders/discBuilder";
  57395. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57396. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57397. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  57398. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  57399. export * from "babylonjs/Meshes/Builders/torusBuilder";
  57400. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  57401. export * from "babylonjs/Meshes/Builders/linesBuilder";
  57402. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  57403. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  57404. export * from "babylonjs/Meshes/Builders/latheBuilder";
  57405. export * from "babylonjs/Meshes/Builders/planeBuilder";
  57406. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  57407. export * from "babylonjs/Meshes/Builders/groundBuilder";
  57408. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  57409. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  57410. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  57411. export * from "babylonjs/Meshes/Builders/decalBuilder";
  57412. }
  57413. declare module "babylonjs/Meshes/index" {
  57414. export * from "babylonjs/Meshes/abstractMesh";
  57415. export * from "babylonjs/Meshes/buffer";
  57416. export * from "babylonjs/Meshes/Compression/index";
  57417. export * from "babylonjs/Meshes/csg";
  57418. export * from "babylonjs/Meshes/geometry";
  57419. export * from "babylonjs/Meshes/groundMesh";
  57420. export * from "babylonjs/Meshes/trailMesh";
  57421. export * from "babylonjs/Meshes/instancedMesh";
  57422. export * from "babylonjs/Meshes/linesMesh";
  57423. export * from "babylonjs/Meshes/mesh";
  57424. export * from "babylonjs/Meshes/mesh.vertexData";
  57425. export * from "babylonjs/Meshes/meshBuilder";
  57426. export * from "babylonjs/Meshes/meshSimplification";
  57427. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  57428. export * from "babylonjs/Meshes/polygonMesh";
  57429. export * from "babylonjs/Meshes/subMesh";
  57430. export * from "babylonjs/Meshes/meshLODLevel";
  57431. export * from "babylonjs/Meshes/transformNode";
  57432. export * from "babylonjs/Meshes/Builders/index";
  57433. export * from "babylonjs/Meshes/dataBuffer";
  57434. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  57435. }
  57436. declare module "babylonjs/Morph/index" {
  57437. export * from "babylonjs/Morph/morphTarget";
  57438. export * from "babylonjs/Morph/morphTargetManager";
  57439. }
  57440. declare module "babylonjs/Navigation/INavigationEngine" {
  57441. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57442. import { Vector3 } from "babylonjs/Maths/math";
  57443. import { Mesh } from "babylonjs/Meshes/mesh";
  57444. import { Scene } from "babylonjs/scene";
  57445. /**
  57446. * Navigation plugin interface to add navigation constrained by a navigation mesh
  57447. */
  57448. export interface INavigationEnginePlugin {
  57449. /**
  57450. * plugin name
  57451. */
  57452. name: string;
  57453. /**
  57454. * Creates a navigation mesh
  57455. * @param meshes array of all the geometry used to compute the navigatio mesh
  57456. * @param parameters bunch of parameters used to filter geometry
  57457. */
  57458. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57459. /**
  57460. * Create a navigation mesh debug mesh
  57461. * @param scene is where the mesh will be added
  57462. * @returns debug display mesh
  57463. */
  57464. createDebugNavMesh(scene: Scene): Mesh;
  57465. /**
  57466. * Get a navigation mesh constrained position, closest to the parameter position
  57467. * @param position world position
  57468. * @returns the closest point to position constrained by the navigation mesh
  57469. */
  57470. getClosestPoint(position: Vector3): Vector3;
  57471. /**
  57472. * Get a navigation mesh constrained position, within a particular radius
  57473. * @param position world position
  57474. * @param maxRadius the maximum distance to the constrained world position
  57475. * @returns the closest point to position constrained by the navigation mesh
  57476. */
  57477. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57478. /**
  57479. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57480. * @param start world position
  57481. * @param end world position
  57482. * @returns array containing world position composing the path
  57483. */
  57484. computePath(start: Vector3, end: Vector3): Vector3[];
  57485. /**
  57486. * If this plugin is supported
  57487. * @returns true if plugin is supported
  57488. */
  57489. isSupported(): boolean;
  57490. /**
  57491. * Create a new Crowd so you can add agents
  57492. * @param maxAgents the maximum agent count in the crowd
  57493. * @param maxAgentRadius the maximum radius an agent can have
  57494. * @param scene to attach the crowd to
  57495. * @returns the crowd you can add agents to
  57496. */
  57497. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57498. /**
  57499. * Release all resources
  57500. */
  57501. dispose(): void;
  57502. }
  57503. /**
  57504. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  57505. */
  57506. export interface ICrowd {
  57507. /**
  57508. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57509. * You can attach anything to that node. The node position is updated in the scene update tick.
  57510. * @param pos world position that will be constrained by the navigation mesh
  57511. * @param parameters agent parameters
  57512. * @param transform hooked to the agent that will be update by the scene
  57513. * @returns agent index
  57514. */
  57515. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57516. /**
  57517. * Returns the agent position in world space
  57518. * @param index agent index returned by addAgent
  57519. * @returns world space position
  57520. */
  57521. getAgentPosition(index: number): Vector3;
  57522. /**
  57523. * Gets the agent velocity in world space
  57524. * @param index agent index returned by addAgent
  57525. * @returns world space velocity
  57526. */
  57527. getAgentVelocity(index: number): Vector3;
  57528. /**
  57529. * remove a particular agent previously created
  57530. * @param index agent index returned by addAgent
  57531. */
  57532. removeAgent(index: number): void;
  57533. /**
  57534. * get the list of all agents attached to this crowd
  57535. * @returns list of agent indices
  57536. */
  57537. getAgents(): number[];
  57538. /**
  57539. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57540. * @param deltaTime in seconds
  57541. */
  57542. update(deltaTime: number): void;
  57543. /**
  57544. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57545. * @param index agent index returned by addAgent
  57546. * @param destination targeted world position
  57547. */
  57548. agentGoto(index: number, destination: Vector3): void;
  57549. /**
  57550. * Release all resources
  57551. */
  57552. dispose(): void;
  57553. }
  57554. /**
  57555. * Configures an agent
  57556. */
  57557. export interface IAgentParameters {
  57558. /**
  57559. * Agent radius. [Limit: >= 0]
  57560. */
  57561. radius: number;
  57562. /**
  57563. * Agent height. [Limit: > 0]
  57564. */
  57565. height: number;
  57566. /**
  57567. * Maximum allowed acceleration. [Limit: >= 0]
  57568. */
  57569. maxAcceleration: number;
  57570. /**
  57571. * Maximum allowed speed. [Limit: >= 0]
  57572. */
  57573. maxSpeed: number;
  57574. /**
  57575. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  57576. */
  57577. collisionQueryRange: number;
  57578. /**
  57579. * The path visibility optimization range. [Limit: > 0]
  57580. */
  57581. pathOptimizationRange: number;
  57582. /**
  57583. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  57584. */
  57585. separationWeight: number;
  57586. }
  57587. /**
  57588. * Configures the navigation mesh creation
  57589. */
  57590. export interface INavMeshParameters {
  57591. /**
  57592. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  57593. */
  57594. cs: number;
  57595. /**
  57596. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  57597. */
  57598. ch: number;
  57599. /**
  57600. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  57601. */
  57602. walkableSlopeAngle: number;
  57603. /**
  57604. * Minimum floor to 'ceiling' height that will still allow the floor area to
  57605. * be considered walkable. [Limit: >= 3] [Units: vx]
  57606. */
  57607. walkableHeight: number;
  57608. /**
  57609. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  57610. */
  57611. walkableClimb: number;
  57612. /**
  57613. * The distance to erode/shrink the walkable area of the heightfield away from
  57614. * obstructions. [Limit: >=0] [Units: vx]
  57615. */
  57616. walkableRadius: number;
  57617. /**
  57618. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  57619. */
  57620. maxEdgeLen: number;
  57621. /**
  57622. * The maximum distance a simplfied contour's border edges should deviate
  57623. * the original raw contour. [Limit: >=0] [Units: vx]
  57624. */
  57625. maxSimplificationError: number;
  57626. /**
  57627. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  57628. */
  57629. minRegionArea: number;
  57630. /**
  57631. * Any regions with a span count smaller than this value will, if possible,
  57632. * be merged with larger regions. [Limit: >=0] [Units: vx]
  57633. */
  57634. mergeRegionArea: number;
  57635. /**
  57636. * The maximum number of vertices allowed for polygons generated during the
  57637. * contour to polygon conversion process. [Limit: >= 3]
  57638. */
  57639. maxVertsPerPoly: number;
  57640. /**
  57641. * Sets the sampling distance to use when generating the detail mesh.
  57642. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  57643. */
  57644. detailSampleDist: number;
  57645. /**
  57646. * The maximum distance the detail mesh surface should deviate from heightfield
  57647. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  57648. */
  57649. detailSampleMaxError: number;
  57650. }
  57651. }
  57652. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  57653. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  57654. import { Mesh } from "babylonjs/Meshes/mesh";
  57655. import { Scene } from "babylonjs/scene";
  57656. import { Vector3 } from "babylonjs/Maths/math";
  57657. import { TransformNode } from "babylonjs/Meshes/transformNode";
  57658. /**
  57659. * RecastJS navigation plugin
  57660. */
  57661. export class RecastJSPlugin implements INavigationEnginePlugin {
  57662. /**
  57663. * Reference to the Recast library
  57664. */
  57665. bjsRECAST: any;
  57666. /**
  57667. * plugin name
  57668. */
  57669. name: string;
  57670. /**
  57671. * the first navmesh created. We might extend this to support multiple navmeshes
  57672. */
  57673. navMesh: any;
  57674. /**
  57675. * Initializes the recastJS plugin
  57676. * @param recastInjection can be used to inject your own recast reference
  57677. */
  57678. constructor(recastInjection?: any);
  57679. /**
  57680. * Creates a navigation mesh
  57681. * @param meshes array of all the geometry used to compute the navigatio mesh
  57682. * @param parameters bunch of parameters used to filter geometry
  57683. */
  57684. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  57685. /**
  57686. * Create a navigation mesh debug mesh
  57687. * @param scene is where the mesh will be added
  57688. * @returns debug display mesh
  57689. */
  57690. createDebugNavMesh(scene: Scene): Mesh;
  57691. /**
  57692. * Get a navigation mesh constrained position, closest to the parameter position
  57693. * @param position world position
  57694. * @returns the closest point to position constrained by the navigation mesh
  57695. */
  57696. getClosestPoint(position: Vector3): Vector3;
  57697. /**
  57698. * Get a navigation mesh constrained position, within a particular radius
  57699. * @param position world position
  57700. * @param maxRadius the maximum distance to the constrained world position
  57701. * @returns the closest point to position constrained by the navigation mesh
  57702. */
  57703. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  57704. /**
  57705. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  57706. * @param start world position
  57707. * @param end world position
  57708. * @returns array containing world position composing the path
  57709. */
  57710. computePath(start: Vector3, end: Vector3): Vector3[];
  57711. /**
  57712. * Create a new Crowd so you can add agents
  57713. * @param maxAgents the maximum agent count in the crowd
  57714. * @param maxAgentRadius the maximum radius an agent can have
  57715. * @param scene to attach the crowd to
  57716. * @returns the crowd you can add agents to
  57717. */
  57718. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  57719. /**
  57720. * Disposes
  57721. */
  57722. dispose(): void;
  57723. /**
  57724. * If this plugin is supported
  57725. * @returns true if plugin is supported
  57726. */
  57727. isSupported(): boolean;
  57728. }
  57729. /**
  57730. * Recast detour crowd implementation
  57731. */
  57732. export class RecastJSCrowd implements ICrowd {
  57733. /**
  57734. * Recast/detour plugin
  57735. */
  57736. bjsRECASTPlugin: RecastJSPlugin;
  57737. /**
  57738. * Link to the detour crowd
  57739. */
  57740. recastCrowd: any;
  57741. /**
  57742. * One transform per agent
  57743. */
  57744. transforms: TransformNode[];
  57745. /**
  57746. * All agents created
  57747. */
  57748. agents: number[];
  57749. /**
  57750. * Link to the scene is kept to unregister the crowd from the scene
  57751. */
  57752. private _scene;
  57753. /**
  57754. * Observer for crowd updates
  57755. */
  57756. private _onBeforeAnimationsObserver;
  57757. /**
  57758. * Constructor
  57759. * @param plugin recastJS plugin
  57760. * @param maxAgents the maximum agent count in the crowd
  57761. * @param maxAgentRadius the maximum radius an agent can have
  57762. * @param scene to attach the crowd to
  57763. * @returns the crowd you can add agents to
  57764. */
  57765. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  57766. /**
  57767. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  57768. * You can attach anything to that node. The node position is updated in the scene update tick.
  57769. * @param pos world position that will be constrained by the navigation mesh
  57770. * @param parameters agent parameters
  57771. * @param transform hooked to the agent that will be update by the scene
  57772. * @returns agent index
  57773. */
  57774. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  57775. /**
  57776. * Returns the agent position in world space
  57777. * @param index agent index returned by addAgent
  57778. * @returns world space position
  57779. */
  57780. getAgentPosition(index: number): Vector3;
  57781. /**
  57782. * Returns the agent velocity in world space
  57783. * @param index agent index returned by addAgent
  57784. * @returns world space velocity
  57785. */
  57786. getAgentVelocity(index: number): Vector3;
  57787. /**
  57788. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  57789. * @param index agent index returned by addAgent
  57790. * @param destination targeted world position
  57791. */
  57792. agentGoto(index: number, destination: Vector3): void;
  57793. /**
  57794. * remove a particular agent previously created
  57795. * @param index agent index returned by addAgent
  57796. */
  57797. removeAgent(index: number): void;
  57798. /**
  57799. * get the list of all agents attached to this crowd
  57800. * @returns list of agent indices
  57801. */
  57802. getAgents(): number[];
  57803. /**
  57804. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  57805. * @param deltaTime in seconds
  57806. */
  57807. update(deltaTime: number): void;
  57808. /**
  57809. * Release all resources
  57810. */
  57811. dispose(): void;
  57812. }
  57813. }
  57814. declare module "babylonjs/Navigation/Plugins/index" {
  57815. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  57816. }
  57817. declare module "babylonjs/Navigation/index" {
  57818. export * from "babylonjs/Navigation/INavigationEngine";
  57819. export * from "babylonjs/Navigation/Plugins/index";
  57820. }
  57821. declare module "babylonjs/Offline/database" {
  57822. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  57823. /**
  57824. * Class used to enable access to IndexedDB
  57825. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  57826. */
  57827. export class Database implements IOfflineProvider {
  57828. private _callbackManifestChecked;
  57829. private _currentSceneUrl;
  57830. private _db;
  57831. private _enableSceneOffline;
  57832. private _enableTexturesOffline;
  57833. private _manifestVersionFound;
  57834. private _mustUpdateRessources;
  57835. private _hasReachedQuota;
  57836. private _isSupported;
  57837. private _idbFactory;
  57838. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  57839. private static IsUASupportingBlobStorage;
  57840. /**
  57841. * Gets a boolean indicating if Database storate is enabled (off by default)
  57842. */
  57843. static IDBStorageEnabled: boolean;
  57844. /**
  57845. * Gets a boolean indicating if scene must be saved in the database
  57846. */
  57847. readonly enableSceneOffline: boolean;
  57848. /**
  57849. * Gets a boolean indicating if textures must be saved in the database
  57850. */
  57851. readonly enableTexturesOffline: boolean;
  57852. /**
  57853. * Creates a new Database
  57854. * @param urlToScene defines the url to load the scene
  57855. * @param callbackManifestChecked defines the callback to use when manifest is checked
  57856. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  57857. */
  57858. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  57859. private static _ParseURL;
  57860. private static _ReturnFullUrlLocation;
  57861. private _checkManifestFile;
  57862. /**
  57863. * Open the database and make it available
  57864. * @param successCallback defines the callback to call on success
  57865. * @param errorCallback defines the callback to call on error
  57866. */
  57867. open(successCallback: () => void, errorCallback: () => void): void;
  57868. /**
  57869. * Loads an image from the database
  57870. * @param url defines the url to load from
  57871. * @param image defines the target DOM image
  57872. */
  57873. loadImage(url: string, image: HTMLImageElement): void;
  57874. private _loadImageFromDBAsync;
  57875. private _saveImageIntoDBAsync;
  57876. private _checkVersionFromDB;
  57877. private _loadVersionFromDBAsync;
  57878. private _saveVersionIntoDBAsync;
  57879. /**
  57880. * Loads a file from database
  57881. * @param url defines the URL to load from
  57882. * @param sceneLoaded defines a callback to call on success
  57883. * @param progressCallBack defines a callback to call when progress changed
  57884. * @param errorCallback defines a callback to call on error
  57885. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  57886. */
  57887. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  57888. private _loadFileAsync;
  57889. private _saveFileAsync;
  57890. /**
  57891. * Validates if xhr data is correct
  57892. * @param xhr defines the request to validate
  57893. * @param dataType defines the expected data type
  57894. * @returns true if data is correct
  57895. */
  57896. private static _ValidateXHRData;
  57897. }
  57898. }
  57899. declare module "babylonjs/Offline/index" {
  57900. export * from "babylonjs/Offline/database";
  57901. export * from "babylonjs/Offline/IOfflineProvider";
  57902. }
  57903. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  57904. /** @hidden */
  57905. export var gpuUpdateParticlesPixelShader: {
  57906. name: string;
  57907. shader: string;
  57908. };
  57909. }
  57910. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  57911. /** @hidden */
  57912. export var gpuUpdateParticlesVertexShader: {
  57913. name: string;
  57914. shader: string;
  57915. };
  57916. }
  57917. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  57918. /** @hidden */
  57919. export var clipPlaneFragmentDeclaration2: {
  57920. name: string;
  57921. shader: string;
  57922. };
  57923. }
  57924. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  57925. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  57926. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57927. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57928. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57929. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  57930. /** @hidden */
  57931. export var gpuRenderParticlesPixelShader: {
  57932. name: string;
  57933. shader: string;
  57934. };
  57935. }
  57936. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  57937. /** @hidden */
  57938. export var clipPlaneVertexDeclaration2: {
  57939. name: string;
  57940. shader: string;
  57941. };
  57942. }
  57943. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  57944. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  57945. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  57946. /** @hidden */
  57947. export var gpuRenderParticlesVertexShader: {
  57948. name: string;
  57949. shader: string;
  57950. };
  57951. }
  57952. declare module "babylonjs/Particles/gpuParticleSystem" {
  57953. import { Nullable } from "babylonjs/types";
  57954. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  57955. import { Observable } from "babylonjs/Misc/observable";
  57956. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57957. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  57958. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  57959. import { Scene, IDisposable } from "babylonjs/scene";
  57960. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  57961. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  57962. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  57963. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  57964. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  57965. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  57966. /**
  57967. * This represents a GPU particle system in Babylon
  57968. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  57969. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  57970. */
  57971. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  57972. /**
  57973. * The layer mask we are rendering the particles through.
  57974. */
  57975. layerMask: number;
  57976. private _capacity;
  57977. private _activeCount;
  57978. private _currentActiveCount;
  57979. private _accumulatedCount;
  57980. private _renderEffect;
  57981. private _updateEffect;
  57982. private _buffer0;
  57983. private _buffer1;
  57984. private _spriteBuffer;
  57985. private _updateVAO;
  57986. private _renderVAO;
  57987. private _targetIndex;
  57988. private _sourceBuffer;
  57989. private _targetBuffer;
  57990. private _engine;
  57991. private _currentRenderId;
  57992. private _started;
  57993. private _stopped;
  57994. private _timeDelta;
  57995. private _randomTexture;
  57996. private _randomTexture2;
  57997. private _attributesStrideSize;
  57998. private _updateEffectOptions;
  57999. private _randomTextureSize;
  58000. private _actualFrame;
  58001. private readonly _rawTextureWidth;
  58002. /**
  58003. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58004. */
  58005. static readonly IsSupported: boolean;
  58006. /**
  58007. * An event triggered when the system is disposed.
  58008. */
  58009. onDisposeObservable: Observable<GPUParticleSystem>;
  58010. /**
  58011. * Gets the maximum number of particles active at the same time.
  58012. * @returns The max number of active particles.
  58013. */
  58014. getCapacity(): number;
  58015. /**
  58016. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58017. * to override the particles.
  58018. */
  58019. forceDepthWrite: boolean;
  58020. /**
  58021. * Gets or set the number of active particles
  58022. */
  58023. activeParticleCount: number;
  58024. private _preWarmDone;
  58025. /**
  58026. * Is this system ready to be used/rendered
  58027. * @return true if the system is ready
  58028. */
  58029. isReady(): boolean;
  58030. /**
  58031. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58032. * @returns True if it has been started, otherwise false.
  58033. */
  58034. isStarted(): boolean;
  58035. /**
  58036. * Starts the particle system and begins to emit
  58037. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58038. */
  58039. start(delay?: number): void;
  58040. /**
  58041. * Stops the particle system.
  58042. */
  58043. stop(): void;
  58044. /**
  58045. * Remove all active particles
  58046. */
  58047. reset(): void;
  58048. /**
  58049. * Returns the string "GPUParticleSystem"
  58050. * @returns a string containing the class name
  58051. */
  58052. getClassName(): string;
  58053. private _colorGradientsTexture;
  58054. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58055. /**
  58056. * Adds a new color gradient
  58057. * @param gradient defines the gradient to use (between 0 and 1)
  58058. * @param color1 defines the color to affect to the specified gradient
  58059. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58060. * @returns the current particle system
  58061. */
  58062. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58063. /**
  58064. * Remove a specific color gradient
  58065. * @param gradient defines the gradient to remove
  58066. * @returns the current particle system
  58067. */
  58068. removeColorGradient(gradient: number): GPUParticleSystem;
  58069. private _angularSpeedGradientsTexture;
  58070. private _sizeGradientsTexture;
  58071. private _velocityGradientsTexture;
  58072. private _limitVelocityGradientsTexture;
  58073. private _dragGradientsTexture;
  58074. private _addFactorGradient;
  58075. /**
  58076. * Adds a new size gradient
  58077. * @param gradient defines the gradient to use (between 0 and 1)
  58078. * @param factor defines the size factor to affect to the specified gradient
  58079. * @returns the current particle system
  58080. */
  58081. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58082. /**
  58083. * Remove a specific size gradient
  58084. * @param gradient defines the gradient to remove
  58085. * @returns the current particle system
  58086. */
  58087. removeSizeGradient(gradient: number): GPUParticleSystem;
  58088. /**
  58089. * Adds a new angular speed gradient
  58090. * @param gradient defines the gradient to use (between 0 and 1)
  58091. * @param factor defines the angular speed to affect to the specified gradient
  58092. * @returns the current particle system
  58093. */
  58094. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58095. /**
  58096. * Remove a specific angular speed gradient
  58097. * @param gradient defines the gradient to remove
  58098. * @returns the current particle system
  58099. */
  58100. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58101. /**
  58102. * Adds a new velocity gradient
  58103. * @param gradient defines the gradient to use (between 0 and 1)
  58104. * @param factor defines the velocity to affect to the specified gradient
  58105. * @returns the current particle system
  58106. */
  58107. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58108. /**
  58109. * Remove a specific velocity gradient
  58110. * @param gradient defines the gradient to remove
  58111. * @returns the current particle system
  58112. */
  58113. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58114. /**
  58115. * Adds a new limit velocity gradient
  58116. * @param gradient defines the gradient to use (between 0 and 1)
  58117. * @param factor defines the limit velocity value to affect to the specified gradient
  58118. * @returns the current particle system
  58119. */
  58120. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58121. /**
  58122. * Remove a specific limit velocity gradient
  58123. * @param gradient defines the gradient to remove
  58124. * @returns the current particle system
  58125. */
  58126. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58127. /**
  58128. * Adds a new drag gradient
  58129. * @param gradient defines the gradient to use (between 0 and 1)
  58130. * @param factor defines the drag value to affect to the specified gradient
  58131. * @returns the current particle system
  58132. */
  58133. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58134. /**
  58135. * Remove a specific drag gradient
  58136. * @param gradient defines the gradient to remove
  58137. * @returns the current particle system
  58138. */
  58139. removeDragGradient(gradient: number): GPUParticleSystem;
  58140. /**
  58141. * Not supported by GPUParticleSystem
  58142. * @param gradient defines the gradient to use (between 0 and 1)
  58143. * @param factor defines the emit rate value to affect to the specified gradient
  58144. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58145. * @returns the current particle system
  58146. */
  58147. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58148. /**
  58149. * Not supported by GPUParticleSystem
  58150. * @param gradient defines the gradient to remove
  58151. * @returns the current particle system
  58152. */
  58153. removeEmitRateGradient(gradient: number): IParticleSystem;
  58154. /**
  58155. * Not supported by GPUParticleSystem
  58156. * @param gradient defines the gradient to use (between 0 and 1)
  58157. * @param factor defines the start size value to affect to the specified gradient
  58158. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58159. * @returns the current particle system
  58160. */
  58161. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58162. /**
  58163. * Not supported by GPUParticleSystem
  58164. * @param gradient defines the gradient to remove
  58165. * @returns the current particle system
  58166. */
  58167. removeStartSizeGradient(gradient: number): IParticleSystem;
  58168. /**
  58169. * Not supported by GPUParticleSystem
  58170. * @param gradient defines the gradient to use (between 0 and 1)
  58171. * @param min defines the color remap minimal range
  58172. * @param max defines the color remap maximal range
  58173. * @returns the current particle system
  58174. */
  58175. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58176. /**
  58177. * Not supported by GPUParticleSystem
  58178. * @param gradient defines the gradient to remove
  58179. * @returns the current particle system
  58180. */
  58181. removeColorRemapGradient(): IParticleSystem;
  58182. /**
  58183. * Not supported by GPUParticleSystem
  58184. * @param gradient defines the gradient to use (between 0 and 1)
  58185. * @param min defines the alpha remap minimal range
  58186. * @param max defines the alpha remap maximal range
  58187. * @returns the current particle system
  58188. */
  58189. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58190. /**
  58191. * Not supported by GPUParticleSystem
  58192. * @param gradient defines the gradient to remove
  58193. * @returns the current particle system
  58194. */
  58195. removeAlphaRemapGradient(): IParticleSystem;
  58196. /**
  58197. * Not supported by GPUParticleSystem
  58198. * @param gradient defines the gradient to use (between 0 and 1)
  58199. * @param color defines the color to affect to the specified gradient
  58200. * @returns the current particle system
  58201. */
  58202. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58203. /**
  58204. * Not supported by GPUParticleSystem
  58205. * @param gradient defines the gradient to remove
  58206. * @returns the current particle system
  58207. */
  58208. removeRampGradient(): IParticleSystem;
  58209. /**
  58210. * Not supported by GPUParticleSystem
  58211. * @returns the list of ramp gradients
  58212. */
  58213. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58214. /**
  58215. * Not supported by GPUParticleSystem
  58216. * Gets or sets a boolean indicating that ramp gradients must be used
  58217. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58218. */
  58219. useRampGradients: boolean;
  58220. /**
  58221. * Not supported by GPUParticleSystem
  58222. * @param gradient defines the gradient to use (between 0 and 1)
  58223. * @param factor defines the life time factor to affect to the specified gradient
  58224. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58225. * @returns the current particle system
  58226. */
  58227. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58228. /**
  58229. * Not supported by GPUParticleSystem
  58230. * @param gradient defines the gradient to remove
  58231. * @returns the current particle system
  58232. */
  58233. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58234. /**
  58235. * Instantiates a GPU particle system.
  58236. * 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.
  58237. * @param name The name of the particle system
  58238. * @param options The options used to create the system
  58239. * @param scene The scene the particle system belongs to
  58240. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58241. */
  58242. constructor(name: string, options: Partial<{
  58243. capacity: number;
  58244. randomTextureSize: number;
  58245. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58246. protected _reset(): void;
  58247. private _createUpdateVAO;
  58248. private _createRenderVAO;
  58249. private _initialize;
  58250. /** @hidden */
  58251. _recreateUpdateEffect(): void;
  58252. /** @hidden */
  58253. _recreateRenderEffect(): void;
  58254. /**
  58255. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58256. * @param preWarm defines if we are in the pre-warmimg phase
  58257. */
  58258. animate(preWarm?: boolean): void;
  58259. private _createFactorGradientTexture;
  58260. private _createSizeGradientTexture;
  58261. private _createAngularSpeedGradientTexture;
  58262. private _createVelocityGradientTexture;
  58263. private _createLimitVelocityGradientTexture;
  58264. private _createDragGradientTexture;
  58265. private _createColorGradientTexture;
  58266. /**
  58267. * Renders the particle system in its current state
  58268. * @param preWarm defines if the system should only update the particles but not render them
  58269. * @returns the current number of particles
  58270. */
  58271. render(preWarm?: boolean): number;
  58272. /**
  58273. * Rebuilds the particle system
  58274. */
  58275. rebuild(): void;
  58276. private _releaseBuffers;
  58277. private _releaseVAOs;
  58278. /**
  58279. * Disposes the particle system and free the associated resources
  58280. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58281. */
  58282. dispose(disposeTexture?: boolean): void;
  58283. /**
  58284. * Clones the particle system.
  58285. * @param name The name of the cloned object
  58286. * @param newEmitter The new emitter to use
  58287. * @returns the cloned particle system
  58288. */
  58289. clone(name: string, newEmitter: any): GPUParticleSystem;
  58290. /**
  58291. * Serializes the particle system to a JSON object.
  58292. * @returns the JSON object
  58293. */
  58294. serialize(): any;
  58295. /**
  58296. * Parses a JSON object to create a GPU particle system.
  58297. * @param parsedParticleSystem The JSON object to parse
  58298. * @param scene The scene to create the particle system in
  58299. * @param rootUrl The root url to use to load external dependencies like texture
  58300. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58301. * @returns the parsed GPU particle system
  58302. */
  58303. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58304. }
  58305. }
  58306. declare module "babylonjs/Particles/particleSystemSet" {
  58307. import { Nullable } from "babylonjs/types";
  58308. import { Color3 } from "babylonjs/Maths/math.color";
  58309. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58310. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58311. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58312. import { Scene, IDisposable } from "babylonjs/scene";
  58313. /**
  58314. * Represents a set of particle systems working together to create a specific effect
  58315. */
  58316. export class ParticleSystemSet implements IDisposable {
  58317. private _emitterCreationOptions;
  58318. private _emitterNode;
  58319. /**
  58320. * Gets the particle system list
  58321. */
  58322. systems: IParticleSystem[];
  58323. /**
  58324. * Gets the emitter node used with this set
  58325. */
  58326. readonly emitterNode: Nullable<TransformNode>;
  58327. /**
  58328. * Creates a new emitter mesh as a sphere
  58329. * @param options defines the options used to create the sphere
  58330. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58331. * @param scene defines the hosting scene
  58332. */
  58333. setEmitterAsSphere(options: {
  58334. diameter: number;
  58335. segments: number;
  58336. color: Color3;
  58337. }, renderingGroupId: number, scene: Scene): void;
  58338. /**
  58339. * Starts all particle systems of the set
  58340. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58341. */
  58342. start(emitter?: AbstractMesh): void;
  58343. /**
  58344. * Release all associated resources
  58345. */
  58346. dispose(): void;
  58347. /**
  58348. * Serialize the set into a JSON compatible object
  58349. * @returns a JSON compatible representation of the set
  58350. */
  58351. serialize(): any;
  58352. /**
  58353. * Parse a new ParticleSystemSet from a serialized source
  58354. * @param data defines a JSON compatible representation of the set
  58355. * @param scene defines the hosting scene
  58356. * @param gpu defines if we want GPU particles or CPU particles
  58357. * @returns a new ParticleSystemSet
  58358. */
  58359. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58360. }
  58361. }
  58362. declare module "babylonjs/Particles/particleHelper" {
  58363. import { Nullable } from "babylonjs/types";
  58364. import { Scene } from "babylonjs/scene";
  58365. import { Vector3 } from "babylonjs/Maths/math.vector";
  58366. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58367. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58368. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58369. /**
  58370. * This class is made for on one-liner static method to help creating particle system set.
  58371. */
  58372. export class ParticleHelper {
  58373. /**
  58374. * Gets or sets base Assets URL
  58375. */
  58376. static BaseAssetsUrl: string;
  58377. /**
  58378. * Create a default particle system that you can tweak
  58379. * @param emitter defines the emitter to use
  58380. * @param capacity defines the system capacity (default is 500 particles)
  58381. * @param scene defines the hosting scene
  58382. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58383. * @returns the new Particle system
  58384. */
  58385. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  58386. /**
  58387. * This is the main static method (one-liner) of this helper to create different particle systems
  58388. * @param type This string represents the type to the particle system to create
  58389. * @param scene The scene where the particle system should live
  58390. * @param gpu If the system will use gpu
  58391. * @returns the ParticleSystemSet created
  58392. */
  58393. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  58394. /**
  58395. * Static function used to export a particle system to a ParticleSystemSet variable.
  58396. * Please note that the emitter shape is not exported
  58397. * @param systems defines the particle systems to export
  58398. * @returns the created particle system set
  58399. */
  58400. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  58401. }
  58402. }
  58403. declare module "babylonjs/Particles/particleSystemComponent" {
  58404. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58405. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  58406. import "babylonjs/Shaders/particles.vertex";
  58407. module "babylonjs/Engines/engine" {
  58408. interface Engine {
  58409. /**
  58410. * Create an effect to use with particle systems.
  58411. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  58412. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  58413. * @param uniformsNames defines a list of attribute names
  58414. * @param samplers defines an array of string used to represent textures
  58415. * @param defines defines the string containing the defines to use to compile the shaders
  58416. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  58417. * @param onCompiled defines a function to call when the effect creation is successful
  58418. * @param onError defines a function to call when the effect creation has failed
  58419. * @returns the new Effect
  58420. */
  58421. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  58422. }
  58423. }
  58424. module "babylonjs/Meshes/mesh" {
  58425. interface Mesh {
  58426. /**
  58427. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  58428. * @returns an array of IParticleSystem
  58429. */
  58430. getEmittedParticleSystems(): IParticleSystem[];
  58431. /**
  58432. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  58433. * @returns an array of IParticleSystem
  58434. */
  58435. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  58436. }
  58437. }
  58438. /**
  58439. * @hidden
  58440. */
  58441. export var _IDoNeedToBeInTheBuild: number;
  58442. }
  58443. declare module "babylonjs/Particles/index" {
  58444. export * from "babylonjs/Particles/baseParticleSystem";
  58445. export * from "babylonjs/Particles/EmitterTypes/index";
  58446. export * from "babylonjs/Particles/gpuParticleSystem";
  58447. export * from "babylonjs/Particles/IParticleSystem";
  58448. export * from "babylonjs/Particles/particle";
  58449. export * from "babylonjs/Particles/particleHelper";
  58450. export * from "babylonjs/Particles/particleSystem";
  58451. export * from "babylonjs/Particles/particleSystemComponent";
  58452. export * from "babylonjs/Particles/particleSystemSet";
  58453. export * from "babylonjs/Particles/solidParticle";
  58454. export * from "babylonjs/Particles/solidParticleSystem";
  58455. export * from "babylonjs/Particles/subEmitter";
  58456. }
  58457. declare module "babylonjs/Physics/physicsEngineComponent" {
  58458. import { Nullable } from "babylonjs/types";
  58459. import { Observable, Observer } from "babylonjs/Misc/observable";
  58460. import { Vector3 } from "babylonjs/Maths/math.vector";
  58461. import { Mesh } from "babylonjs/Meshes/mesh";
  58462. import { ISceneComponent } from "babylonjs/sceneComponent";
  58463. import { Scene } from "babylonjs/scene";
  58464. import { Node } from "babylonjs/node";
  58465. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  58466. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58467. module "babylonjs/scene" {
  58468. interface Scene {
  58469. /** @hidden (Backing field) */
  58470. _physicsEngine: Nullable<IPhysicsEngine>;
  58471. /**
  58472. * Gets the current physics engine
  58473. * @returns a IPhysicsEngine or null if none attached
  58474. */
  58475. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  58476. /**
  58477. * Enables physics to the current scene
  58478. * @param gravity defines the scene's gravity for the physics engine
  58479. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  58480. * @return a boolean indicating if the physics engine was initialized
  58481. */
  58482. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  58483. /**
  58484. * Disables and disposes the physics engine associated with the scene
  58485. */
  58486. disablePhysicsEngine(): void;
  58487. /**
  58488. * Gets a boolean indicating if there is an active physics engine
  58489. * @returns a boolean indicating if there is an active physics engine
  58490. */
  58491. isPhysicsEnabled(): boolean;
  58492. /**
  58493. * Deletes a physics compound impostor
  58494. * @param compound defines the compound to delete
  58495. */
  58496. deleteCompoundImpostor(compound: any): void;
  58497. /**
  58498. * An event triggered when physic simulation is about to be run
  58499. */
  58500. onBeforePhysicsObservable: Observable<Scene>;
  58501. /**
  58502. * An event triggered when physic simulation has been done
  58503. */
  58504. onAfterPhysicsObservable: Observable<Scene>;
  58505. }
  58506. }
  58507. module "babylonjs/Meshes/abstractMesh" {
  58508. interface AbstractMesh {
  58509. /** @hidden */
  58510. _physicsImpostor: Nullable<PhysicsImpostor>;
  58511. /**
  58512. * Gets or sets impostor used for physic simulation
  58513. * @see http://doc.babylonjs.com/features/physics_engine
  58514. */
  58515. physicsImpostor: Nullable<PhysicsImpostor>;
  58516. /**
  58517. * Gets the current physics impostor
  58518. * @see http://doc.babylonjs.com/features/physics_engine
  58519. * @returns a physics impostor or null
  58520. */
  58521. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  58522. /** Apply a physic impulse to the mesh
  58523. * @param force defines the force to apply
  58524. * @param contactPoint defines where to apply the force
  58525. * @returns the current mesh
  58526. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  58527. */
  58528. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  58529. /**
  58530. * Creates a physic joint between two meshes
  58531. * @param otherMesh defines the other mesh to use
  58532. * @param pivot1 defines the pivot to use on this mesh
  58533. * @param pivot2 defines the pivot to use on the other mesh
  58534. * @param options defines additional options (can be plugin dependent)
  58535. * @returns the current mesh
  58536. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  58537. */
  58538. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  58539. /** @hidden */
  58540. _disposePhysicsObserver: Nullable<Observer<Node>>;
  58541. }
  58542. }
  58543. /**
  58544. * Defines the physics engine scene component responsible to manage a physics engine
  58545. */
  58546. export class PhysicsEngineSceneComponent implements ISceneComponent {
  58547. /**
  58548. * The component name helpful to identify the component in the list of scene components.
  58549. */
  58550. readonly name: string;
  58551. /**
  58552. * The scene the component belongs to.
  58553. */
  58554. scene: Scene;
  58555. /**
  58556. * Creates a new instance of the component for the given scene
  58557. * @param scene Defines the scene to register the component in
  58558. */
  58559. constructor(scene: Scene);
  58560. /**
  58561. * Registers the component in a given scene
  58562. */
  58563. register(): void;
  58564. /**
  58565. * Rebuilds the elements related to this component in case of
  58566. * context lost for instance.
  58567. */
  58568. rebuild(): void;
  58569. /**
  58570. * Disposes the component and the associated ressources
  58571. */
  58572. dispose(): void;
  58573. }
  58574. }
  58575. declare module "babylonjs/Physics/physicsHelper" {
  58576. import { Nullable } from "babylonjs/types";
  58577. import { Vector3 } from "babylonjs/Maths/math.vector";
  58578. import { Mesh } from "babylonjs/Meshes/mesh";
  58579. import { Scene } from "babylonjs/scene";
  58580. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  58581. /**
  58582. * A helper for physics simulations
  58583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58584. */
  58585. export class PhysicsHelper {
  58586. private _scene;
  58587. private _physicsEngine;
  58588. /**
  58589. * Initializes the Physics helper
  58590. * @param scene Babylon.js scene
  58591. */
  58592. constructor(scene: Scene);
  58593. /**
  58594. * Applies a radial explosion impulse
  58595. * @param origin the origin of the explosion
  58596. * @param radiusOrEventOptions the radius or the options of radial explosion
  58597. * @param strength the explosion strength
  58598. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58599. * @returns A physics radial explosion event, or null
  58600. */
  58601. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58602. /**
  58603. * Applies a radial explosion force
  58604. * @param origin the origin of the explosion
  58605. * @param radiusOrEventOptions the radius or the options of radial explosion
  58606. * @param strength the explosion strength
  58607. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58608. * @returns A physics radial explosion event, or null
  58609. */
  58610. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  58611. /**
  58612. * Creates a gravitational field
  58613. * @param origin the origin of the explosion
  58614. * @param radiusOrEventOptions the radius or the options of radial explosion
  58615. * @param strength the explosion strength
  58616. * @param falloff possible options: Constant & Linear. Defaults to Constant
  58617. * @returns A physics gravitational field event, or null
  58618. */
  58619. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  58620. /**
  58621. * Creates a physics updraft event
  58622. * @param origin the origin of the updraft
  58623. * @param radiusOrEventOptions the radius or the options of the updraft
  58624. * @param strength the strength of the updraft
  58625. * @param height the height of the updraft
  58626. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  58627. * @returns A physics updraft event, or null
  58628. */
  58629. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  58630. /**
  58631. * Creates a physics vortex event
  58632. * @param origin the of the vortex
  58633. * @param radiusOrEventOptions the radius or the options of the vortex
  58634. * @param strength the strength of the vortex
  58635. * @param height the height of the vortex
  58636. * @returns a Physics vortex event, or null
  58637. * A physics vortex event or null
  58638. */
  58639. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  58640. }
  58641. /**
  58642. * Represents a physics radial explosion event
  58643. */
  58644. class PhysicsRadialExplosionEvent {
  58645. private _scene;
  58646. private _options;
  58647. private _sphere;
  58648. private _dataFetched;
  58649. /**
  58650. * Initializes a radial explosioin event
  58651. * @param _scene BabylonJS scene
  58652. * @param _options The options for the vortex event
  58653. */
  58654. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  58655. /**
  58656. * Returns the data related to the radial explosion event (sphere).
  58657. * @returns The radial explosion event data
  58658. */
  58659. getData(): PhysicsRadialExplosionEventData;
  58660. /**
  58661. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  58662. * @param impostor A physics imposter
  58663. * @param origin the origin of the explosion
  58664. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  58665. */
  58666. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  58667. /**
  58668. * Triggers affecterd impostors callbacks
  58669. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  58670. */
  58671. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  58672. /**
  58673. * Disposes the sphere.
  58674. * @param force Specifies if the sphere should be disposed by force
  58675. */
  58676. dispose(force?: boolean): void;
  58677. /*** Helpers ***/
  58678. private _prepareSphere;
  58679. private _intersectsWithSphere;
  58680. }
  58681. /**
  58682. * Represents a gravitational field event
  58683. */
  58684. class PhysicsGravitationalFieldEvent {
  58685. private _physicsHelper;
  58686. private _scene;
  58687. private _origin;
  58688. private _options;
  58689. private _tickCallback;
  58690. private _sphere;
  58691. private _dataFetched;
  58692. /**
  58693. * Initializes the physics gravitational field event
  58694. * @param _physicsHelper A physics helper
  58695. * @param _scene BabylonJS scene
  58696. * @param _origin The origin position of the gravitational field event
  58697. * @param _options The options for the vortex event
  58698. */
  58699. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  58700. /**
  58701. * Returns the data related to the gravitational field event (sphere).
  58702. * @returns A gravitational field event
  58703. */
  58704. getData(): PhysicsGravitationalFieldEventData;
  58705. /**
  58706. * Enables the gravitational field.
  58707. */
  58708. enable(): void;
  58709. /**
  58710. * Disables the gravitational field.
  58711. */
  58712. disable(): void;
  58713. /**
  58714. * Disposes the sphere.
  58715. * @param force The force to dispose from the gravitational field event
  58716. */
  58717. dispose(force?: boolean): void;
  58718. private _tick;
  58719. }
  58720. /**
  58721. * Represents a physics updraft event
  58722. */
  58723. class PhysicsUpdraftEvent {
  58724. private _scene;
  58725. private _origin;
  58726. private _options;
  58727. private _physicsEngine;
  58728. private _originTop;
  58729. private _originDirection;
  58730. private _tickCallback;
  58731. private _cylinder;
  58732. private _cylinderPosition;
  58733. private _dataFetched;
  58734. /**
  58735. * Initializes the physics updraft event
  58736. * @param _scene BabylonJS scene
  58737. * @param _origin The origin position of the updraft
  58738. * @param _options The options for the updraft event
  58739. */
  58740. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  58741. /**
  58742. * Returns the data related to the updraft event (cylinder).
  58743. * @returns A physics updraft event
  58744. */
  58745. getData(): PhysicsUpdraftEventData;
  58746. /**
  58747. * Enables the updraft.
  58748. */
  58749. enable(): void;
  58750. /**
  58751. * Disables the updraft.
  58752. */
  58753. disable(): void;
  58754. /**
  58755. * Disposes the cylinder.
  58756. * @param force Specifies if the updraft should be disposed by force
  58757. */
  58758. dispose(force?: boolean): void;
  58759. private getImpostorHitData;
  58760. private _tick;
  58761. /*** Helpers ***/
  58762. private _prepareCylinder;
  58763. private _intersectsWithCylinder;
  58764. }
  58765. /**
  58766. * Represents a physics vortex event
  58767. */
  58768. class PhysicsVortexEvent {
  58769. private _scene;
  58770. private _origin;
  58771. private _options;
  58772. private _physicsEngine;
  58773. private _originTop;
  58774. private _tickCallback;
  58775. private _cylinder;
  58776. private _cylinderPosition;
  58777. private _dataFetched;
  58778. /**
  58779. * Initializes the physics vortex event
  58780. * @param _scene The BabylonJS scene
  58781. * @param _origin The origin position of the vortex
  58782. * @param _options The options for the vortex event
  58783. */
  58784. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  58785. /**
  58786. * Returns the data related to the vortex event (cylinder).
  58787. * @returns The physics vortex event data
  58788. */
  58789. getData(): PhysicsVortexEventData;
  58790. /**
  58791. * Enables the vortex.
  58792. */
  58793. enable(): void;
  58794. /**
  58795. * Disables the cortex.
  58796. */
  58797. disable(): void;
  58798. /**
  58799. * Disposes the sphere.
  58800. * @param force
  58801. */
  58802. dispose(force?: boolean): void;
  58803. private getImpostorHitData;
  58804. private _tick;
  58805. /*** Helpers ***/
  58806. private _prepareCylinder;
  58807. private _intersectsWithCylinder;
  58808. }
  58809. /**
  58810. * Options fot the radial explosion event
  58811. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58812. */
  58813. export class PhysicsRadialExplosionEventOptions {
  58814. /**
  58815. * The radius of the sphere for the radial explosion.
  58816. */
  58817. radius: number;
  58818. /**
  58819. * The strenth of the explosion.
  58820. */
  58821. strength: number;
  58822. /**
  58823. * The strenght of the force in correspondence to the distance of the affected object
  58824. */
  58825. falloff: PhysicsRadialImpulseFalloff;
  58826. /**
  58827. * Sphere options for the radial explosion.
  58828. */
  58829. sphere: {
  58830. segments: number;
  58831. diameter: number;
  58832. };
  58833. /**
  58834. * Sphere options for the radial explosion.
  58835. */
  58836. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  58837. }
  58838. /**
  58839. * Options fot the updraft event
  58840. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58841. */
  58842. export class PhysicsUpdraftEventOptions {
  58843. /**
  58844. * The radius of the cylinder for the vortex
  58845. */
  58846. radius: number;
  58847. /**
  58848. * The strenth of the updraft.
  58849. */
  58850. strength: number;
  58851. /**
  58852. * The height of the cylinder for the updraft.
  58853. */
  58854. height: number;
  58855. /**
  58856. * The mode for the the updraft.
  58857. */
  58858. updraftMode: PhysicsUpdraftMode;
  58859. }
  58860. /**
  58861. * Options fot the vortex event
  58862. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58863. */
  58864. export class PhysicsVortexEventOptions {
  58865. /**
  58866. * The radius of the cylinder for the vortex
  58867. */
  58868. radius: number;
  58869. /**
  58870. * The strenth of the vortex.
  58871. */
  58872. strength: number;
  58873. /**
  58874. * The height of the cylinder for the vortex.
  58875. */
  58876. height: number;
  58877. /**
  58878. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  58879. */
  58880. centripetalForceThreshold: number;
  58881. /**
  58882. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  58883. */
  58884. centripetalForceMultiplier: number;
  58885. /**
  58886. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  58887. */
  58888. centrifugalForceMultiplier: number;
  58889. /**
  58890. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  58891. */
  58892. updraftForceMultiplier: number;
  58893. }
  58894. /**
  58895. * The strenght of the force in correspondence to the distance of the affected object
  58896. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58897. */
  58898. export enum PhysicsRadialImpulseFalloff {
  58899. /** Defines that impulse is constant in strength across it's whole radius */
  58900. Constant = 0,
  58901. /** Defines that impulse gets weaker if it's further from the origin */
  58902. Linear = 1
  58903. }
  58904. /**
  58905. * The strength of the force in correspondence to the distance of the affected object
  58906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58907. */
  58908. export enum PhysicsUpdraftMode {
  58909. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  58910. Center = 0,
  58911. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  58912. Perpendicular = 1
  58913. }
  58914. /**
  58915. * Interface for a physics hit data
  58916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58917. */
  58918. export interface PhysicsHitData {
  58919. /**
  58920. * The force applied at the contact point
  58921. */
  58922. force: Vector3;
  58923. /**
  58924. * The contact point
  58925. */
  58926. contactPoint: Vector3;
  58927. /**
  58928. * The distance from the origin to the contact point
  58929. */
  58930. distanceFromOrigin: number;
  58931. }
  58932. /**
  58933. * Interface for radial explosion event data
  58934. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58935. */
  58936. export interface PhysicsRadialExplosionEventData {
  58937. /**
  58938. * A sphere used for the radial explosion event
  58939. */
  58940. sphere: Mesh;
  58941. }
  58942. /**
  58943. * Interface for gravitational field event data
  58944. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58945. */
  58946. export interface PhysicsGravitationalFieldEventData {
  58947. /**
  58948. * A sphere mesh used for the gravitational field event
  58949. */
  58950. sphere: Mesh;
  58951. }
  58952. /**
  58953. * Interface for updraft event data
  58954. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58955. */
  58956. export interface PhysicsUpdraftEventData {
  58957. /**
  58958. * A cylinder used for the updraft event
  58959. */
  58960. cylinder: Mesh;
  58961. }
  58962. /**
  58963. * Interface for vortex event data
  58964. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58965. */
  58966. export interface PhysicsVortexEventData {
  58967. /**
  58968. * A cylinder used for the vortex event
  58969. */
  58970. cylinder: Mesh;
  58971. }
  58972. /**
  58973. * Interface for an affected physics impostor
  58974. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  58975. */
  58976. export interface PhysicsAffectedImpostorWithData {
  58977. /**
  58978. * The impostor affected by the effect
  58979. */
  58980. impostor: PhysicsImpostor;
  58981. /**
  58982. * The data about the hit/horce from the explosion
  58983. */
  58984. hitData: PhysicsHitData;
  58985. }
  58986. }
  58987. declare module "babylonjs/Physics/Plugins/index" {
  58988. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  58989. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  58990. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  58991. }
  58992. declare module "babylonjs/Physics/index" {
  58993. export * from "babylonjs/Physics/IPhysicsEngine";
  58994. export * from "babylonjs/Physics/physicsEngine";
  58995. export * from "babylonjs/Physics/physicsEngineComponent";
  58996. export * from "babylonjs/Physics/physicsHelper";
  58997. export * from "babylonjs/Physics/physicsImpostor";
  58998. export * from "babylonjs/Physics/physicsJoint";
  58999. export * from "babylonjs/Physics/Plugins/index";
  59000. }
  59001. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59002. /** @hidden */
  59003. export var blackAndWhitePixelShader: {
  59004. name: string;
  59005. shader: string;
  59006. };
  59007. }
  59008. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59009. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59010. import { Camera } from "babylonjs/Cameras/camera";
  59011. import { Engine } from "babylonjs/Engines/engine";
  59012. import "babylonjs/Shaders/blackAndWhite.fragment";
  59013. /**
  59014. * Post process used to render in black and white
  59015. */
  59016. export class BlackAndWhitePostProcess extends PostProcess {
  59017. /**
  59018. * Linear about to convert he result to black and white (default: 1)
  59019. */
  59020. degree: number;
  59021. /**
  59022. * Creates a black and white post process
  59023. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59024. * @param name The name of the effect.
  59025. * @param options The required width/height ratio to downsize to before computing the render pass.
  59026. * @param camera The camera to apply the render pass to.
  59027. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59028. * @param engine The engine which the post process will be applied. (default: current engine)
  59029. * @param reusable If the post process can be reused on the same frame. (default: false)
  59030. */
  59031. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59032. }
  59033. }
  59034. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59035. import { Nullable } from "babylonjs/types";
  59036. import { Camera } from "babylonjs/Cameras/camera";
  59037. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59038. import { Engine } from "babylonjs/Engines/engine";
  59039. /**
  59040. * This represents a set of one or more post processes in Babylon.
  59041. * A post process can be used to apply a shader to a texture after it is rendered.
  59042. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59043. */
  59044. export class PostProcessRenderEffect {
  59045. private _postProcesses;
  59046. private _getPostProcesses;
  59047. private _singleInstance;
  59048. private _cameras;
  59049. private _indicesForCamera;
  59050. /**
  59051. * Name of the effect
  59052. * @hidden
  59053. */
  59054. _name: string;
  59055. /**
  59056. * Instantiates a post process render effect.
  59057. * A post process can be used to apply a shader to a texture after it is rendered.
  59058. * @param engine The engine the effect is tied to
  59059. * @param name The name of the effect
  59060. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59061. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59062. */
  59063. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59064. /**
  59065. * Checks if all the post processes in the effect are supported.
  59066. */
  59067. readonly isSupported: boolean;
  59068. /**
  59069. * Updates the current state of the effect
  59070. * @hidden
  59071. */
  59072. _update(): void;
  59073. /**
  59074. * Attaches the effect on cameras
  59075. * @param cameras The camera to attach to.
  59076. * @hidden
  59077. */
  59078. _attachCameras(cameras: Camera): void;
  59079. /**
  59080. * Attaches the effect on cameras
  59081. * @param cameras The camera to attach to.
  59082. * @hidden
  59083. */
  59084. _attachCameras(cameras: Camera[]): void;
  59085. /**
  59086. * Detaches the effect on cameras
  59087. * @param cameras The camera to detatch from.
  59088. * @hidden
  59089. */
  59090. _detachCameras(cameras: Camera): void;
  59091. /**
  59092. * Detatches the effect on cameras
  59093. * @param cameras The camera to detatch from.
  59094. * @hidden
  59095. */
  59096. _detachCameras(cameras: Camera[]): void;
  59097. /**
  59098. * Enables the effect on given cameras
  59099. * @param cameras The camera to enable.
  59100. * @hidden
  59101. */
  59102. _enable(cameras: Camera): void;
  59103. /**
  59104. * Enables the effect on given cameras
  59105. * @param cameras The camera to enable.
  59106. * @hidden
  59107. */
  59108. _enable(cameras: Nullable<Camera[]>): void;
  59109. /**
  59110. * Disables the effect on the given cameras
  59111. * @param cameras The camera to disable.
  59112. * @hidden
  59113. */
  59114. _disable(cameras: Camera): void;
  59115. /**
  59116. * Disables the effect on the given cameras
  59117. * @param cameras The camera to disable.
  59118. * @hidden
  59119. */
  59120. _disable(cameras: Nullable<Camera[]>): void;
  59121. /**
  59122. * Gets a list of the post processes contained in the effect.
  59123. * @param camera The camera to get the post processes on.
  59124. * @returns The list of the post processes in the effect.
  59125. */
  59126. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59127. }
  59128. }
  59129. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59130. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59131. /** @hidden */
  59132. export var extractHighlightsPixelShader: {
  59133. name: string;
  59134. shader: string;
  59135. };
  59136. }
  59137. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59138. import { Nullable } from "babylonjs/types";
  59139. import { Camera } from "babylonjs/Cameras/camera";
  59140. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59141. import { Engine } from "babylonjs/Engines/engine";
  59142. import "babylonjs/Shaders/extractHighlights.fragment";
  59143. /**
  59144. * 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.
  59145. */
  59146. export class ExtractHighlightsPostProcess extends PostProcess {
  59147. /**
  59148. * The luminance threshold, pixels below this value will be set to black.
  59149. */
  59150. threshold: number;
  59151. /** @hidden */
  59152. _exposure: number;
  59153. /**
  59154. * Post process which has the input texture to be used when performing highlight extraction
  59155. * @hidden
  59156. */
  59157. _inputPostProcess: Nullable<PostProcess>;
  59158. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59159. }
  59160. }
  59161. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59162. /** @hidden */
  59163. export var bloomMergePixelShader: {
  59164. name: string;
  59165. shader: string;
  59166. };
  59167. }
  59168. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59169. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59170. import { Nullable } from "babylonjs/types";
  59171. import { Engine } from "babylonjs/Engines/engine";
  59172. import { Camera } from "babylonjs/Cameras/camera";
  59173. import "babylonjs/Shaders/bloomMerge.fragment";
  59174. /**
  59175. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59176. */
  59177. export class BloomMergePostProcess extends PostProcess {
  59178. /** Weight of the bloom to be added to the original input. */
  59179. weight: number;
  59180. /**
  59181. * Creates a new instance of @see BloomMergePostProcess
  59182. * @param name The name of the effect.
  59183. * @param originalFromInput Post process which's input will be used for the merge.
  59184. * @param blurred Blurred highlights post process which's output will be used.
  59185. * @param weight Weight of the bloom to be added to the original input.
  59186. * @param options The required width/height ratio to downsize to before computing the render pass.
  59187. * @param camera The camera to apply the render pass to.
  59188. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59189. * @param engine The engine which the post process will be applied. (default: current engine)
  59190. * @param reusable If the post process can be reused on the same frame. (default: false)
  59191. * @param textureType Type of textures used when performing the post process. (default: 0)
  59192. * @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)
  59193. */
  59194. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59195. /** Weight of the bloom to be added to the original input. */
  59196. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59197. }
  59198. }
  59199. declare module "babylonjs/PostProcesses/bloomEffect" {
  59200. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59201. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59202. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59203. import { Camera } from "babylonjs/Cameras/camera";
  59204. import { Scene } from "babylonjs/scene";
  59205. /**
  59206. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59207. */
  59208. export class BloomEffect extends PostProcessRenderEffect {
  59209. private bloomScale;
  59210. /**
  59211. * @hidden Internal
  59212. */
  59213. _effects: Array<PostProcess>;
  59214. /**
  59215. * @hidden Internal
  59216. */
  59217. _downscale: ExtractHighlightsPostProcess;
  59218. private _blurX;
  59219. private _blurY;
  59220. private _merge;
  59221. /**
  59222. * The luminance threshold to find bright areas of the image to bloom.
  59223. */
  59224. threshold: number;
  59225. /**
  59226. * The strength of the bloom.
  59227. */
  59228. weight: number;
  59229. /**
  59230. * Specifies the size of the bloom blur kernel, relative to the final output size
  59231. */
  59232. kernel: number;
  59233. /**
  59234. * Creates a new instance of @see BloomEffect
  59235. * @param scene The scene the effect belongs to.
  59236. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59237. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59238. * @param bloomWeight The the strength of bloom.
  59239. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59240. * @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)
  59241. */
  59242. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59243. /**
  59244. * Disposes each of the internal effects for a given camera.
  59245. * @param camera The camera to dispose the effect on.
  59246. */
  59247. disposeEffects(camera: Camera): void;
  59248. /**
  59249. * @hidden Internal
  59250. */
  59251. _updateEffects(): void;
  59252. /**
  59253. * Internal
  59254. * @returns if all the contained post processes are ready.
  59255. * @hidden
  59256. */
  59257. _isReady(): boolean;
  59258. }
  59259. }
  59260. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59261. /** @hidden */
  59262. export var chromaticAberrationPixelShader: {
  59263. name: string;
  59264. shader: string;
  59265. };
  59266. }
  59267. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59268. import { Vector2 } from "babylonjs/Maths/math.vector";
  59269. import { Nullable } from "babylonjs/types";
  59270. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59271. import { Camera } from "babylonjs/Cameras/camera";
  59272. import { Engine } from "babylonjs/Engines/engine";
  59273. import "babylonjs/Shaders/chromaticAberration.fragment";
  59274. /**
  59275. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59276. */
  59277. export class ChromaticAberrationPostProcess extends PostProcess {
  59278. /**
  59279. * The amount of seperation of rgb channels (default: 30)
  59280. */
  59281. aberrationAmount: number;
  59282. /**
  59283. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59284. */
  59285. radialIntensity: number;
  59286. /**
  59287. * 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))
  59288. */
  59289. direction: Vector2;
  59290. /**
  59291. * 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))
  59292. */
  59293. centerPosition: Vector2;
  59294. /**
  59295. * Creates a new instance ChromaticAberrationPostProcess
  59296. * @param name The name of the effect.
  59297. * @param screenWidth The width of the screen to apply the effect on.
  59298. * @param screenHeight The height of the screen to apply the effect on.
  59299. * @param options The required width/height ratio to downsize to before computing the render pass.
  59300. * @param camera The camera to apply the render pass to.
  59301. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59302. * @param engine The engine which the post process will be applied. (default: current engine)
  59303. * @param reusable If the post process can be reused on the same frame. (default: false)
  59304. * @param textureType Type of textures used when performing the post process. (default: 0)
  59305. * @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)
  59306. */
  59307. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59308. }
  59309. }
  59310. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59311. /** @hidden */
  59312. export var circleOfConfusionPixelShader: {
  59313. name: string;
  59314. shader: string;
  59315. };
  59316. }
  59317. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59318. import { Nullable } from "babylonjs/types";
  59319. import { Engine } from "babylonjs/Engines/engine";
  59320. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59321. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59322. import { Camera } from "babylonjs/Cameras/camera";
  59323. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59324. /**
  59325. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59326. */
  59327. export class CircleOfConfusionPostProcess extends PostProcess {
  59328. /**
  59329. * 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.
  59330. */
  59331. lensSize: number;
  59332. /**
  59333. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59334. */
  59335. fStop: number;
  59336. /**
  59337. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59338. */
  59339. focusDistance: number;
  59340. /**
  59341. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59342. */
  59343. focalLength: number;
  59344. private _depthTexture;
  59345. /**
  59346. * Creates a new instance CircleOfConfusionPostProcess
  59347. * @param name The name of the effect.
  59348. * @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.
  59349. * @param options The required width/height ratio to downsize to before computing the render pass.
  59350. * @param camera The camera to apply the render pass to.
  59351. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59352. * @param engine The engine which the post process will be applied. (default: current engine)
  59353. * @param reusable If the post process can be reused on the same frame. (default: false)
  59354. * @param textureType Type of textures used when performing the post process. (default: 0)
  59355. * @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)
  59356. */
  59357. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59358. /**
  59359. * 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.
  59360. */
  59361. depthTexture: RenderTargetTexture;
  59362. }
  59363. }
  59364. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59365. /** @hidden */
  59366. export var colorCorrectionPixelShader: {
  59367. name: string;
  59368. shader: string;
  59369. };
  59370. }
  59371. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59372. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59373. import { Engine } from "babylonjs/Engines/engine";
  59374. import { Camera } from "babylonjs/Cameras/camera";
  59375. import "babylonjs/Shaders/colorCorrection.fragment";
  59376. /**
  59377. *
  59378. * This post-process allows the modification of rendered colors by using
  59379. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59380. *
  59381. * The object needs to be provided an url to a texture containing the color
  59382. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59383. * Use an image editing software to tweak the LUT to match your needs.
  59384. *
  59385. * For an example of a color LUT, see here:
  59386. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  59387. * For explanations on color grading, see here:
  59388. * @see http://udn.epicgames.com/Three/ColorGrading.html
  59389. *
  59390. */
  59391. export class ColorCorrectionPostProcess extends PostProcess {
  59392. private _colorTableTexture;
  59393. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59394. }
  59395. }
  59396. declare module "babylonjs/Shaders/convolution.fragment" {
  59397. /** @hidden */
  59398. export var convolutionPixelShader: {
  59399. name: string;
  59400. shader: string;
  59401. };
  59402. }
  59403. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  59404. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59405. import { Nullable } from "babylonjs/types";
  59406. import { Camera } from "babylonjs/Cameras/camera";
  59407. import { Engine } from "babylonjs/Engines/engine";
  59408. import "babylonjs/Shaders/convolution.fragment";
  59409. /**
  59410. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  59411. * input texture to perform effects such as edge detection or sharpening
  59412. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  59413. */
  59414. export class ConvolutionPostProcess extends PostProcess {
  59415. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59416. kernel: number[];
  59417. /**
  59418. * Creates a new instance ConvolutionPostProcess
  59419. * @param name The name of the effect.
  59420. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  59421. * @param options The required width/height ratio to downsize to before computing the render pass.
  59422. * @param camera The camera to apply the render pass to.
  59423. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59424. * @param engine The engine which the post process will be applied. (default: current engine)
  59425. * @param reusable If the post process can be reused on the same frame. (default: false)
  59426. * @param textureType Type of textures used when performing the post process. (default: 0)
  59427. */
  59428. constructor(name: string,
  59429. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  59430. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59431. /**
  59432. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59433. */
  59434. static EdgeDetect0Kernel: number[];
  59435. /**
  59436. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59437. */
  59438. static EdgeDetect1Kernel: number[];
  59439. /**
  59440. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59441. */
  59442. static EdgeDetect2Kernel: number[];
  59443. /**
  59444. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59445. */
  59446. static SharpenKernel: number[];
  59447. /**
  59448. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59449. */
  59450. static EmbossKernel: number[];
  59451. /**
  59452. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  59453. */
  59454. static GaussianKernel: number[];
  59455. }
  59456. }
  59457. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  59458. import { Nullable } from "babylonjs/types";
  59459. import { Vector2 } from "babylonjs/Maths/math.vector";
  59460. import { Camera } from "babylonjs/Cameras/camera";
  59461. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59462. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  59463. import { Engine } from "babylonjs/Engines/engine";
  59464. import { Scene } from "babylonjs/scene";
  59465. /**
  59466. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  59467. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  59468. * based on samples that have a large difference in distance than the center pixel.
  59469. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  59470. */
  59471. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  59472. direction: Vector2;
  59473. /**
  59474. * Creates a new instance CircleOfConfusionPostProcess
  59475. * @param name The name of the effect.
  59476. * @param scene The scene the effect belongs to.
  59477. * @param direction The direction the blur should be applied.
  59478. * @param kernel The size of the kernel used to blur.
  59479. * @param options The required width/height ratio to downsize to before computing the render pass.
  59480. * @param camera The camera to apply the render pass to.
  59481. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  59482. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  59483. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59484. * @param engine The engine which the post process will be applied. (default: current engine)
  59485. * @param reusable If the post process can be reused on the same frame. (default: false)
  59486. * @param textureType Type of textures used when performing the post process. (default: 0)
  59487. * @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)
  59488. */
  59489. 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);
  59490. }
  59491. }
  59492. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  59493. /** @hidden */
  59494. export var depthOfFieldMergePixelShader: {
  59495. name: string;
  59496. shader: string;
  59497. };
  59498. }
  59499. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  59500. import { Nullable } from "babylonjs/types";
  59501. import { Camera } from "babylonjs/Cameras/camera";
  59502. import { Effect } from "babylonjs/Materials/effect";
  59503. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59504. import { Engine } from "babylonjs/Engines/engine";
  59505. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  59506. /**
  59507. * Options to be set when merging outputs from the default pipeline.
  59508. */
  59509. export class DepthOfFieldMergePostProcessOptions {
  59510. /**
  59511. * The original image to merge on top of
  59512. */
  59513. originalFromInput: PostProcess;
  59514. /**
  59515. * Parameters to perform the merge of the depth of field effect
  59516. */
  59517. depthOfField?: {
  59518. circleOfConfusion: PostProcess;
  59519. blurSteps: Array<PostProcess>;
  59520. };
  59521. /**
  59522. * Parameters to perform the merge of bloom effect
  59523. */
  59524. bloom?: {
  59525. blurred: PostProcess;
  59526. weight: number;
  59527. };
  59528. }
  59529. /**
  59530. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59531. */
  59532. export class DepthOfFieldMergePostProcess extends PostProcess {
  59533. private blurSteps;
  59534. /**
  59535. * Creates a new instance of DepthOfFieldMergePostProcess
  59536. * @param name The name of the effect.
  59537. * @param originalFromInput Post process which's input will be used for the merge.
  59538. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  59539. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  59540. * @param options The required width/height ratio to downsize to before computing the render pass.
  59541. * @param camera The camera to apply the render pass to.
  59542. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59543. * @param engine The engine which the post process will be applied. (default: current engine)
  59544. * @param reusable If the post process can be reused on the same frame. (default: false)
  59545. * @param textureType Type of textures used when performing the post process. (default: 0)
  59546. * @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)
  59547. */
  59548. 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);
  59549. /**
  59550. * Updates the effect with the current post process compile time values and recompiles the shader.
  59551. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  59552. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  59553. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  59554. * @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
  59555. * @param onCompiled Called when the shader has been compiled.
  59556. * @param onError Called if there is an error when compiling a shader.
  59557. */
  59558. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  59559. }
  59560. }
  59561. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  59562. import { Nullable } from "babylonjs/types";
  59563. import { Camera } from "babylonjs/Cameras/camera";
  59564. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59565. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59566. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59567. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  59568. import { Scene } from "babylonjs/scene";
  59569. /**
  59570. * Specifies the level of max blur that should be applied when using the depth of field effect
  59571. */
  59572. export enum DepthOfFieldEffectBlurLevel {
  59573. /**
  59574. * Subtle blur
  59575. */
  59576. Low = 0,
  59577. /**
  59578. * Medium blur
  59579. */
  59580. Medium = 1,
  59581. /**
  59582. * Large blur
  59583. */
  59584. High = 2
  59585. }
  59586. /**
  59587. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  59588. */
  59589. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  59590. private _circleOfConfusion;
  59591. /**
  59592. * @hidden Internal, blurs from high to low
  59593. */
  59594. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  59595. private _depthOfFieldBlurY;
  59596. private _dofMerge;
  59597. /**
  59598. * @hidden Internal post processes in depth of field effect
  59599. */
  59600. _effects: Array<PostProcess>;
  59601. /**
  59602. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  59603. */
  59604. focalLength: number;
  59605. /**
  59606. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59607. */
  59608. fStop: number;
  59609. /**
  59610. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59611. */
  59612. focusDistance: number;
  59613. /**
  59614. * 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.
  59615. */
  59616. lensSize: number;
  59617. /**
  59618. * Creates a new instance DepthOfFieldEffect
  59619. * @param scene The scene the effect belongs to.
  59620. * @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.
  59621. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59622. * @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)
  59623. */
  59624. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  59625. /**
  59626. * Get the current class name of the current effet
  59627. * @returns "DepthOfFieldEffect"
  59628. */
  59629. getClassName(): string;
  59630. /**
  59631. * 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.
  59632. */
  59633. depthTexture: RenderTargetTexture;
  59634. /**
  59635. * Disposes each of the internal effects for a given camera.
  59636. * @param camera The camera to dispose the effect on.
  59637. */
  59638. disposeEffects(camera: Camera): void;
  59639. /**
  59640. * @hidden Internal
  59641. */
  59642. _updateEffects(): void;
  59643. /**
  59644. * Internal
  59645. * @returns if all the contained post processes are ready.
  59646. * @hidden
  59647. */
  59648. _isReady(): boolean;
  59649. }
  59650. }
  59651. declare module "babylonjs/Shaders/displayPass.fragment" {
  59652. /** @hidden */
  59653. export var displayPassPixelShader: {
  59654. name: string;
  59655. shader: string;
  59656. };
  59657. }
  59658. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  59659. import { Nullable } from "babylonjs/types";
  59660. import { Camera } from "babylonjs/Cameras/camera";
  59661. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59662. import { Engine } from "babylonjs/Engines/engine";
  59663. import "babylonjs/Shaders/displayPass.fragment";
  59664. /**
  59665. * DisplayPassPostProcess which produces an output the same as it's input
  59666. */
  59667. export class DisplayPassPostProcess extends PostProcess {
  59668. /**
  59669. * Creates the DisplayPassPostProcess
  59670. * @param name The name of the effect.
  59671. * @param options The required width/height ratio to downsize to before computing the render pass.
  59672. * @param camera The camera to apply the render pass to.
  59673. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59674. * @param engine The engine which the post process will be applied. (default: current engine)
  59675. * @param reusable If the post process can be reused on the same frame. (default: false)
  59676. */
  59677. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59678. }
  59679. }
  59680. declare module "babylonjs/Shaders/filter.fragment" {
  59681. /** @hidden */
  59682. export var filterPixelShader: {
  59683. name: string;
  59684. shader: string;
  59685. };
  59686. }
  59687. declare module "babylonjs/PostProcesses/filterPostProcess" {
  59688. import { Nullable } from "babylonjs/types";
  59689. import { Matrix } from "babylonjs/Maths/math.vector";
  59690. import { Camera } from "babylonjs/Cameras/camera";
  59691. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59692. import { Engine } from "babylonjs/Engines/engine";
  59693. import "babylonjs/Shaders/filter.fragment";
  59694. /**
  59695. * Applies a kernel filter to the image
  59696. */
  59697. export class FilterPostProcess extends PostProcess {
  59698. /** The matrix to be applied to the image */
  59699. kernelMatrix: Matrix;
  59700. /**
  59701. *
  59702. * @param name The name of the effect.
  59703. * @param kernelMatrix The matrix to be applied to the image
  59704. * @param options The required width/height ratio to downsize to before computing the render pass.
  59705. * @param camera The camera to apply the render pass to.
  59706. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59707. * @param engine The engine which the post process will be applied. (default: current engine)
  59708. * @param reusable If the post process can be reused on the same frame. (default: false)
  59709. */
  59710. constructor(name: string,
  59711. /** The matrix to be applied to the image */
  59712. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59713. }
  59714. }
  59715. declare module "babylonjs/Shaders/fxaa.fragment" {
  59716. /** @hidden */
  59717. export var fxaaPixelShader: {
  59718. name: string;
  59719. shader: string;
  59720. };
  59721. }
  59722. declare module "babylonjs/Shaders/fxaa.vertex" {
  59723. /** @hidden */
  59724. export var fxaaVertexShader: {
  59725. name: string;
  59726. shader: string;
  59727. };
  59728. }
  59729. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  59730. import { Nullable } from "babylonjs/types";
  59731. import { Camera } from "babylonjs/Cameras/camera";
  59732. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59733. import { Engine } from "babylonjs/Engines/engine";
  59734. import "babylonjs/Shaders/fxaa.fragment";
  59735. import "babylonjs/Shaders/fxaa.vertex";
  59736. /**
  59737. * Fxaa post process
  59738. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  59739. */
  59740. export class FxaaPostProcess extends PostProcess {
  59741. /** @hidden */
  59742. texelWidth: number;
  59743. /** @hidden */
  59744. texelHeight: number;
  59745. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59746. private _getDefines;
  59747. }
  59748. }
  59749. declare module "babylonjs/Shaders/grain.fragment" {
  59750. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59751. /** @hidden */
  59752. export var grainPixelShader: {
  59753. name: string;
  59754. shader: string;
  59755. };
  59756. }
  59757. declare module "babylonjs/PostProcesses/grainPostProcess" {
  59758. import { Nullable } from "babylonjs/types";
  59759. import { Camera } from "babylonjs/Cameras/camera";
  59760. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59761. import { Engine } from "babylonjs/Engines/engine";
  59762. import "babylonjs/Shaders/grain.fragment";
  59763. /**
  59764. * The GrainPostProcess adds noise to the image at mid luminance levels
  59765. */
  59766. export class GrainPostProcess extends PostProcess {
  59767. /**
  59768. * The intensity of the grain added (default: 30)
  59769. */
  59770. intensity: number;
  59771. /**
  59772. * If the grain should be randomized on every frame
  59773. */
  59774. animated: boolean;
  59775. /**
  59776. * Creates a new instance of @see GrainPostProcess
  59777. * @param name The name of the effect.
  59778. * @param options The required width/height ratio to downsize to before computing the render pass.
  59779. * @param camera The camera to apply the render pass to.
  59780. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59781. * @param engine The engine which the post process will be applied. (default: current engine)
  59782. * @param reusable If the post process can be reused on the same frame. (default: false)
  59783. * @param textureType Type of textures used when performing the post process. (default: 0)
  59784. * @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)
  59785. */
  59786. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59787. }
  59788. }
  59789. declare module "babylonjs/Shaders/highlights.fragment" {
  59790. /** @hidden */
  59791. export var highlightsPixelShader: {
  59792. name: string;
  59793. shader: string;
  59794. };
  59795. }
  59796. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  59797. import { Nullable } from "babylonjs/types";
  59798. import { Camera } from "babylonjs/Cameras/camera";
  59799. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59800. import { Engine } from "babylonjs/Engines/engine";
  59801. import "babylonjs/Shaders/highlights.fragment";
  59802. /**
  59803. * Extracts highlights from the image
  59804. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59805. */
  59806. export class HighlightsPostProcess extends PostProcess {
  59807. /**
  59808. * Extracts highlights from the image
  59809. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  59810. * @param name The name of the effect.
  59811. * @param options The required width/height ratio to downsize to before computing the render pass.
  59812. * @param camera The camera to apply the render pass to.
  59813. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59814. * @param engine The engine which the post process will be applied. (default: current engine)
  59815. * @param reusable If the post process can be reused on the same frame. (default: false)
  59816. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  59817. */
  59818. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  59819. }
  59820. }
  59821. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  59822. /** @hidden */
  59823. export var mrtFragmentDeclaration: {
  59824. name: string;
  59825. shader: string;
  59826. };
  59827. }
  59828. declare module "babylonjs/Shaders/geometry.fragment" {
  59829. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  59830. /** @hidden */
  59831. export var geometryPixelShader: {
  59832. name: string;
  59833. shader: string;
  59834. };
  59835. }
  59836. declare module "babylonjs/Shaders/geometry.vertex" {
  59837. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  59838. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  59839. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  59840. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  59841. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  59842. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  59843. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  59844. /** @hidden */
  59845. export var geometryVertexShader: {
  59846. name: string;
  59847. shader: string;
  59848. };
  59849. }
  59850. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  59851. import { Matrix } from "babylonjs/Maths/math.vector";
  59852. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59853. import { Mesh } from "babylonjs/Meshes/mesh";
  59854. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  59855. import { Effect } from "babylonjs/Materials/effect";
  59856. import { Scene } from "babylonjs/scene";
  59857. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59858. import "babylonjs/Shaders/geometry.fragment";
  59859. import "babylonjs/Shaders/geometry.vertex";
  59860. /** @hidden */
  59861. interface ISavedTransformationMatrix {
  59862. world: Matrix;
  59863. viewProjection: Matrix;
  59864. }
  59865. /**
  59866. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  59867. */
  59868. export class GeometryBufferRenderer {
  59869. /**
  59870. * Constant used to retrieve the position texture index in the G-Buffer textures array
  59871. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  59872. */
  59873. static readonly POSITION_TEXTURE_TYPE: number;
  59874. /**
  59875. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  59876. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  59877. */
  59878. static readonly VELOCITY_TEXTURE_TYPE: number;
  59879. /**
  59880. * Dictionary used to store the previous transformation matrices of each rendered mesh
  59881. * in order to compute objects velocities when enableVelocity is set to "true"
  59882. * @hidden
  59883. */
  59884. _previousTransformationMatrices: {
  59885. [index: number]: ISavedTransformationMatrix;
  59886. };
  59887. /**
  59888. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  59889. * in order to compute objects velocities when enableVelocity is set to "true"
  59890. * @hidden
  59891. */
  59892. _previousBonesTransformationMatrices: {
  59893. [index: number]: Float32Array;
  59894. };
  59895. /**
  59896. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  59897. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  59898. */
  59899. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  59900. private _scene;
  59901. private _multiRenderTarget;
  59902. private _ratio;
  59903. private _enablePosition;
  59904. private _enableVelocity;
  59905. private _positionIndex;
  59906. private _velocityIndex;
  59907. protected _effect: Effect;
  59908. protected _cachedDefines: string;
  59909. /**
  59910. * Set the render list (meshes to be rendered) used in the G buffer.
  59911. */
  59912. renderList: Mesh[];
  59913. /**
  59914. * Gets wether or not G buffer are supported by the running hardware.
  59915. * This requires draw buffer supports
  59916. */
  59917. readonly isSupported: boolean;
  59918. /**
  59919. * Returns the index of the given texture type in the G-Buffer textures array
  59920. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  59921. * @returns the index of the given texture type in the G-Buffer textures array
  59922. */
  59923. getTextureIndex(textureType: number): number;
  59924. /**
  59925. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  59926. */
  59927. /**
  59928. * Sets whether or not objects positions are enabled for the G buffer.
  59929. */
  59930. enablePosition: boolean;
  59931. /**
  59932. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  59933. */
  59934. /**
  59935. * Sets wether or not objects velocities are enabled for the G buffer.
  59936. */
  59937. enableVelocity: boolean;
  59938. /**
  59939. * Gets the scene associated with the buffer.
  59940. */
  59941. readonly scene: Scene;
  59942. /**
  59943. * Gets the ratio used by the buffer during its creation.
  59944. * How big is the buffer related to the main canvas.
  59945. */
  59946. readonly ratio: number;
  59947. /** @hidden */
  59948. static _SceneComponentInitialization: (scene: Scene) => void;
  59949. /**
  59950. * Creates a new G Buffer for the scene
  59951. * @param scene The scene the buffer belongs to
  59952. * @param ratio How big is the buffer related to the main canvas.
  59953. */
  59954. constructor(scene: Scene, ratio?: number);
  59955. /**
  59956. * Checks wether everything is ready to render a submesh to the G buffer.
  59957. * @param subMesh the submesh to check readiness for
  59958. * @param useInstances is the mesh drawn using instance or not
  59959. * @returns true if ready otherwise false
  59960. */
  59961. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  59962. /**
  59963. * Gets the current underlying G Buffer.
  59964. * @returns the buffer
  59965. */
  59966. getGBuffer(): MultiRenderTarget;
  59967. /**
  59968. * Gets the number of samples used to render the buffer (anti aliasing).
  59969. */
  59970. /**
  59971. * Sets the number of samples used to render the buffer (anti aliasing).
  59972. */
  59973. samples: number;
  59974. /**
  59975. * Disposes the renderer and frees up associated resources.
  59976. */
  59977. dispose(): void;
  59978. protected _createRenderTargets(): void;
  59979. private _copyBonesTransformationMatrices;
  59980. }
  59981. }
  59982. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  59983. import { Nullable } from "babylonjs/types";
  59984. import { Scene } from "babylonjs/scene";
  59985. import { ISceneComponent } from "babylonjs/sceneComponent";
  59986. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  59987. module "babylonjs/scene" {
  59988. interface Scene {
  59989. /** @hidden (Backing field) */
  59990. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59991. /**
  59992. * Gets or Sets the current geometry buffer associated to the scene.
  59993. */
  59994. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  59995. /**
  59996. * Enables a GeometryBufferRender and associates it with the scene
  59997. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  59998. * @returns the GeometryBufferRenderer
  59999. */
  60000. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60001. /**
  60002. * Disables the GeometryBufferRender associated with the scene
  60003. */
  60004. disableGeometryBufferRenderer(): void;
  60005. }
  60006. }
  60007. /**
  60008. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60009. * in several rendering techniques.
  60010. */
  60011. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60012. /**
  60013. * The component name helpful to identify the component in the list of scene components.
  60014. */
  60015. readonly name: string;
  60016. /**
  60017. * The scene the component belongs to.
  60018. */
  60019. scene: Scene;
  60020. /**
  60021. * Creates a new instance of the component for the given scene
  60022. * @param scene Defines the scene to register the component in
  60023. */
  60024. constructor(scene: Scene);
  60025. /**
  60026. * Registers the component in a given scene
  60027. */
  60028. register(): void;
  60029. /**
  60030. * Rebuilds the elements related to this component in case of
  60031. * context lost for instance.
  60032. */
  60033. rebuild(): void;
  60034. /**
  60035. * Disposes the component and the associated ressources
  60036. */
  60037. dispose(): void;
  60038. private _gatherRenderTargets;
  60039. }
  60040. }
  60041. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60042. /** @hidden */
  60043. export var motionBlurPixelShader: {
  60044. name: string;
  60045. shader: string;
  60046. };
  60047. }
  60048. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60049. import { Nullable } from "babylonjs/types";
  60050. import { Camera } from "babylonjs/Cameras/camera";
  60051. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60052. import { Scene } from "babylonjs/scene";
  60053. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60054. import "babylonjs/Animations/animatable";
  60055. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60056. import "babylonjs/Shaders/motionBlur.fragment";
  60057. import { Engine } from "babylonjs/Engines/engine";
  60058. /**
  60059. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60060. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60061. * As an example, all you have to do is to create the post-process:
  60062. * var mb = new BABYLON.MotionBlurPostProcess(
  60063. * 'mb', // The name of the effect.
  60064. * scene, // The scene containing the objects to blur according to their velocity.
  60065. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60066. * camera // The camera to apply the render pass to.
  60067. * );
  60068. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60069. */
  60070. export class MotionBlurPostProcess extends PostProcess {
  60071. /**
  60072. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60073. */
  60074. motionStrength: number;
  60075. /**
  60076. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60077. */
  60078. /**
  60079. * Sets the number of iterations to be used for motion blur quality
  60080. */
  60081. motionBlurSamples: number;
  60082. private _motionBlurSamples;
  60083. private _geometryBufferRenderer;
  60084. /**
  60085. * Creates a new instance MotionBlurPostProcess
  60086. * @param name The name of the effect.
  60087. * @param scene The scene containing the objects to blur according to their velocity.
  60088. * @param options The required width/height ratio to downsize to before computing the render pass.
  60089. * @param camera The camera to apply the render pass to.
  60090. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60091. * @param engine The engine which the post process will be applied. (default: current engine)
  60092. * @param reusable If the post process can be reused on the same frame. (default: false)
  60093. * @param textureType Type of textures used when performing the post process. (default: 0)
  60094. * @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)
  60095. */
  60096. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60097. /**
  60098. * Excludes the given skinned mesh from computing bones velocities.
  60099. * 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.
  60100. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60101. */
  60102. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60103. /**
  60104. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60105. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60106. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60107. */
  60108. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60109. /**
  60110. * Disposes the post process.
  60111. * @param camera The camera to dispose the post process on.
  60112. */
  60113. dispose(camera?: Camera): void;
  60114. }
  60115. }
  60116. declare module "babylonjs/Shaders/refraction.fragment" {
  60117. /** @hidden */
  60118. export var refractionPixelShader: {
  60119. name: string;
  60120. shader: string;
  60121. };
  60122. }
  60123. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60124. import { Color3 } from "babylonjs/Maths/math.color";
  60125. import { Camera } from "babylonjs/Cameras/camera";
  60126. import { Texture } from "babylonjs/Materials/Textures/texture";
  60127. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60128. import { Engine } from "babylonjs/Engines/engine";
  60129. import "babylonjs/Shaders/refraction.fragment";
  60130. /**
  60131. * Post process which applies a refractin texture
  60132. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60133. */
  60134. export class RefractionPostProcess extends PostProcess {
  60135. /** the base color of the refraction (used to taint the rendering) */
  60136. color: Color3;
  60137. /** simulated refraction depth */
  60138. depth: number;
  60139. /** the coefficient of the base color (0 to remove base color tainting) */
  60140. colorLevel: number;
  60141. private _refTexture;
  60142. private _ownRefractionTexture;
  60143. /**
  60144. * Gets or sets the refraction texture
  60145. * Please note that you are responsible for disposing the texture if you set it manually
  60146. */
  60147. refractionTexture: Texture;
  60148. /**
  60149. * Initializes the RefractionPostProcess
  60150. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60151. * @param name The name of the effect.
  60152. * @param refractionTextureUrl Url of the refraction texture to use
  60153. * @param color the base color of the refraction (used to taint the rendering)
  60154. * @param depth simulated refraction depth
  60155. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60156. * @param camera The camera to apply the render pass to.
  60157. * @param options The required width/height ratio to downsize to before computing the render pass.
  60158. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60159. * @param engine The engine which the post process will be applied. (default: current engine)
  60160. * @param reusable If the post process can be reused on the same frame. (default: false)
  60161. */
  60162. constructor(name: string, refractionTextureUrl: string,
  60163. /** the base color of the refraction (used to taint the rendering) */
  60164. color: Color3,
  60165. /** simulated refraction depth */
  60166. depth: number,
  60167. /** the coefficient of the base color (0 to remove base color tainting) */
  60168. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60169. /**
  60170. * Disposes of the post process
  60171. * @param camera Camera to dispose post process on
  60172. */
  60173. dispose(camera: Camera): void;
  60174. }
  60175. }
  60176. declare module "babylonjs/Shaders/sharpen.fragment" {
  60177. /** @hidden */
  60178. export var sharpenPixelShader: {
  60179. name: string;
  60180. shader: string;
  60181. };
  60182. }
  60183. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60184. import { Nullable } from "babylonjs/types";
  60185. import { Camera } from "babylonjs/Cameras/camera";
  60186. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60187. import "babylonjs/Shaders/sharpen.fragment";
  60188. import { Engine } from "babylonjs/Engines/engine";
  60189. /**
  60190. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60191. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60192. */
  60193. export class SharpenPostProcess extends PostProcess {
  60194. /**
  60195. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60196. */
  60197. colorAmount: number;
  60198. /**
  60199. * How much sharpness should be applied (default: 0.3)
  60200. */
  60201. edgeAmount: number;
  60202. /**
  60203. * Creates a new instance ConvolutionPostProcess
  60204. * @param name The name of the effect.
  60205. * @param options The required width/height ratio to downsize to before computing the render pass.
  60206. * @param camera The camera to apply the render pass to.
  60207. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60208. * @param engine The engine which the post process will be applied. (default: current engine)
  60209. * @param reusable If the post process can be reused on the same frame. (default: false)
  60210. * @param textureType Type of textures used when performing the post process. (default: 0)
  60211. * @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)
  60212. */
  60213. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60214. }
  60215. }
  60216. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60217. import { Nullable } from "babylonjs/types";
  60218. import { Camera } from "babylonjs/Cameras/camera";
  60219. import { Engine } from "babylonjs/Engines/engine";
  60220. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60221. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60222. /**
  60223. * PostProcessRenderPipeline
  60224. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60225. */
  60226. export class PostProcessRenderPipeline {
  60227. private engine;
  60228. private _renderEffects;
  60229. private _renderEffectsForIsolatedPass;
  60230. /**
  60231. * List of inspectable custom properties (used by the Inspector)
  60232. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60233. */
  60234. inspectableCustomProperties: IInspectable[];
  60235. /**
  60236. * @hidden
  60237. */
  60238. protected _cameras: Camera[];
  60239. /** @hidden */
  60240. _name: string;
  60241. /**
  60242. * Gets pipeline name
  60243. */
  60244. readonly name: string;
  60245. /**
  60246. * Initializes a PostProcessRenderPipeline
  60247. * @param engine engine to add the pipeline to
  60248. * @param name name of the pipeline
  60249. */
  60250. constructor(engine: Engine, name: string);
  60251. /**
  60252. * Gets the class name
  60253. * @returns "PostProcessRenderPipeline"
  60254. */
  60255. getClassName(): string;
  60256. /**
  60257. * If all the render effects in the pipeline are supported
  60258. */
  60259. readonly isSupported: boolean;
  60260. /**
  60261. * Adds an effect to the pipeline
  60262. * @param renderEffect the effect to add
  60263. */
  60264. addEffect(renderEffect: PostProcessRenderEffect): void;
  60265. /** @hidden */
  60266. _rebuild(): void;
  60267. /** @hidden */
  60268. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60269. /** @hidden */
  60270. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60271. /** @hidden */
  60272. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60273. /** @hidden */
  60274. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60275. /** @hidden */
  60276. _attachCameras(cameras: Camera, unique: boolean): void;
  60277. /** @hidden */
  60278. _attachCameras(cameras: Camera[], unique: boolean): void;
  60279. /** @hidden */
  60280. _detachCameras(cameras: Camera): void;
  60281. /** @hidden */
  60282. _detachCameras(cameras: Nullable<Camera[]>): void;
  60283. /** @hidden */
  60284. _update(): void;
  60285. /** @hidden */
  60286. _reset(): void;
  60287. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60288. /**
  60289. * Disposes of the pipeline
  60290. */
  60291. dispose(): void;
  60292. }
  60293. }
  60294. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60295. import { Camera } from "babylonjs/Cameras/camera";
  60296. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60297. /**
  60298. * PostProcessRenderPipelineManager class
  60299. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60300. */
  60301. export class PostProcessRenderPipelineManager {
  60302. private _renderPipelines;
  60303. /**
  60304. * Initializes a PostProcessRenderPipelineManager
  60305. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60306. */
  60307. constructor();
  60308. /**
  60309. * Gets the list of supported render pipelines
  60310. */
  60311. readonly supportedPipelines: PostProcessRenderPipeline[];
  60312. /**
  60313. * Adds a pipeline to the manager
  60314. * @param renderPipeline The pipeline to add
  60315. */
  60316. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60317. /**
  60318. * Attaches a camera to the pipeline
  60319. * @param renderPipelineName The name of the pipeline to attach to
  60320. * @param cameras the camera to attach
  60321. * @param unique if the camera can be attached multiple times to the pipeline
  60322. */
  60323. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60324. /**
  60325. * Detaches a camera from the pipeline
  60326. * @param renderPipelineName The name of the pipeline to detach from
  60327. * @param cameras the camera to detach
  60328. */
  60329. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60330. /**
  60331. * Enables an effect by name on a pipeline
  60332. * @param renderPipelineName the name of the pipeline to enable the effect in
  60333. * @param renderEffectName the name of the effect to enable
  60334. * @param cameras the cameras that the effect should be enabled on
  60335. */
  60336. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60337. /**
  60338. * Disables an effect by name on a pipeline
  60339. * @param renderPipelineName the name of the pipeline to disable the effect in
  60340. * @param renderEffectName the name of the effect to disable
  60341. * @param cameras the cameras that the effect should be disabled on
  60342. */
  60343. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60344. /**
  60345. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60346. */
  60347. update(): void;
  60348. /** @hidden */
  60349. _rebuild(): void;
  60350. /**
  60351. * Disposes of the manager and pipelines
  60352. */
  60353. dispose(): void;
  60354. }
  60355. }
  60356. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60357. import { ISceneComponent } from "babylonjs/sceneComponent";
  60358. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60359. import { Scene } from "babylonjs/scene";
  60360. module "babylonjs/scene" {
  60361. interface Scene {
  60362. /** @hidden (Backing field) */
  60363. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60364. /**
  60365. * Gets the postprocess render pipeline manager
  60366. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60367. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60368. */
  60369. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60370. }
  60371. }
  60372. /**
  60373. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60374. */
  60375. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60376. /**
  60377. * The component name helpfull to identify the component in the list of scene components.
  60378. */
  60379. readonly name: string;
  60380. /**
  60381. * The scene the component belongs to.
  60382. */
  60383. scene: Scene;
  60384. /**
  60385. * Creates a new instance of the component for the given scene
  60386. * @param scene Defines the scene to register the component in
  60387. */
  60388. constructor(scene: Scene);
  60389. /**
  60390. * Registers the component in a given scene
  60391. */
  60392. register(): void;
  60393. /**
  60394. * Rebuilds the elements related to this component in case of
  60395. * context lost for instance.
  60396. */
  60397. rebuild(): void;
  60398. /**
  60399. * Disposes the component and the associated ressources
  60400. */
  60401. dispose(): void;
  60402. private _gatherRenderTargets;
  60403. }
  60404. }
  60405. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  60406. import { Nullable } from "babylonjs/types";
  60407. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  60408. import { Camera } from "babylonjs/Cameras/camera";
  60409. import { IDisposable } from "babylonjs/scene";
  60410. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  60411. import { Scene } from "babylonjs/scene";
  60412. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  60413. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  60414. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  60415. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  60416. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  60417. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60418. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  60419. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  60420. import { Animation } from "babylonjs/Animations/animation";
  60421. /**
  60422. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  60423. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60424. */
  60425. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  60426. private _scene;
  60427. private _camerasToBeAttached;
  60428. /**
  60429. * ID of the sharpen post process,
  60430. */
  60431. private readonly SharpenPostProcessId;
  60432. /**
  60433. * @ignore
  60434. * ID of the image processing post process;
  60435. */
  60436. readonly ImageProcessingPostProcessId: string;
  60437. /**
  60438. * @ignore
  60439. * ID of the Fast Approximate Anti-Aliasing post process;
  60440. */
  60441. readonly FxaaPostProcessId: string;
  60442. /**
  60443. * ID of the chromatic aberration post process,
  60444. */
  60445. private readonly ChromaticAberrationPostProcessId;
  60446. /**
  60447. * ID of the grain post process
  60448. */
  60449. private readonly GrainPostProcessId;
  60450. /**
  60451. * Sharpen post process which will apply a sharpen convolution to enhance edges
  60452. */
  60453. sharpen: SharpenPostProcess;
  60454. private _sharpenEffect;
  60455. private bloom;
  60456. /**
  60457. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  60458. */
  60459. depthOfField: DepthOfFieldEffect;
  60460. /**
  60461. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  60462. */
  60463. fxaa: FxaaPostProcess;
  60464. /**
  60465. * Image post processing pass used to perform operations such as tone mapping or color grading.
  60466. */
  60467. imageProcessing: ImageProcessingPostProcess;
  60468. /**
  60469. * Chromatic aberration post process which will shift rgb colors in the image
  60470. */
  60471. chromaticAberration: ChromaticAberrationPostProcess;
  60472. private _chromaticAberrationEffect;
  60473. /**
  60474. * Grain post process which add noise to the image
  60475. */
  60476. grain: GrainPostProcess;
  60477. private _grainEffect;
  60478. /**
  60479. * Glow post process which adds a glow to emissive areas of the image
  60480. */
  60481. private _glowLayer;
  60482. /**
  60483. * Animations which can be used to tweak settings over a period of time
  60484. */
  60485. animations: Animation[];
  60486. private _imageProcessingConfigurationObserver;
  60487. private _sharpenEnabled;
  60488. private _bloomEnabled;
  60489. private _depthOfFieldEnabled;
  60490. private _depthOfFieldBlurLevel;
  60491. private _fxaaEnabled;
  60492. private _imageProcessingEnabled;
  60493. private _defaultPipelineTextureType;
  60494. private _bloomScale;
  60495. private _chromaticAberrationEnabled;
  60496. private _grainEnabled;
  60497. private _buildAllowed;
  60498. /**
  60499. * Gets active scene
  60500. */
  60501. readonly scene: Scene;
  60502. /**
  60503. * Enable or disable the sharpen process from the pipeline
  60504. */
  60505. sharpenEnabled: boolean;
  60506. private _resizeObserver;
  60507. private _hardwareScaleLevel;
  60508. private _bloomKernel;
  60509. /**
  60510. * Specifies the size of the bloom blur kernel, relative to the final output size
  60511. */
  60512. bloomKernel: number;
  60513. /**
  60514. * Specifies the weight of the bloom in the final rendering
  60515. */
  60516. private _bloomWeight;
  60517. /**
  60518. * Specifies the luma threshold for the area that will be blurred by the bloom
  60519. */
  60520. private _bloomThreshold;
  60521. private _hdr;
  60522. /**
  60523. * The strength of the bloom.
  60524. */
  60525. bloomWeight: number;
  60526. /**
  60527. * The strength of the bloom.
  60528. */
  60529. bloomThreshold: number;
  60530. /**
  60531. * The scale of the bloom, lower value will provide better performance.
  60532. */
  60533. bloomScale: number;
  60534. /**
  60535. * Enable or disable the bloom from the pipeline
  60536. */
  60537. bloomEnabled: boolean;
  60538. private _rebuildBloom;
  60539. /**
  60540. * If the depth of field is enabled.
  60541. */
  60542. depthOfFieldEnabled: boolean;
  60543. /**
  60544. * Blur level of the depth of field effect. (Higher blur will effect performance)
  60545. */
  60546. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  60547. /**
  60548. * If the anti aliasing is enabled.
  60549. */
  60550. fxaaEnabled: boolean;
  60551. private _samples;
  60552. /**
  60553. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  60554. */
  60555. samples: number;
  60556. /**
  60557. * If image processing is enabled.
  60558. */
  60559. imageProcessingEnabled: boolean;
  60560. /**
  60561. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  60562. */
  60563. glowLayerEnabled: boolean;
  60564. /**
  60565. * Gets the glow layer (or null if not defined)
  60566. */
  60567. readonly glowLayer: Nullable<GlowLayer>;
  60568. /**
  60569. * Enable or disable the chromaticAberration process from the pipeline
  60570. */
  60571. chromaticAberrationEnabled: boolean;
  60572. /**
  60573. * Enable or disable the grain process from the pipeline
  60574. */
  60575. grainEnabled: boolean;
  60576. /**
  60577. * @constructor
  60578. * @param name - The rendering pipeline name (default: "")
  60579. * @param hdr - If high dynamic range textures should be used (default: true)
  60580. * @param scene - The scene linked to this pipeline (default: the last created scene)
  60581. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  60582. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  60583. */
  60584. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  60585. /**
  60586. * Get the class name
  60587. * @returns "DefaultRenderingPipeline"
  60588. */
  60589. getClassName(): string;
  60590. /**
  60591. * Force the compilation of the entire pipeline.
  60592. */
  60593. prepare(): void;
  60594. private _hasCleared;
  60595. private _prevPostProcess;
  60596. private _prevPrevPostProcess;
  60597. private _setAutoClearAndTextureSharing;
  60598. private _depthOfFieldSceneObserver;
  60599. private _buildPipeline;
  60600. private _disposePostProcesses;
  60601. /**
  60602. * Adds a camera to the pipeline
  60603. * @param camera the camera to be added
  60604. */
  60605. addCamera(camera: Camera): void;
  60606. /**
  60607. * Removes a camera from the pipeline
  60608. * @param camera the camera to remove
  60609. */
  60610. removeCamera(camera: Camera): void;
  60611. /**
  60612. * Dispose of the pipeline and stop all post processes
  60613. */
  60614. dispose(): void;
  60615. /**
  60616. * Serialize the rendering pipeline (Used when exporting)
  60617. * @returns the serialized object
  60618. */
  60619. serialize(): any;
  60620. /**
  60621. * Parse the serialized pipeline
  60622. * @param source Source pipeline.
  60623. * @param scene The scene to load the pipeline to.
  60624. * @param rootUrl The URL of the serialized pipeline.
  60625. * @returns An instantiated pipeline from the serialized object.
  60626. */
  60627. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  60628. }
  60629. }
  60630. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  60631. /** @hidden */
  60632. export var lensHighlightsPixelShader: {
  60633. name: string;
  60634. shader: string;
  60635. };
  60636. }
  60637. declare module "babylonjs/Shaders/depthOfField.fragment" {
  60638. /** @hidden */
  60639. export var depthOfFieldPixelShader: {
  60640. name: string;
  60641. shader: string;
  60642. };
  60643. }
  60644. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  60645. import { Camera } from "babylonjs/Cameras/camera";
  60646. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60647. import { Scene } from "babylonjs/scene";
  60648. import "babylonjs/Shaders/chromaticAberration.fragment";
  60649. import "babylonjs/Shaders/lensHighlights.fragment";
  60650. import "babylonjs/Shaders/depthOfField.fragment";
  60651. /**
  60652. * BABYLON.JS Chromatic Aberration GLSL Shader
  60653. * Author: Olivier Guyot
  60654. * Separates very slightly R, G and B colors on the edges of the screen
  60655. * Inspired by Francois Tarlier & Martins Upitis
  60656. */
  60657. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  60658. /**
  60659. * @ignore
  60660. * The chromatic aberration PostProcess id in the pipeline
  60661. */
  60662. LensChromaticAberrationEffect: string;
  60663. /**
  60664. * @ignore
  60665. * The highlights enhancing PostProcess id in the pipeline
  60666. */
  60667. HighlightsEnhancingEffect: string;
  60668. /**
  60669. * @ignore
  60670. * The depth-of-field PostProcess id in the pipeline
  60671. */
  60672. LensDepthOfFieldEffect: string;
  60673. private _scene;
  60674. private _depthTexture;
  60675. private _grainTexture;
  60676. private _chromaticAberrationPostProcess;
  60677. private _highlightsPostProcess;
  60678. private _depthOfFieldPostProcess;
  60679. private _edgeBlur;
  60680. private _grainAmount;
  60681. private _chromaticAberration;
  60682. private _distortion;
  60683. private _highlightsGain;
  60684. private _highlightsThreshold;
  60685. private _dofDistance;
  60686. private _dofAperture;
  60687. private _dofDarken;
  60688. private _dofPentagon;
  60689. private _blurNoise;
  60690. /**
  60691. * @constructor
  60692. *
  60693. * Effect parameters are as follow:
  60694. * {
  60695. * chromatic_aberration: number; // from 0 to x (1 for realism)
  60696. * edge_blur: number; // from 0 to x (1 for realism)
  60697. * distortion: number; // from 0 to x (1 for realism)
  60698. * grain_amount: number; // from 0 to 1
  60699. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  60700. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  60701. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  60702. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  60703. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  60704. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  60705. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  60706. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  60707. * }
  60708. * Note: if an effect parameter is unset, effect is disabled
  60709. *
  60710. * @param name The rendering pipeline name
  60711. * @param parameters - An object containing all parameters (see above)
  60712. * @param scene The scene linked to this pipeline
  60713. * @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)
  60714. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60715. */
  60716. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  60717. /**
  60718. * Get the class name
  60719. * @returns "LensRenderingPipeline"
  60720. */
  60721. getClassName(): string;
  60722. /**
  60723. * Gets associated scene
  60724. */
  60725. readonly scene: Scene;
  60726. /**
  60727. * Gets or sets the edge blur
  60728. */
  60729. edgeBlur: number;
  60730. /**
  60731. * Gets or sets the grain amount
  60732. */
  60733. grainAmount: number;
  60734. /**
  60735. * Gets or sets the chromatic aberration amount
  60736. */
  60737. chromaticAberration: number;
  60738. /**
  60739. * Gets or sets the depth of field aperture
  60740. */
  60741. dofAperture: number;
  60742. /**
  60743. * Gets or sets the edge distortion
  60744. */
  60745. edgeDistortion: number;
  60746. /**
  60747. * Gets or sets the depth of field distortion
  60748. */
  60749. dofDistortion: number;
  60750. /**
  60751. * Gets or sets the darken out of focus amount
  60752. */
  60753. darkenOutOfFocus: number;
  60754. /**
  60755. * Gets or sets a boolean indicating if blur noise is enabled
  60756. */
  60757. blurNoise: boolean;
  60758. /**
  60759. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  60760. */
  60761. pentagonBokeh: boolean;
  60762. /**
  60763. * Gets or sets the highlight grain amount
  60764. */
  60765. highlightsGain: number;
  60766. /**
  60767. * Gets or sets the highlight threshold
  60768. */
  60769. highlightsThreshold: number;
  60770. /**
  60771. * Sets the amount of blur at the edges
  60772. * @param amount blur amount
  60773. */
  60774. setEdgeBlur(amount: number): void;
  60775. /**
  60776. * Sets edge blur to 0
  60777. */
  60778. disableEdgeBlur(): void;
  60779. /**
  60780. * Sets the amout of grain
  60781. * @param amount Amount of grain
  60782. */
  60783. setGrainAmount(amount: number): void;
  60784. /**
  60785. * Set grain amount to 0
  60786. */
  60787. disableGrain(): void;
  60788. /**
  60789. * Sets the chromatic aberration amount
  60790. * @param amount amount of chromatic aberration
  60791. */
  60792. setChromaticAberration(amount: number): void;
  60793. /**
  60794. * Sets chromatic aberration amount to 0
  60795. */
  60796. disableChromaticAberration(): void;
  60797. /**
  60798. * Sets the EdgeDistortion amount
  60799. * @param amount amount of EdgeDistortion
  60800. */
  60801. setEdgeDistortion(amount: number): void;
  60802. /**
  60803. * Sets edge distortion to 0
  60804. */
  60805. disableEdgeDistortion(): void;
  60806. /**
  60807. * Sets the FocusDistance amount
  60808. * @param amount amount of FocusDistance
  60809. */
  60810. setFocusDistance(amount: number): void;
  60811. /**
  60812. * Disables depth of field
  60813. */
  60814. disableDepthOfField(): void;
  60815. /**
  60816. * Sets the Aperture amount
  60817. * @param amount amount of Aperture
  60818. */
  60819. setAperture(amount: number): void;
  60820. /**
  60821. * Sets the DarkenOutOfFocus amount
  60822. * @param amount amount of DarkenOutOfFocus
  60823. */
  60824. setDarkenOutOfFocus(amount: number): void;
  60825. private _pentagonBokehIsEnabled;
  60826. /**
  60827. * Creates a pentagon bokeh effect
  60828. */
  60829. enablePentagonBokeh(): void;
  60830. /**
  60831. * Disables the pentagon bokeh effect
  60832. */
  60833. disablePentagonBokeh(): void;
  60834. /**
  60835. * Enables noise blur
  60836. */
  60837. enableNoiseBlur(): void;
  60838. /**
  60839. * Disables noise blur
  60840. */
  60841. disableNoiseBlur(): void;
  60842. /**
  60843. * Sets the HighlightsGain amount
  60844. * @param amount amount of HighlightsGain
  60845. */
  60846. setHighlightsGain(amount: number): void;
  60847. /**
  60848. * Sets the HighlightsThreshold amount
  60849. * @param amount amount of HighlightsThreshold
  60850. */
  60851. setHighlightsThreshold(amount: number): void;
  60852. /**
  60853. * Disables highlights
  60854. */
  60855. disableHighlights(): void;
  60856. /**
  60857. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  60858. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  60859. */
  60860. dispose(disableDepthRender?: boolean): void;
  60861. private _createChromaticAberrationPostProcess;
  60862. private _createHighlightsPostProcess;
  60863. private _createDepthOfFieldPostProcess;
  60864. private _createGrainTexture;
  60865. }
  60866. }
  60867. declare module "babylonjs/Shaders/ssao2.fragment" {
  60868. /** @hidden */
  60869. export var ssao2PixelShader: {
  60870. name: string;
  60871. shader: string;
  60872. };
  60873. }
  60874. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  60875. /** @hidden */
  60876. export var ssaoCombinePixelShader: {
  60877. name: string;
  60878. shader: string;
  60879. };
  60880. }
  60881. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  60882. import { Camera } from "babylonjs/Cameras/camera";
  60883. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60884. import { Scene } from "babylonjs/scene";
  60885. import "babylonjs/Shaders/ssao2.fragment";
  60886. import "babylonjs/Shaders/ssaoCombine.fragment";
  60887. /**
  60888. * Render pipeline to produce ssao effect
  60889. */
  60890. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  60891. /**
  60892. * @ignore
  60893. * The PassPostProcess id in the pipeline that contains the original scene color
  60894. */
  60895. SSAOOriginalSceneColorEffect: string;
  60896. /**
  60897. * @ignore
  60898. * The SSAO PostProcess id in the pipeline
  60899. */
  60900. SSAORenderEffect: string;
  60901. /**
  60902. * @ignore
  60903. * The horizontal blur PostProcess id in the pipeline
  60904. */
  60905. SSAOBlurHRenderEffect: string;
  60906. /**
  60907. * @ignore
  60908. * The vertical blur PostProcess id in the pipeline
  60909. */
  60910. SSAOBlurVRenderEffect: string;
  60911. /**
  60912. * @ignore
  60913. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  60914. */
  60915. SSAOCombineRenderEffect: string;
  60916. /**
  60917. * The output strength of the SSAO post-process. Default value is 1.0.
  60918. */
  60919. totalStrength: number;
  60920. /**
  60921. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  60922. */
  60923. maxZ: number;
  60924. /**
  60925. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  60926. */
  60927. minZAspect: number;
  60928. private _samples;
  60929. /**
  60930. * Number of samples used for the SSAO calculations. Default value is 8
  60931. */
  60932. samples: number;
  60933. private _textureSamples;
  60934. /**
  60935. * Number of samples to use for antialiasing
  60936. */
  60937. textureSamples: number;
  60938. /**
  60939. * Ratio object used for SSAO ratio and blur ratio
  60940. */
  60941. private _ratio;
  60942. /**
  60943. * Dynamically generated sphere sampler.
  60944. */
  60945. private _sampleSphere;
  60946. /**
  60947. * Blur filter offsets
  60948. */
  60949. private _samplerOffsets;
  60950. private _expensiveBlur;
  60951. /**
  60952. * If bilateral blur should be used
  60953. */
  60954. expensiveBlur: boolean;
  60955. /**
  60956. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  60957. */
  60958. radius: number;
  60959. /**
  60960. * The base color of the SSAO post-process
  60961. * The final result is "base + ssao" between [0, 1]
  60962. */
  60963. base: number;
  60964. /**
  60965. * Support test.
  60966. */
  60967. static readonly IsSupported: boolean;
  60968. private _scene;
  60969. private _depthTexture;
  60970. private _normalTexture;
  60971. private _randomTexture;
  60972. private _originalColorPostProcess;
  60973. private _ssaoPostProcess;
  60974. private _blurHPostProcess;
  60975. private _blurVPostProcess;
  60976. private _ssaoCombinePostProcess;
  60977. private _firstUpdate;
  60978. /**
  60979. * Gets active scene
  60980. */
  60981. readonly scene: Scene;
  60982. /**
  60983. * @constructor
  60984. * @param name The rendering pipeline name
  60985. * @param scene The scene linked to this pipeline
  60986. * @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 }
  60987. * @param cameras The array of cameras that the rendering pipeline will be attached to
  60988. */
  60989. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  60990. /**
  60991. * Get the class name
  60992. * @returns "SSAO2RenderingPipeline"
  60993. */
  60994. getClassName(): string;
  60995. /**
  60996. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  60997. */
  60998. dispose(disableGeometryBufferRenderer?: boolean): void;
  60999. private _createBlurPostProcess;
  61000. /** @hidden */
  61001. _rebuild(): void;
  61002. private _bits;
  61003. private _radicalInverse_VdC;
  61004. private _hammersley;
  61005. private _hemisphereSample_uniform;
  61006. private _generateHemisphere;
  61007. private _createSSAOPostProcess;
  61008. private _createSSAOCombinePostProcess;
  61009. private _createRandomTexture;
  61010. /**
  61011. * Serialize the rendering pipeline (Used when exporting)
  61012. * @returns the serialized object
  61013. */
  61014. serialize(): any;
  61015. /**
  61016. * Parse the serialized pipeline
  61017. * @param source Source pipeline.
  61018. * @param scene The scene to load the pipeline to.
  61019. * @param rootUrl The URL of the serialized pipeline.
  61020. * @returns An instantiated pipeline from the serialized object.
  61021. */
  61022. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61023. }
  61024. }
  61025. declare module "babylonjs/Shaders/ssao.fragment" {
  61026. /** @hidden */
  61027. export var ssaoPixelShader: {
  61028. name: string;
  61029. shader: string;
  61030. };
  61031. }
  61032. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61033. import { Camera } from "babylonjs/Cameras/camera";
  61034. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61035. import { Scene } from "babylonjs/scene";
  61036. import "babylonjs/Shaders/ssao.fragment";
  61037. import "babylonjs/Shaders/ssaoCombine.fragment";
  61038. /**
  61039. * Render pipeline to produce ssao effect
  61040. */
  61041. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61042. /**
  61043. * @ignore
  61044. * The PassPostProcess id in the pipeline that contains the original scene color
  61045. */
  61046. SSAOOriginalSceneColorEffect: string;
  61047. /**
  61048. * @ignore
  61049. * The SSAO PostProcess id in the pipeline
  61050. */
  61051. SSAORenderEffect: string;
  61052. /**
  61053. * @ignore
  61054. * The horizontal blur PostProcess id in the pipeline
  61055. */
  61056. SSAOBlurHRenderEffect: string;
  61057. /**
  61058. * @ignore
  61059. * The vertical blur PostProcess id in the pipeline
  61060. */
  61061. SSAOBlurVRenderEffect: string;
  61062. /**
  61063. * @ignore
  61064. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61065. */
  61066. SSAOCombineRenderEffect: string;
  61067. /**
  61068. * The output strength of the SSAO post-process. Default value is 1.0.
  61069. */
  61070. totalStrength: number;
  61071. /**
  61072. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61073. */
  61074. radius: number;
  61075. /**
  61076. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61077. * Must not be equal to fallOff and superior to fallOff.
  61078. * Default value is 0.0075
  61079. */
  61080. area: number;
  61081. /**
  61082. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61083. * Must not be equal to area and inferior to area.
  61084. * Default value is 0.000001
  61085. */
  61086. fallOff: number;
  61087. /**
  61088. * The base color of the SSAO post-process
  61089. * The final result is "base + ssao" between [0, 1]
  61090. */
  61091. base: number;
  61092. private _scene;
  61093. private _depthTexture;
  61094. private _randomTexture;
  61095. private _originalColorPostProcess;
  61096. private _ssaoPostProcess;
  61097. private _blurHPostProcess;
  61098. private _blurVPostProcess;
  61099. private _ssaoCombinePostProcess;
  61100. private _firstUpdate;
  61101. /**
  61102. * Gets active scene
  61103. */
  61104. readonly scene: Scene;
  61105. /**
  61106. * @constructor
  61107. * @param name - The rendering pipeline name
  61108. * @param scene - The scene linked to this pipeline
  61109. * @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 }
  61110. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61111. */
  61112. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61113. /**
  61114. * Get the class name
  61115. * @returns "SSAORenderingPipeline"
  61116. */
  61117. getClassName(): string;
  61118. /**
  61119. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61120. */
  61121. dispose(disableDepthRender?: boolean): void;
  61122. private _createBlurPostProcess;
  61123. /** @hidden */
  61124. _rebuild(): void;
  61125. private _createSSAOPostProcess;
  61126. private _createSSAOCombinePostProcess;
  61127. private _createRandomTexture;
  61128. }
  61129. }
  61130. declare module "babylonjs/Shaders/standard.fragment" {
  61131. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61132. /** @hidden */
  61133. export var standardPixelShader: {
  61134. name: string;
  61135. shader: string;
  61136. };
  61137. }
  61138. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61139. import { Nullable } from "babylonjs/types";
  61140. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61141. import { Camera } from "babylonjs/Cameras/camera";
  61142. import { Texture } from "babylonjs/Materials/Textures/texture";
  61143. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61144. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61145. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61146. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61147. import { IDisposable } from "babylonjs/scene";
  61148. import { SpotLight } from "babylonjs/Lights/spotLight";
  61149. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61150. import { Scene } from "babylonjs/scene";
  61151. import { Animation } from "babylonjs/Animations/animation";
  61152. import "babylonjs/Shaders/standard.fragment";
  61153. /**
  61154. * Standard rendering pipeline
  61155. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61156. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61157. */
  61158. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61159. /**
  61160. * Public members
  61161. */
  61162. /**
  61163. * Post-process which contains the original scene color before the pipeline applies all the effects
  61164. */
  61165. originalPostProcess: Nullable<PostProcess>;
  61166. /**
  61167. * Post-process used to down scale an image x4
  61168. */
  61169. downSampleX4PostProcess: Nullable<PostProcess>;
  61170. /**
  61171. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61172. */
  61173. brightPassPostProcess: Nullable<PostProcess>;
  61174. /**
  61175. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61176. */
  61177. blurHPostProcesses: PostProcess[];
  61178. /**
  61179. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61180. */
  61181. blurVPostProcesses: PostProcess[];
  61182. /**
  61183. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61184. */
  61185. textureAdderPostProcess: Nullable<PostProcess>;
  61186. /**
  61187. * Post-process used to create volumetric lighting effect
  61188. */
  61189. volumetricLightPostProcess: Nullable<PostProcess>;
  61190. /**
  61191. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61192. */
  61193. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61194. /**
  61195. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61196. */
  61197. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61198. /**
  61199. * Post-process used to merge the volumetric light effect and the real scene color
  61200. */
  61201. volumetricLightMergePostProces: Nullable<PostProcess>;
  61202. /**
  61203. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61204. */
  61205. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61206. /**
  61207. * Base post-process used to calculate the average luminance of the final image for HDR
  61208. */
  61209. luminancePostProcess: Nullable<PostProcess>;
  61210. /**
  61211. * Post-processes used to create down sample post-processes in order to get
  61212. * the average luminance of the final image for HDR
  61213. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61214. */
  61215. luminanceDownSamplePostProcesses: PostProcess[];
  61216. /**
  61217. * Post-process used to create a HDR effect (light adaptation)
  61218. */
  61219. hdrPostProcess: Nullable<PostProcess>;
  61220. /**
  61221. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61222. */
  61223. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61224. /**
  61225. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61226. */
  61227. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61228. /**
  61229. * Post-process used to merge the final HDR post-process and the real scene color
  61230. */
  61231. hdrFinalPostProcess: Nullable<PostProcess>;
  61232. /**
  61233. * Post-process used to create a lens flare effect
  61234. */
  61235. lensFlarePostProcess: Nullable<PostProcess>;
  61236. /**
  61237. * Post-process that merges the result of the lens flare post-process and the real scene color
  61238. */
  61239. lensFlareComposePostProcess: Nullable<PostProcess>;
  61240. /**
  61241. * Post-process used to create a motion blur effect
  61242. */
  61243. motionBlurPostProcess: Nullable<PostProcess>;
  61244. /**
  61245. * Post-process used to create a depth of field effect
  61246. */
  61247. depthOfFieldPostProcess: Nullable<PostProcess>;
  61248. /**
  61249. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61250. */
  61251. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61252. /**
  61253. * Represents the brightness threshold in order to configure the illuminated surfaces
  61254. */
  61255. brightThreshold: number;
  61256. /**
  61257. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61258. */
  61259. blurWidth: number;
  61260. /**
  61261. * Sets if the blur for highlighted surfaces must be only horizontal
  61262. */
  61263. horizontalBlur: boolean;
  61264. /**
  61265. * Gets the overall exposure used by the pipeline
  61266. */
  61267. /**
  61268. * Sets the overall exposure used by the pipeline
  61269. */
  61270. exposure: number;
  61271. /**
  61272. * Texture used typically to simulate "dirty" on camera lens
  61273. */
  61274. lensTexture: Nullable<Texture>;
  61275. /**
  61276. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61277. */
  61278. volumetricLightCoefficient: number;
  61279. /**
  61280. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61281. */
  61282. volumetricLightPower: number;
  61283. /**
  61284. * Used the set the blur intensity to smooth the volumetric lights
  61285. */
  61286. volumetricLightBlurScale: number;
  61287. /**
  61288. * Light (spot or directional) used to generate the volumetric lights rays
  61289. * The source light must have a shadow generate so the pipeline can get its
  61290. * depth map
  61291. */
  61292. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61293. /**
  61294. * For eye adaptation, represents the minimum luminance the eye can see
  61295. */
  61296. hdrMinimumLuminance: number;
  61297. /**
  61298. * For eye adaptation, represents the decrease luminance speed
  61299. */
  61300. hdrDecreaseRate: number;
  61301. /**
  61302. * For eye adaptation, represents the increase luminance speed
  61303. */
  61304. hdrIncreaseRate: number;
  61305. /**
  61306. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61307. */
  61308. /**
  61309. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61310. */
  61311. hdrAutoExposure: boolean;
  61312. /**
  61313. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61314. */
  61315. lensColorTexture: Nullable<Texture>;
  61316. /**
  61317. * The overall strengh for the lens flare effect
  61318. */
  61319. lensFlareStrength: number;
  61320. /**
  61321. * Dispersion coefficient for lens flare ghosts
  61322. */
  61323. lensFlareGhostDispersal: number;
  61324. /**
  61325. * Main lens flare halo width
  61326. */
  61327. lensFlareHaloWidth: number;
  61328. /**
  61329. * Based on the lens distortion effect, defines how much the lens flare result
  61330. * is distorted
  61331. */
  61332. lensFlareDistortionStrength: number;
  61333. /**
  61334. * Lens star texture must be used to simulate rays on the flares and is available
  61335. * in the documentation
  61336. */
  61337. lensStarTexture: Nullable<Texture>;
  61338. /**
  61339. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61340. * flare effect by taking account of the dirt texture
  61341. */
  61342. lensFlareDirtTexture: Nullable<Texture>;
  61343. /**
  61344. * Represents the focal length for the depth of field effect
  61345. */
  61346. depthOfFieldDistance: number;
  61347. /**
  61348. * Represents the blur intensity for the blurred part of the depth of field effect
  61349. */
  61350. depthOfFieldBlurWidth: number;
  61351. /**
  61352. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61353. */
  61354. /**
  61355. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61356. */
  61357. motionStrength: number;
  61358. /**
  61359. * Gets wether or not the motion blur post-process is object based or screen based.
  61360. */
  61361. /**
  61362. * Sets wether or not the motion blur post-process should be object based or screen based
  61363. */
  61364. objectBasedMotionBlur: boolean;
  61365. /**
  61366. * List of animations for the pipeline (IAnimatable implementation)
  61367. */
  61368. animations: Animation[];
  61369. /**
  61370. * Private members
  61371. */
  61372. private _scene;
  61373. private _currentDepthOfFieldSource;
  61374. private _basePostProcess;
  61375. private _fixedExposure;
  61376. private _currentExposure;
  61377. private _hdrAutoExposure;
  61378. private _hdrCurrentLuminance;
  61379. private _motionStrength;
  61380. private _isObjectBasedMotionBlur;
  61381. private _floatTextureType;
  61382. private _ratio;
  61383. private _bloomEnabled;
  61384. private _depthOfFieldEnabled;
  61385. private _vlsEnabled;
  61386. private _lensFlareEnabled;
  61387. private _hdrEnabled;
  61388. private _motionBlurEnabled;
  61389. private _fxaaEnabled;
  61390. private _motionBlurSamples;
  61391. private _volumetricLightStepsCount;
  61392. private _samples;
  61393. /**
  61394. * @ignore
  61395. * Specifies if the bloom pipeline is enabled
  61396. */
  61397. BloomEnabled: boolean;
  61398. /**
  61399. * @ignore
  61400. * Specifies if the depth of field pipeline is enabed
  61401. */
  61402. DepthOfFieldEnabled: boolean;
  61403. /**
  61404. * @ignore
  61405. * Specifies if the lens flare pipeline is enabed
  61406. */
  61407. LensFlareEnabled: boolean;
  61408. /**
  61409. * @ignore
  61410. * Specifies if the HDR pipeline is enabled
  61411. */
  61412. HDREnabled: boolean;
  61413. /**
  61414. * @ignore
  61415. * Specifies if the volumetric lights scattering effect is enabled
  61416. */
  61417. VLSEnabled: boolean;
  61418. /**
  61419. * @ignore
  61420. * Specifies if the motion blur effect is enabled
  61421. */
  61422. MotionBlurEnabled: boolean;
  61423. /**
  61424. * Specifies if anti-aliasing is enabled
  61425. */
  61426. fxaaEnabled: boolean;
  61427. /**
  61428. * Specifies the number of steps used to calculate the volumetric lights
  61429. * Typically in interval [50, 200]
  61430. */
  61431. volumetricLightStepsCount: number;
  61432. /**
  61433. * Specifies the number of samples used for the motion blur effect
  61434. * Typically in interval [16, 64]
  61435. */
  61436. motionBlurSamples: number;
  61437. /**
  61438. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61439. */
  61440. samples: number;
  61441. /**
  61442. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61443. * @constructor
  61444. * @param name The rendering pipeline name
  61445. * @param scene The scene linked to this pipeline
  61446. * @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)
  61447. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  61448. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61449. */
  61450. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  61451. private _buildPipeline;
  61452. private _createDownSampleX4PostProcess;
  61453. private _createBrightPassPostProcess;
  61454. private _createBlurPostProcesses;
  61455. private _createTextureAdderPostProcess;
  61456. private _createVolumetricLightPostProcess;
  61457. private _createLuminancePostProcesses;
  61458. private _createHdrPostProcess;
  61459. private _createLensFlarePostProcess;
  61460. private _createDepthOfFieldPostProcess;
  61461. private _createMotionBlurPostProcess;
  61462. private _getDepthTexture;
  61463. private _disposePostProcesses;
  61464. /**
  61465. * Dispose of the pipeline and stop all post processes
  61466. */
  61467. dispose(): void;
  61468. /**
  61469. * Serialize the rendering pipeline (Used when exporting)
  61470. * @returns the serialized object
  61471. */
  61472. serialize(): any;
  61473. /**
  61474. * Parse the serialized pipeline
  61475. * @param source Source pipeline.
  61476. * @param scene The scene to load the pipeline to.
  61477. * @param rootUrl The URL of the serialized pipeline.
  61478. * @returns An instantiated pipeline from the serialized object.
  61479. */
  61480. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  61481. /**
  61482. * Luminance steps
  61483. */
  61484. static LuminanceSteps: number;
  61485. }
  61486. }
  61487. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  61488. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  61489. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  61490. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  61491. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  61492. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  61493. }
  61494. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  61495. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  61496. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61497. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61498. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61499. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61500. }
  61501. declare module "babylonjs/Shaders/tonemap.fragment" {
  61502. /** @hidden */
  61503. export var tonemapPixelShader: {
  61504. name: string;
  61505. shader: string;
  61506. };
  61507. }
  61508. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  61509. import { Camera } from "babylonjs/Cameras/camera";
  61510. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61511. import "babylonjs/Shaders/tonemap.fragment";
  61512. import { Engine } from "babylonjs/Engines/engine";
  61513. /** Defines operator used for tonemapping */
  61514. export enum TonemappingOperator {
  61515. /** Hable */
  61516. Hable = 0,
  61517. /** Reinhard */
  61518. Reinhard = 1,
  61519. /** HejiDawson */
  61520. HejiDawson = 2,
  61521. /** Photographic */
  61522. Photographic = 3
  61523. }
  61524. /**
  61525. * Defines a post process to apply tone mapping
  61526. */
  61527. export class TonemapPostProcess extends PostProcess {
  61528. private _operator;
  61529. /** Defines the required exposure adjustement */
  61530. exposureAdjustment: number;
  61531. /**
  61532. * Creates a new TonemapPostProcess
  61533. * @param name defines the name of the postprocess
  61534. * @param _operator defines the operator to use
  61535. * @param exposureAdjustment defines the required exposure adjustement
  61536. * @param camera defines the camera to use (can be null)
  61537. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  61538. * @param engine defines the hosting engine (can be ignore if camera is set)
  61539. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  61540. */
  61541. constructor(name: string, _operator: TonemappingOperator,
  61542. /** Defines the required exposure adjustement */
  61543. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  61544. }
  61545. }
  61546. declare module "babylonjs/Shaders/depth.vertex" {
  61547. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61548. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61549. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61550. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61551. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61552. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61553. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61554. /** @hidden */
  61555. export var depthVertexShader: {
  61556. name: string;
  61557. shader: string;
  61558. };
  61559. }
  61560. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  61561. /** @hidden */
  61562. export var volumetricLightScatteringPixelShader: {
  61563. name: string;
  61564. shader: string;
  61565. };
  61566. }
  61567. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  61568. /** @hidden */
  61569. export var volumetricLightScatteringPassPixelShader: {
  61570. name: string;
  61571. shader: string;
  61572. };
  61573. }
  61574. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  61575. import { Vector3 } from "babylonjs/Maths/math.vector";
  61576. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61577. import { Mesh } from "babylonjs/Meshes/mesh";
  61578. import { Camera } from "babylonjs/Cameras/camera";
  61579. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61580. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61581. import { Scene } from "babylonjs/scene";
  61582. import "babylonjs/Meshes/Builders/planeBuilder";
  61583. import "babylonjs/Shaders/depth.vertex";
  61584. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  61585. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  61586. import { Engine } from "babylonjs/Engines/engine";
  61587. /**
  61588. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  61589. */
  61590. export class VolumetricLightScatteringPostProcess extends PostProcess {
  61591. private _volumetricLightScatteringPass;
  61592. private _volumetricLightScatteringRTT;
  61593. private _viewPort;
  61594. private _screenCoordinates;
  61595. private _cachedDefines;
  61596. /**
  61597. * If not undefined, the mesh position is computed from the attached node position
  61598. */
  61599. attachedNode: {
  61600. position: Vector3;
  61601. };
  61602. /**
  61603. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  61604. */
  61605. customMeshPosition: Vector3;
  61606. /**
  61607. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  61608. */
  61609. useCustomMeshPosition: boolean;
  61610. /**
  61611. * If the post-process should inverse the light scattering direction
  61612. */
  61613. invert: boolean;
  61614. /**
  61615. * The internal mesh used by the post-process
  61616. */
  61617. mesh: Mesh;
  61618. /**
  61619. * @hidden
  61620. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  61621. */
  61622. useDiffuseColor: boolean;
  61623. /**
  61624. * Array containing the excluded meshes not rendered in the internal pass
  61625. */
  61626. excludedMeshes: AbstractMesh[];
  61627. /**
  61628. * Controls the overall intensity of the post-process
  61629. */
  61630. exposure: number;
  61631. /**
  61632. * Dissipates each sample's contribution in range [0, 1]
  61633. */
  61634. decay: number;
  61635. /**
  61636. * Controls the overall intensity of each sample
  61637. */
  61638. weight: number;
  61639. /**
  61640. * Controls the density of each sample
  61641. */
  61642. density: number;
  61643. /**
  61644. * @constructor
  61645. * @param name The post-process name
  61646. * @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)
  61647. * @param camera The camera that the post-process will be attached to
  61648. * @param mesh The mesh used to create the light scattering
  61649. * @param samples The post-process quality, default 100
  61650. * @param samplingModeThe post-process filtering mode
  61651. * @param engine The babylon engine
  61652. * @param reusable If the post-process is reusable
  61653. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  61654. */
  61655. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  61656. /**
  61657. * Returns the string "VolumetricLightScatteringPostProcess"
  61658. * @returns "VolumetricLightScatteringPostProcess"
  61659. */
  61660. getClassName(): string;
  61661. private _isReady;
  61662. /**
  61663. * Sets the new light position for light scattering effect
  61664. * @param position The new custom light position
  61665. */
  61666. setCustomMeshPosition(position: Vector3): void;
  61667. /**
  61668. * Returns the light position for light scattering effect
  61669. * @return Vector3 The custom light position
  61670. */
  61671. getCustomMeshPosition(): Vector3;
  61672. /**
  61673. * Disposes the internal assets and detaches the post-process from the camera
  61674. */
  61675. dispose(camera: Camera): void;
  61676. /**
  61677. * Returns the render target texture used by the post-process
  61678. * @return the render target texture used by the post-process
  61679. */
  61680. getPass(): RenderTargetTexture;
  61681. private _meshExcluded;
  61682. private _createPass;
  61683. private _updateMeshScreenCoordinates;
  61684. /**
  61685. * Creates a default mesh for the Volumeric Light Scattering post-process
  61686. * @param name The mesh name
  61687. * @param scene The scene where to create the mesh
  61688. * @return the default mesh
  61689. */
  61690. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  61691. }
  61692. }
  61693. declare module "babylonjs/PostProcesses/index" {
  61694. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  61695. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  61696. export * from "babylonjs/PostProcesses/bloomEffect";
  61697. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  61698. export * from "babylonjs/PostProcesses/blurPostProcess";
  61699. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61700. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  61701. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  61702. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  61703. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61704. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  61705. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  61706. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  61707. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  61708. export * from "babylonjs/PostProcesses/filterPostProcess";
  61709. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  61710. export * from "babylonjs/PostProcesses/grainPostProcess";
  61711. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  61712. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61713. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  61714. export * from "babylonjs/PostProcesses/passPostProcess";
  61715. export * from "babylonjs/PostProcesses/postProcess";
  61716. export * from "babylonjs/PostProcesses/postProcessManager";
  61717. export * from "babylonjs/PostProcesses/refractionPostProcess";
  61718. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  61719. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  61720. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  61721. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  61722. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  61723. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  61724. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  61725. }
  61726. declare module "babylonjs/Probes/index" {
  61727. export * from "babylonjs/Probes/reflectionProbe";
  61728. }
  61729. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  61730. import { Scene } from "babylonjs/scene";
  61731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61732. import { SmartArray } from "babylonjs/Misc/smartArray";
  61733. import { ISceneComponent } from "babylonjs/sceneComponent";
  61734. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  61735. import "babylonjs/Meshes/Builders/boxBuilder";
  61736. import "babylonjs/Shaders/color.fragment";
  61737. import "babylonjs/Shaders/color.vertex";
  61738. import { Color3 } from "babylonjs/Maths/math.color";
  61739. module "babylonjs/scene" {
  61740. interface Scene {
  61741. /** @hidden (Backing field) */
  61742. _boundingBoxRenderer: BoundingBoxRenderer;
  61743. /** @hidden (Backing field) */
  61744. _forceShowBoundingBoxes: boolean;
  61745. /**
  61746. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  61747. */
  61748. forceShowBoundingBoxes: boolean;
  61749. /**
  61750. * Gets the bounding box renderer associated with the scene
  61751. * @returns a BoundingBoxRenderer
  61752. */
  61753. getBoundingBoxRenderer(): BoundingBoxRenderer;
  61754. }
  61755. }
  61756. module "babylonjs/Meshes/abstractMesh" {
  61757. interface AbstractMesh {
  61758. /** @hidden (Backing field) */
  61759. _showBoundingBox: boolean;
  61760. /**
  61761. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  61762. */
  61763. showBoundingBox: boolean;
  61764. }
  61765. }
  61766. /**
  61767. * Component responsible of rendering the bounding box of the meshes in a scene.
  61768. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  61769. */
  61770. export class BoundingBoxRenderer implements ISceneComponent {
  61771. /**
  61772. * The component name helpfull to identify the component in the list of scene components.
  61773. */
  61774. readonly name: string;
  61775. /**
  61776. * The scene the component belongs to.
  61777. */
  61778. scene: Scene;
  61779. /**
  61780. * Color of the bounding box lines placed in front of an object
  61781. */
  61782. frontColor: Color3;
  61783. /**
  61784. * Color of the bounding box lines placed behind an object
  61785. */
  61786. backColor: Color3;
  61787. /**
  61788. * Defines if the renderer should show the back lines or not
  61789. */
  61790. showBackLines: boolean;
  61791. /**
  61792. * @hidden
  61793. */
  61794. renderList: SmartArray<BoundingBox>;
  61795. private _colorShader;
  61796. private _vertexBuffers;
  61797. private _indexBuffer;
  61798. private _fillIndexBuffer;
  61799. private _fillIndexData;
  61800. /**
  61801. * Instantiates a new bounding box renderer in a scene.
  61802. * @param scene the scene the renderer renders in
  61803. */
  61804. constructor(scene: Scene);
  61805. /**
  61806. * Registers the component in a given scene
  61807. */
  61808. register(): void;
  61809. private _evaluateSubMesh;
  61810. private _activeMesh;
  61811. private _prepareRessources;
  61812. private _createIndexBuffer;
  61813. /**
  61814. * Rebuilds the elements related to this component in case of
  61815. * context lost for instance.
  61816. */
  61817. rebuild(): void;
  61818. /**
  61819. * @hidden
  61820. */
  61821. reset(): void;
  61822. /**
  61823. * Render the bounding boxes of a specific rendering group
  61824. * @param renderingGroupId defines the rendering group to render
  61825. */
  61826. render(renderingGroupId: number): void;
  61827. /**
  61828. * In case of occlusion queries, we can render the occlusion bounding box through this method
  61829. * @param mesh Define the mesh to render the occlusion bounding box for
  61830. */
  61831. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  61832. /**
  61833. * Dispose and release the resources attached to this renderer.
  61834. */
  61835. dispose(): void;
  61836. }
  61837. }
  61838. declare module "babylonjs/Shaders/depth.fragment" {
  61839. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61840. /** @hidden */
  61841. export var depthPixelShader: {
  61842. name: string;
  61843. shader: string;
  61844. };
  61845. }
  61846. declare module "babylonjs/Rendering/depthRenderer" {
  61847. import { Nullable } from "babylonjs/types";
  61848. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61849. import { Scene } from "babylonjs/scene";
  61850. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61851. import { Camera } from "babylonjs/Cameras/camera";
  61852. import "babylonjs/Shaders/depth.fragment";
  61853. import "babylonjs/Shaders/depth.vertex";
  61854. /**
  61855. * This represents a depth renderer in Babylon.
  61856. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  61857. */
  61858. export class DepthRenderer {
  61859. private _scene;
  61860. private _depthMap;
  61861. private _effect;
  61862. private readonly _storeNonLinearDepth;
  61863. private readonly _clearColor;
  61864. /** Get if the depth renderer is using packed depth or not */
  61865. readonly isPacked: boolean;
  61866. private _cachedDefines;
  61867. private _camera;
  61868. /**
  61869. * Specifiess that the depth renderer will only be used within
  61870. * the camera it is created for.
  61871. * This can help forcing its rendering during the camera processing.
  61872. */
  61873. useOnlyInActiveCamera: boolean;
  61874. /** @hidden */
  61875. static _SceneComponentInitialization: (scene: Scene) => void;
  61876. /**
  61877. * Instantiates a depth renderer
  61878. * @param scene The scene the renderer belongs to
  61879. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  61880. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  61881. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61882. */
  61883. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  61884. /**
  61885. * Creates the depth rendering effect and checks if the effect is ready.
  61886. * @param subMesh The submesh to be used to render the depth map of
  61887. * @param useInstances If multiple world instances should be used
  61888. * @returns if the depth renderer is ready to render the depth map
  61889. */
  61890. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61891. /**
  61892. * Gets the texture which the depth map will be written to.
  61893. * @returns The depth map texture
  61894. */
  61895. getDepthMap(): RenderTargetTexture;
  61896. /**
  61897. * Disposes of the depth renderer.
  61898. */
  61899. dispose(): void;
  61900. }
  61901. }
  61902. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  61903. import { Nullable } from "babylonjs/types";
  61904. import { Scene } from "babylonjs/scene";
  61905. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  61906. import { Camera } from "babylonjs/Cameras/camera";
  61907. import { ISceneComponent } from "babylonjs/sceneComponent";
  61908. module "babylonjs/scene" {
  61909. interface Scene {
  61910. /** @hidden (Backing field) */
  61911. _depthRenderer: {
  61912. [id: string]: DepthRenderer;
  61913. };
  61914. /**
  61915. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  61916. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  61917. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  61918. * @returns the created depth renderer
  61919. */
  61920. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  61921. /**
  61922. * Disables a depth renderer for a given camera
  61923. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  61924. */
  61925. disableDepthRenderer(camera?: Nullable<Camera>): void;
  61926. }
  61927. }
  61928. /**
  61929. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  61930. * in several rendering techniques.
  61931. */
  61932. export class DepthRendererSceneComponent implements ISceneComponent {
  61933. /**
  61934. * The component name helpfull to identify the component in the list of scene components.
  61935. */
  61936. readonly name: string;
  61937. /**
  61938. * The scene the component belongs to.
  61939. */
  61940. scene: Scene;
  61941. /**
  61942. * Creates a new instance of the component for the given scene
  61943. * @param scene Defines the scene to register the component in
  61944. */
  61945. constructor(scene: Scene);
  61946. /**
  61947. * Registers the component in a given scene
  61948. */
  61949. register(): void;
  61950. /**
  61951. * Rebuilds the elements related to this component in case of
  61952. * context lost for instance.
  61953. */
  61954. rebuild(): void;
  61955. /**
  61956. * Disposes the component and the associated ressources
  61957. */
  61958. dispose(): void;
  61959. private _gatherRenderTargets;
  61960. private _gatherActiveCameraRenderTargets;
  61961. }
  61962. }
  61963. declare module "babylonjs/Shaders/outline.fragment" {
  61964. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61965. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  61966. /** @hidden */
  61967. export var outlinePixelShader: {
  61968. name: string;
  61969. shader: string;
  61970. };
  61971. }
  61972. declare module "babylonjs/Shaders/outline.vertex" {
  61973. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61974. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61975. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61976. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61977. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  61978. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61979. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61980. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61981. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  61982. /** @hidden */
  61983. export var outlineVertexShader: {
  61984. name: string;
  61985. shader: string;
  61986. };
  61987. }
  61988. declare module "babylonjs/Rendering/outlineRenderer" {
  61989. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61990. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  61991. import { Scene } from "babylonjs/scene";
  61992. import { ISceneComponent } from "babylonjs/sceneComponent";
  61993. import "babylonjs/Shaders/outline.fragment";
  61994. import "babylonjs/Shaders/outline.vertex";
  61995. module "babylonjs/scene" {
  61996. interface Scene {
  61997. /** @hidden */
  61998. _outlineRenderer: OutlineRenderer;
  61999. /**
  62000. * Gets the outline renderer associated with the scene
  62001. * @returns a OutlineRenderer
  62002. */
  62003. getOutlineRenderer(): OutlineRenderer;
  62004. }
  62005. }
  62006. module "babylonjs/Meshes/abstractMesh" {
  62007. interface AbstractMesh {
  62008. /** @hidden (Backing field) */
  62009. _renderOutline: boolean;
  62010. /**
  62011. * Gets or sets a boolean indicating if the outline must be rendered as well
  62012. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62013. */
  62014. renderOutline: boolean;
  62015. /** @hidden (Backing field) */
  62016. _renderOverlay: boolean;
  62017. /**
  62018. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62019. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62020. */
  62021. renderOverlay: boolean;
  62022. }
  62023. }
  62024. /**
  62025. * This class is responsible to draw bothe outline/overlay of meshes.
  62026. * It should not be used directly but through the available method on mesh.
  62027. */
  62028. export class OutlineRenderer implements ISceneComponent {
  62029. /**
  62030. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62031. */
  62032. private static _StencilReference;
  62033. /**
  62034. * The name of the component. Each component must have a unique name.
  62035. */
  62036. name: string;
  62037. /**
  62038. * The scene the component belongs to.
  62039. */
  62040. scene: Scene;
  62041. /**
  62042. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62043. */
  62044. zOffset: number;
  62045. private _engine;
  62046. private _effect;
  62047. private _cachedDefines;
  62048. private _savedDepthWrite;
  62049. /**
  62050. * Instantiates a new outline renderer. (There could be only one per scene).
  62051. * @param scene Defines the scene it belongs to
  62052. */
  62053. constructor(scene: Scene);
  62054. /**
  62055. * Register the component to one instance of a scene.
  62056. */
  62057. register(): void;
  62058. /**
  62059. * Rebuilds the elements related to this component in case of
  62060. * context lost for instance.
  62061. */
  62062. rebuild(): void;
  62063. /**
  62064. * Disposes the component and the associated ressources.
  62065. */
  62066. dispose(): void;
  62067. /**
  62068. * Renders the outline in the canvas.
  62069. * @param subMesh Defines the sumesh to render
  62070. * @param batch Defines the batch of meshes in case of instances
  62071. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62072. */
  62073. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62074. /**
  62075. * Returns whether or not the outline renderer is ready for a given submesh.
  62076. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62077. * @param subMesh Defines the submesh to check readyness for
  62078. * @param useInstances Defines wheter wee are trying to render instances or not
  62079. * @returns true if ready otherwise false
  62080. */
  62081. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62082. private _beforeRenderingMesh;
  62083. private _afterRenderingMesh;
  62084. }
  62085. }
  62086. declare module "babylonjs/Rendering/index" {
  62087. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62088. export * from "babylonjs/Rendering/depthRenderer";
  62089. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62090. export * from "babylonjs/Rendering/edgesRenderer";
  62091. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62092. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62093. export * from "babylonjs/Rendering/outlineRenderer";
  62094. export * from "babylonjs/Rendering/renderingGroup";
  62095. export * from "babylonjs/Rendering/renderingManager";
  62096. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62097. }
  62098. declare module "babylonjs/Sprites/index" {
  62099. export * from "babylonjs/Sprites/sprite";
  62100. export * from "babylonjs/Sprites/spriteManager";
  62101. export * from "babylonjs/Sprites/spriteSceneComponent";
  62102. }
  62103. declare module "babylonjs/Misc/assetsManager" {
  62104. import { Scene } from "babylonjs/scene";
  62105. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62106. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62107. import { Skeleton } from "babylonjs/Bones/skeleton";
  62108. import { Observable } from "babylonjs/Misc/observable";
  62109. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62110. import { Texture } from "babylonjs/Materials/Textures/texture";
  62111. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62112. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62113. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62114. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62115. /**
  62116. * Defines the list of states available for a task inside a AssetsManager
  62117. */
  62118. export enum AssetTaskState {
  62119. /**
  62120. * Initialization
  62121. */
  62122. INIT = 0,
  62123. /**
  62124. * Running
  62125. */
  62126. RUNNING = 1,
  62127. /**
  62128. * Done
  62129. */
  62130. DONE = 2,
  62131. /**
  62132. * Error
  62133. */
  62134. ERROR = 3
  62135. }
  62136. /**
  62137. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62138. */
  62139. export abstract class AbstractAssetTask {
  62140. /**
  62141. * Task name
  62142. */ name: string;
  62143. /**
  62144. * Callback called when the task is successful
  62145. */
  62146. onSuccess: (task: any) => void;
  62147. /**
  62148. * Callback called when the task is not successful
  62149. */
  62150. onError: (task: any, message?: string, exception?: any) => void;
  62151. /**
  62152. * Creates a new AssetsManager
  62153. * @param name defines the name of the task
  62154. */
  62155. constructor(
  62156. /**
  62157. * Task name
  62158. */ name: string);
  62159. private _isCompleted;
  62160. private _taskState;
  62161. private _errorObject;
  62162. /**
  62163. * Get if the task is completed
  62164. */
  62165. readonly isCompleted: boolean;
  62166. /**
  62167. * Gets the current state of the task
  62168. */
  62169. readonly taskState: AssetTaskState;
  62170. /**
  62171. * Gets the current error object (if task is in error)
  62172. */
  62173. readonly errorObject: {
  62174. message?: string;
  62175. exception?: any;
  62176. };
  62177. /**
  62178. * Internal only
  62179. * @hidden
  62180. */
  62181. _setErrorObject(message?: string, exception?: any): void;
  62182. /**
  62183. * Execute the current task
  62184. * @param scene defines the scene where you want your assets to be loaded
  62185. * @param onSuccess is a callback called when the task is successfully executed
  62186. * @param onError is a callback called if an error occurs
  62187. */
  62188. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62189. /**
  62190. * Execute the current task
  62191. * @param scene defines the scene where you want your assets to be loaded
  62192. * @param onSuccess is a callback called when the task is successfully executed
  62193. * @param onError is a callback called if an error occurs
  62194. */
  62195. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62196. /**
  62197. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62198. * This can be used with failed tasks that have the reason for failure fixed.
  62199. */
  62200. reset(): void;
  62201. private onErrorCallback;
  62202. private onDoneCallback;
  62203. }
  62204. /**
  62205. * Define the interface used by progress events raised during assets loading
  62206. */
  62207. export interface IAssetsProgressEvent {
  62208. /**
  62209. * Defines the number of remaining tasks to process
  62210. */
  62211. remainingCount: number;
  62212. /**
  62213. * Defines the total number of tasks
  62214. */
  62215. totalCount: number;
  62216. /**
  62217. * Defines the task that was just processed
  62218. */
  62219. task: AbstractAssetTask;
  62220. }
  62221. /**
  62222. * Class used to share progress information about assets loading
  62223. */
  62224. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62225. /**
  62226. * Defines the number of remaining tasks to process
  62227. */
  62228. remainingCount: number;
  62229. /**
  62230. * Defines the total number of tasks
  62231. */
  62232. totalCount: number;
  62233. /**
  62234. * Defines the task that was just processed
  62235. */
  62236. task: AbstractAssetTask;
  62237. /**
  62238. * Creates a AssetsProgressEvent
  62239. * @param remainingCount defines the number of remaining tasks to process
  62240. * @param totalCount defines the total number of tasks
  62241. * @param task defines the task that was just processed
  62242. */
  62243. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62244. }
  62245. /**
  62246. * Define a task used by AssetsManager to load meshes
  62247. */
  62248. export class MeshAssetTask extends AbstractAssetTask {
  62249. /**
  62250. * Defines the name of the task
  62251. */
  62252. name: string;
  62253. /**
  62254. * Defines the list of mesh's names you want to load
  62255. */
  62256. meshesNames: any;
  62257. /**
  62258. * Defines the root url to use as a base to load your meshes and associated resources
  62259. */
  62260. rootUrl: string;
  62261. /**
  62262. * Defines the filename of the scene to load from
  62263. */
  62264. sceneFilename: string;
  62265. /**
  62266. * Gets the list of loaded meshes
  62267. */
  62268. loadedMeshes: Array<AbstractMesh>;
  62269. /**
  62270. * Gets the list of loaded particle systems
  62271. */
  62272. loadedParticleSystems: Array<IParticleSystem>;
  62273. /**
  62274. * Gets the list of loaded skeletons
  62275. */
  62276. loadedSkeletons: Array<Skeleton>;
  62277. /**
  62278. * Gets the list of loaded animation groups
  62279. */
  62280. loadedAnimationGroups: Array<AnimationGroup>;
  62281. /**
  62282. * Callback called when the task is successful
  62283. */
  62284. onSuccess: (task: MeshAssetTask) => void;
  62285. /**
  62286. * Callback called when the task is successful
  62287. */
  62288. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62289. /**
  62290. * Creates a new MeshAssetTask
  62291. * @param name defines the name of the task
  62292. * @param meshesNames defines the list of mesh's names you want to load
  62293. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62294. * @param sceneFilename defines the filename of the scene to load from
  62295. */
  62296. constructor(
  62297. /**
  62298. * Defines the name of the task
  62299. */
  62300. name: string,
  62301. /**
  62302. * Defines the list of mesh's names you want to load
  62303. */
  62304. meshesNames: any,
  62305. /**
  62306. * Defines the root url to use as a base to load your meshes and associated resources
  62307. */
  62308. rootUrl: string,
  62309. /**
  62310. * Defines the filename of the scene to load from
  62311. */
  62312. sceneFilename: string);
  62313. /**
  62314. * Execute the current task
  62315. * @param scene defines the scene where you want your assets to be loaded
  62316. * @param onSuccess is a callback called when the task is successfully executed
  62317. * @param onError is a callback called if an error occurs
  62318. */
  62319. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62320. }
  62321. /**
  62322. * Define a task used by AssetsManager to load text content
  62323. */
  62324. export class TextFileAssetTask extends AbstractAssetTask {
  62325. /**
  62326. * Defines the name of the task
  62327. */
  62328. name: string;
  62329. /**
  62330. * Defines the location of the file to load
  62331. */
  62332. url: string;
  62333. /**
  62334. * Gets the loaded text string
  62335. */
  62336. text: string;
  62337. /**
  62338. * Callback called when the task is successful
  62339. */
  62340. onSuccess: (task: TextFileAssetTask) => void;
  62341. /**
  62342. * Callback called when the task is successful
  62343. */
  62344. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  62345. /**
  62346. * Creates a new TextFileAssetTask object
  62347. * @param name defines the name of the task
  62348. * @param url defines the location of the file to load
  62349. */
  62350. constructor(
  62351. /**
  62352. * Defines the name of the task
  62353. */
  62354. name: string,
  62355. /**
  62356. * Defines the location of the file to load
  62357. */
  62358. url: string);
  62359. /**
  62360. * Execute the current task
  62361. * @param scene defines the scene where you want your assets to be loaded
  62362. * @param onSuccess is a callback called when the task is successfully executed
  62363. * @param onError is a callback called if an error occurs
  62364. */
  62365. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62366. }
  62367. /**
  62368. * Define a task used by AssetsManager to load binary data
  62369. */
  62370. export class BinaryFileAssetTask extends AbstractAssetTask {
  62371. /**
  62372. * Defines the name of the task
  62373. */
  62374. name: string;
  62375. /**
  62376. * Defines the location of the file to load
  62377. */
  62378. url: string;
  62379. /**
  62380. * Gets the lodaded data (as an array buffer)
  62381. */
  62382. data: ArrayBuffer;
  62383. /**
  62384. * Callback called when the task is successful
  62385. */
  62386. onSuccess: (task: BinaryFileAssetTask) => void;
  62387. /**
  62388. * Callback called when the task is successful
  62389. */
  62390. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  62391. /**
  62392. * Creates a new BinaryFileAssetTask object
  62393. * @param name defines the name of the new task
  62394. * @param url defines the location of the file to load
  62395. */
  62396. constructor(
  62397. /**
  62398. * Defines the name of the task
  62399. */
  62400. name: string,
  62401. /**
  62402. * Defines the location of the file to load
  62403. */
  62404. url: string);
  62405. /**
  62406. * Execute the current task
  62407. * @param scene defines the scene where you want your assets to be loaded
  62408. * @param onSuccess is a callback called when the task is successfully executed
  62409. * @param onError is a callback called if an error occurs
  62410. */
  62411. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62412. }
  62413. /**
  62414. * Define a task used by AssetsManager to load images
  62415. */
  62416. export class ImageAssetTask extends AbstractAssetTask {
  62417. /**
  62418. * Defines the name of the task
  62419. */
  62420. name: string;
  62421. /**
  62422. * Defines the location of the image to load
  62423. */
  62424. url: string;
  62425. /**
  62426. * Gets the loaded images
  62427. */
  62428. image: HTMLImageElement;
  62429. /**
  62430. * Callback called when the task is successful
  62431. */
  62432. onSuccess: (task: ImageAssetTask) => void;
  62433. /**
  62434. * Callback called when the task is successful
  62435. */
  62436. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  62437. /**
  62438. * Creates a new ImageAssetTask
  62439. * @param name defines the name of the task
  62440. * @param url defines the location of the image to load
  62441. */
  62442. constructor(
  62443. /**
  62444. * Defines the name of the task
  62445. */
  62446. name: string,
  62447. /**
  62448. * Defines the location of the image to load
  62449. */
  62450. url: string);
  62451. /**
  62452. * Execute the current task
  62453. * @param scene defines the scene where you want your assets to be loaded
  62454. * @param onSuccess is a callback called when the task is successfully executed
  62455. * @param onError is a callback called if an error occurs
  62456. */
  62457. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62458. }
  62459. /**
  62460. * Defines the interface used by texture loading tasks
  62461. */
  62462. export interface ITextureAssetTask<TEX extends BaseTexture> {
  62463. /**
  62464. * Gets the loaded texture
  62465. */
  62466. texture: TEX;
  62467. }
  62468. /**
  62469. * Define a task used by AssetsManager to load 2D textures
  62470. */
  62471. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  62472. /**
  62473. * Defines the name of the task
  62474. */
  62475. name: string;
  62476. /**
  62477. * Defines the location of the file to load
  62478. */
  62479. url: string;
  62480. /**
  62481. * Defines if mipmap should not be generated (default is false)
  62482. */
  62483. noMipmap?: boolean | undefined;
  62484. /**
  62485. * Defines if texture must be inverted on Y axis (default is false)
  62486. */
  62487. invertY?: boolean | undefined;
  62488. /**
  62489. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62490. */
  62491. samplingMode: number;
  62492. /**
  62493. * Gets the loaded texture
  62494. */
  62495. texture: Texture;
  62496. /**
  62497. * Callback called when the task is successful
  62498. */
  62499. onSuccess: (task: TextureAssetTask) => void;
  62500. /**
  62501. * Callback called when the task is successful
  62502. */
  62503. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  62504. /**
  62505. * Creates a new TextureAssetTask object
  62506. * @param name defines the name of the task
  62507. * @param url defines the location of the file to load
  62508. * @param noMipmap defines if mipmap should not be generated (default is false)
  62509. * @param invertY defines if texture must be inverted on Y axis (default is false)
  62510. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62511. */
  62512. constructor(
  62513. /**
  62514. * Defines the name of the task
  62515. */
  62516. name: string,
  62517. /**
  62518. * Defines the location of the file to load
  62519. */
  62520. url: string,
  62521. /**
  62522. * Defines if mipmap should not be generated (default is false)
  62523. */
  62524. noMipmap?: boolean | undefined,
  62525. /**
  62526. * Defines if texture must be inverted on Y axis (default is false)
  62527. */
  62528. invertY?: boolean | undefined,
  62529. /**
  62530. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  62531. */
  62532. samplingMode?: number);
  62533. /**
  62534. * Execute the current task
  62535. * @param scene defines the scene where you want your assets to be loaded
  62536. * @param onSuccess is a callback called when the task is successfully executed
  62537. * @param onError is a callback called if an error occurs
  62538. */
  62539. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62540. }
  62541. /**
  62542. * Define a task used by AssetsManager to load cube textures
  62543. */
  62544. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  62545. /**
  62546. * Defines the name of the task
  62547. */
  62548. name: string;
  62549. /**
  62550. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62551. */
  62552. url: string;
  62553. /**
  62554. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62555. */
  62556. extensions?: string[] | undefined;
  62557. /**
  62558. * Defines if mipmaps should not be generated (default is false)
  62559. */
  62560. noMipmap?: boolean | undefined;
  62561. /**
  62562. * Defines the explicit list of files (undefined by default)
  62563. */
  62564. files?: string[] | undefined;
  62565. /**
  62566. * Gets the loaded texture
  62567. */
  62568. texture: CubeTexture;
  62569. /**
  62570. * Callback called when the task is successful
  62571. */
  62572. onSuccess: (task: CubeTextureAssetTask) => void;
  62573. /**
  62574. * Callback called when the task is successful
  62575. */
  62576. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  62577. /**
  62578. * Creates a new CubeTextureAssetTask
  62579. * @param name defines the name of the task
  62580. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62581. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62582. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62583. * @param files defines the explicit list of files (undefined by default)
  62584. */
  62585. constructor(
  62586. /**
  62587. * Defines the name of the task
  62588. */
  62589. name: string,
  62590. /**
  62591. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  62592. */
  62593. url: string,
  62594. /**
  62595. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  62596. */
  62597. extensions?: string[] | undefined,
  62598. /**
  62599. * Defines if mipmaps should not be generated (default is false)
  62600. */
  62601. noMipmap?: boolean | undefined,
  62602. /**
  62603. * Defines the explicit list of files (undefined by default)
  62604. */
  62605. files?: string[] | undefined);
  62606. /**
  62607. * Execute the current task
  62608. * @param scene defines the scene where you want your assets to be loaded
  62609. * @param onSuccess is a callback called when the task is successfully executed
  62610. * @param onError is a callback called if an error occurs
  62611. */
  62612. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62613. }
  62614. /**
  62615. * Define a task used by AssetsManager to load HDR cube textures
  62616. */
  62617. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  62618. /**
  62619. * Defines the name of the task
  62620. */
  62621. name: string;
  62622. /**
  62623. * Defines the location of the file to load
  62624. */
  62625. url: string;
  62626. /**
  62627. * Defines the desired size (the more it increases the longer the generation will be)
  62628. */
  62629. size: number;
  62630. /**
  62631. * Defines if mipmaps should not be generated (default is false)
  62632. */
  62633. noMipmap: boolean;
  62634. /**
  62635. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62636. */
  62637. generateHarmonics: boolean;
  62638. /**
  62639. * 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)
  62640. */
  62641. gammaSpace: boolean;
  62642. /**
  62643. * Internal Use Only
  62644. */
  62645. reserved: boolean;
  62646. /**
  62647. * Gets the loaded texture
  62648. */
  62649. texture: HDRCubeTexture;
  62650. /**
  62651. * Callback called when the task is successful
  62652. */
  62653. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  62654. /**
  62655. * Callback called when the task is successful
  62656. */
  62657. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  62658. /**
  62659. * Creates a new HDRCubeTextureAssetTask object
  62660. * @param name defines the name of the task
  62661. * @param url defines the location of the file to load
  62662. * @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.
  62663. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62664. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62665. * @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)
  62666. * @param reserved Internal use only
  62667. */
  62668. constructor(
  62669. /**
  62670. * Defines the name of the task
  62671. */
  62672. name: string,
  62673. /**
  62674. * Defines the location of the file to load
  62675. */
  62676. url: string,
  62677. /**
  62678. * Defines the desired size (the more it increases the longer the generation will be)
  62679. */
  62680. size: number,
  62681. /**
  62682. * Defines if mipmaps should not be generated (default is false)
  62683. */
  62684. noMipmap?: boolean,
  62685. /**
  62686. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  62687. */
  62688. generateHarmonics?: boolean,
  62689. /**
  62690. * 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)
  62691. */
  62692. gammaSpace?: boolean,
  62693. /**
  62694. * Internal Use Only
  62695. */
  62696. reserved?: boolean);
  62697. /**
  62698. * Execute the current task
  62699. * @param scene defines the scene where you want your assets to be loaded
  62700. * @param onSuccess is a callback called when the task is successfully executed
  62701. * @param onError is a callback called if an error occurs
  62702. */
  62703. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62704. }
  62705. /**
  62706. * Define a task used by AssetsManager to load Equirectangular cube textures
  62707. */
  62708. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  62709. /**
  62710. * Defines the name of the task
  62711. */
  62712. name: string;
  62713. /**
  62714. * Defines the location of the file to load
  62715. */
  62716. url: string;
  62717. /**
  62718. * Defines the desired size (the more it increases the longer the generation will be)
  62719. */
  62720. size: number;
  62721. /**
  62722. * Defines if mipmaps should not be generated (default is false)
  62723. */
  62724. noMipmap: boolean;
  62725. /**
  62726. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62727. * but the standard material would require them in Gamma space) (default is true)
  62728. */
  62729. gammaSpace: boolean;
  62730. /**
  62731. * Gets the loaded texture
  62732. */
  62733. texture: EquiRectangularCubeTexture;
  62734. /**
  62735. * Callback called when the task is successful
  62736. */
  62737. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  62738. /**
  62739. * Callback called when the task is successful
  62740. */
  62741. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  62742. /**
  62743. * Creates a new EquiRectangularCubeTextureAssetTask object
  62744. * @param name defines the name of the task
  62745. * @param url defines the location of the file to load
  62746. * @param size defines the desired size (the more it increases the longer the generation will be)
  62747. * If the size is omitted this implies you are using a preprocessed cubemap.
  62748. * @param noMipmap defines if mipmaps should not be generated (default is false)
  62749. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  62750. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  62751. * (default is true)
  62752. */
  62753. constructor(
  62754. /**
  62755. * Defines the name of the task
  62756. */
  62757. name: string,
  62758. /**
  62759. * Defines the location of the file to load
  62760. */
  62761. url: string,
  62762. /**
  62763. * Defines the desired size (the more it increases the longer the generation will be)
  62764. */
  62765. size: number,
  62766. /**
  62767. * Defines if mipmaps should not be generated (default is false)
  62768. */
  62769. noMipmap?: boolean,
  62770. /**
  62771. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  62772. * but the standard material would require them in Gamma space) (default is true)
  62773. */
  62774. gammaSpace?: boolean);
  62775. /**
  62776. * Execute the current task
  62777. * @param scene defines the scene where you want your assets to be loaded
  62778. * @param onSuccess is a callback called when the task is successfully executed
  62779. * @param onError is a callback called if an error occurs
  62780. */
  62781. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62782. }
  62783. /**
  62784. * This class can be used to easily import assets into a scene
  62785. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  62786. */
  62787. export class AssetsManager {
  62788. private _scene;
  62789. private _isLoading;
  62790. protected _tasks: AbstractAssetTask[];
  62791. protected _waitingTasksCount: number;
  62792. protected _totalTasksCount: number;
  62793. /**
  62794. * Callback called when all tasks are processed
  62795. */
  62796. onFinish: (tasks: AbstractAssetTask[]) => void;
  62797. /**
  62798. * Callback called when a task is successful
  62799. */
  62800. onTaskSuccess: (task: AbstractAssetTask) => void;
  62801. /**
  62802. * Callback called when a task had an error
  62803. */
  62804. onTaskError: (task: AbstractAssetTask) => void;
  62805. /**
  62806. * Callback called when a task is done (whatever the result is)
  62807. */
  62808. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  62809. /**
  62810. * Observable called when all tasks are processed
  62811. */
  62812. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  62813. /**
  62814. * Observable called when a task had an error
  62815. */
  62816. onTaskErrorObservable: Observable<AbstractAssetTask>;
  62817. /**
  62818. * Observable called when all tasks were executed
  62819. */
  62820. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  62821. /**
  62822. * Observable called when a task is done (whatever the result is)
  62823. */
  62824. onProgressObservable: Observable<IAssetsProgressEvent>;
  62825. /**
  62826. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  62827. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  62828. */
  62829. useDefaultLoadingScreen: boolean;
  62830. /**
  62831. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  62832. * when all assets have been downloaded.
  62833. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  62834. */
  62835. autoHideLoadingUI: boolean;
  62836. /**
  62837. * Creates a new AssetsManager
  62838. * @param scene defines the scene to work on
  62839. */
  62840. constructor(scene: Scene);
  62841. /**
  62842. * Add a MeshAssetTask to the list of active tasks
  62843. * @param taskName defines the name of the new task
  62844. * @param meshesNames defines the name of meshes to load
  62845. * @param rootUrl defines the root url to use to locate files
  62846. * @param sceneFilename defines the filename of the scene file
  62847. * @returns a new MeshAssetTask object
  62848. */
  62849. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  62850. /**
  62851. * Add a TextFileAssetTask to the list of active tasks
  62852. * @param taskName defines the name of the new task
  62853. * @param url defines the url of the file to load
  62854. * @returns a new TextFileAssetTask object
  62855. */
  62856. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  62857. /**
  62858. * Add a BinaryFileAssetTask to the list of active tasks
  62859. * @param taskName defines the name of the new task
  62860. * @param url defines the url of the file to load
  62861. * @returns a new BinaryFileAssetTask object
  62862. */
  62863. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  62864. /**
  62865. * Add a ImageAssetTask to the list of active tasks
  62866. * @param taskName defines the name of the new task
  62867. * @param url defines the url of the file to load
  62868. * @returns a new ImageAssetTask object
  62869. */
  62870. addImageTask(taskName: string, url: string): ImageAssetTask;
  62871. /**
  62872. * Add a TextureAssetTask to the list of active tasks
  62873. * @param taskName defines the name of the new task
  62874. * @param url defines the url of the file to load
  62875. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62876. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  62877. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  62878. * @returns a new TextureAssetTask object
  62879. */
  62880. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  62881. /**
  62882. * Add a CubeTextureAssetTask to the list of active tasks
  62883. * @param taskName defines the name of the new task
  62884. * @param url defines the url of the file to load
  62885. * @param extensions defines the extension to use to load the cube map (can be null)
  62886. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62887. * @param files defines the list of files to load (can be null)
  62888. * @returns a new CubeTextureAssetTask object
  62889. */
  62890. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  62891. /**
  62892. *
  62893. * Add a HDRCubeTextureAssetTask to the list of active tasks
  62894. * @param taskName defines the name of the new task
  62895. * @param url defines the url of the file to load
  62896. * @param size defines the size you want for the cubemap (can be null)
  62897. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62898. * @param generateHarmonics defines if you want to automatically generate (true by default)
  62899. * @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)
  62900. * @param reserved Internal use only
  62901. * @returns a new HDRCubeTextureAssetTask object
  62902. */
  62903. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  62904. /**
  62905. *
  62906. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  62907. * @param taskName defines the name of the new task
  62908. * @param url defines the url of the file to load
  62909. * @param size defines the size you want for the cubemap (can be null)
  62910. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  62911. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  62912. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  62913. * @returns a new EquiRectangularCubeTextureAssetTask object
  62914. */
  62915. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  62916. /**
  62917. * Remove a task from the assets manager.
  62918. * @param task the task to remove
  62919. */
  62920. removeTask(task: AbstractAssetTask): void;
  62921. private _decreaseWaitingTasksCount;
  62922. private _runTask;
  62923. /**
  62924. * Reset the AssetsManager and remove all tasks
  62925. * @return the current instance of the AssetsManager
  62926. */
  62927. reset(): AssetsManager;
  62928. /**
  62929. * Start the loading process
  62930. * @return the current instance of the AssetsManager
  62931. */
  62932. load(): AssetsManager;
  62933. /**
  62934. * Start the loading process as an async operation
  62935. * @return a promise returning the list of failed tasks
  62936. */
  62937. loadAsync(): Promise<void>;
  62938. }
  62939. }
  62940. declare module "babylonjs/Misc/deferred" {
  62941. /**
  62942. * Wrapper class for promise with external resolve and reject.
  62943. */
  62944. export class Deferred<T> {
  62945. /**
  62946. * The promise associated with this deferred object.
  62947. */
  62948. readonly promise: Promise<T>;
  62949. private _resolve;
  62950. private _reject;
  62951. /**
  62952. * The resolve method of the promise associated with this deferred object.
  62953. */
  62954. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  62955. /**
  62956. * The reject method of the promise associated with this deferred object.
  62957. */
  62958. readonly reject: (reason?: any) => void;
  62959. /**
  62960. * Constructor for this deferred object.
  62961. */
  62962. constructor();
  62963. }
  62964. }
  62965. declare module "babylonjs/Misc/meshExploder" {
  62966. import { Mesh } from "babylonjs/Meshes/mesh";
  62967. /**
  62968. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  62969. */
  62970. export class MeshExploder {
  62971. private _centerMesh;
  62972. private _meshes;
  62973. private _meshesOrigins;
  62974. private _toCenterVectors;
  62975. private _scaledDirection;
  62976. private _newPosition;
  62977. private _centerPosition;
  62978. /**
  62979. * Explodes meshes from a center mesh.
  62980. * @param meshes The meshes to explode.
  62981. * @param centerMesh The mesh to be center of explosion.
  62982. */
  62983. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  62984. private _setCenterMesh;
  62985. /**
  62986. * Get class name
  62987. * @returns "MeshExploder"
  62988. */
  62989. getClassName(): string;
  62990. /**
  62991. * "Exploded meshes"
  62992. * @returns Array of meshes with the centerMesh at index 0.
  62993. */
  62994. getMeshes(): Array<Mesh>;
  62995. /**
  62996. * Explodes meshes giving a specific direction
  62997. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  62998. */
  62999. explode(direction?: number): void;
  63000. }
  63001. }
  63002. declare module "babylonjs/Misc/filesInput" {
  63003. import { Engine } from "babylonjs/Engines/engine";
  63004. import { Scene } from "babylonjs/scene";
  63005. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63006. /**
  63007. * Class used to help managing file picking and drag'n'drop
  63008. */
  63009. export class FilesInput {
  63010. /**
  63011. * List of files ready to be loaded
  63012. */
  63013. static readonly FilesToLoad: {
  63014. [key: string]: File;
  63015. };
  63016. /**
  63017. * Callback called when a file is processed
  63018. */
  63019. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63020. private _engine;
  63021. private _currentScene;
  63022. private _sceneLoadedCallback;
  63023. private _progressCallback;
  63024. private _additionalRenderLoopLogicCallback;
  63025. private _textureLoadingCallback;
  63026. private _startingProcessingFilesCallback;
  63027. private _onReloadCallback;
  63028. private _errorCallback;
  63029. private _elementToMonitor;
  63030. private _sceneFileToLoad;
  63031. private _filesToLoad;
  63032. /**
  63033. * Creates a new FilesInput
  63034. * @param engine defines the rendering engine
  63035. * @param scene defines the hosting scene
  63036. * @param sceneLoadedCallback callback called when scene is loaded
  63037. * @param progressCallback callback called to track progress
  63038. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63039. * @param textureLoadingCallback callback called when a texture is loading
  63040. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63041. * @param onReloadCallback callback called when a reload is requested
  63042. * @param errorCallback callback call if an error occurs
  63043. */
  63044. 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);
  63045. private _dragEnterHandler;
  63046. private _dragOverHandler;
  63047. private _dropHandler;
  63048. /**
  63049. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63050. * @param elementToMonitor defines the DOM element to track
  63051. */
  63052. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63053. /**
  63054. * Release all associated resources
  63055. */
  63056. dispose(): void;
  63057. private renderFunction;
  63058. private drag;
  63059. private drop;
  63060. private _traverseFolder;
  63061. private _processFiles;
  63062. /**
  63063. * Load files from a drop event
  63064. * @param event defines the drop event to use as source
  63065. */
  63066. loadFiles(event: any): void;
  63067. private _processReload;
  63068. /**
  63069. * Reload the current scene from the loaded files
  63070. */
  63071. reload(): void;
  63072. }
  63073. }
  63074. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63075. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63076. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63077. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63078. }
  63079. declare module "babylonjs/Misc/sceneOptimizer" {
  63080. import { Scene, IDisposable } from "babylonjs/scene";
  63081. import { Observable } from "babylonjs/Misc/observable";
  63082. /**
  63083. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63084. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63085. */
  63086. export class SceneOptimization {
  63087. /**
  63088. * Defines the priority of this optimization (0 by default which means first in the list)
  63089. */
  63090. priority: number;
  63091. /**
  63092. * Gets a string describing the action executed by the current optimization
  63093. * @returns description string
  63094. */
  63095. getDescription(): string;
  63096. /**
  63097. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63098. * @param scene defines the current scene where to apply this optimization
  63099. * @param optimizer defines the current optimizer
  63100. * @returns true if everything that can be done was applied
  63101. */
  63102. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63103. /**
  63104. * Creates the SceneOptimization object
  63105. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63106. * @param desc defines the description associated with the optimization
  63107. */
  63108. constructor(
  63109. /**
  63110. * Defines the priority of this optimization (0 by default which means first in the list)
  63111. */
  63112. priority?: number);
  63113. }
  63114. /**
  63115. * Defines an optimization used to reduce the size of render target textures
  63116. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63117. */
  63118. export class TextureOptimization extends SceneOptimization {
  63119. /**
  63120. * Defines the priority of this optimization (0 by default which means first in the list)
  63121. */
  63122. priority: number;
  63123. /**
  63124. * 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
  63125. */
  63126. maximumSize: number;
  63127. /**
  63128. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63129. */
  63130. step: number;
  63131. /**
  63132. * Gets a string describing the action executed by the current optimization
  63133. * @returns description string
  63134. */
  63135. getDescription(): string;
  63136. /**
  63137. * Creates the TextureOptimization object
  63138. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63139. * @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
  63140. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63141. */
  63142. constructor(
  63143. /**
  63144. * Defines the priority of this optimization (0 by default which means first in the list)
  63145. */
  63146. priority?: number,
  63147. /**
  63148. * 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
  63149. */
  63150. maximumSize?: number,
  63151. /**
  63152. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63153. */
  63154. step?: number);
  63155. /**
  63156. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63157. * @param scene defines the current scene where to apply this optimization
  63158. * @param optimizer defines the current optimizer
  63159. * @returns true if everything that can be done was applied
  63160. */
  63161. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63162. }
  63163. /**
  63164. * Defines an optimization used to increase or decrease the rendering resolution
  63165. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63166. */
  63167. export class HardwareScalingOptimization extends SceneOptimization {
  63168. /**
  63169. * Defines the priority of this optimization (0 by default which means first in the list)
  63170. */
  63171. priority: number;
  63172. /**
  63173. * Defines the maximum scale to use (2 by default)
  63174. */
  63175. maximumScale: number;
  63176. /**
  63177. * Defines the step to use between two passes (0.5 by default)
  63178. */
  63179. step: number;
  63180. private _currentScale;
  63181. private _directionOffset;
  63182. /**
  63183. * Gets a string describing the action executed by the current optimization
  63184. * @return description string
  63185. */
  63186. getDescription(): string;
  63187. /**
  63188. * Creates the HardwareScalingOptimization object
  63189. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63190. * @param maximumScale defines the maximum scale to use (2 by default)
  63191. * @param step defines the step to use between two passes (0.5 by default)
  63192. */
  63193. constructor(
  63194. /**
  63195. * Defines the priority of this optimization (0 by default which means first in the list)
  63196. */
  63197. priority?: number,
  63198. /**
  63199. * Defines the maximum scale to use (2 by default)
  63200. */
  63201. maximumScale?: number,
  63202. /**
  63203. * Defines the step to use between two passes (0.5 by default)
  63204. */
  63205. step?: number);
  63206. /**
  63207. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63208. * @param scene defines the current scene where to apply this optimization
  63209. * @param optimizer defines the current optimizer
  63210. * @returns true if everything that can be done was applied
  63211. */
  63212. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63213. }
  63214. /**
  63215. * Defines an optimization used to remove shadows
  63216. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63217. */
  63218. export class ShadowsOptimization extends SceneOptimization {
  63219. /**
  63220. * Gets a string describing the action executed by the current optimization
  63221. * @return description string
  63222. */
  63223. getDescription(): string;
  63224. /**
  63225. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63226. * @param scene defines the current scene where to apply this optimization
  63227. * @param optimizer defines the current optimizer
  63228. * @returns true if everything that can be done was applied
  63229. */
  63230. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63231. }
  63232. /**
  63233. * Defines an optimization used to turn post-processes off
  63234. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63235. */
  63236. export class PostProcessesOptimization extends SceneOptimization {
  63237. /**
  63238. * Gets a string describing the action executed by the current optimization
  63239. * @return description string
  63240. */
  63241. getDescription(): string;
  63242. /**
  63243. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63244. * @param scene defines the current scene where to apply this optimization
  63245. * @param optimizer defines the current optimizer
  63246. * @returns true if everything that can be done was applied
  63247. */
  63248. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63249. }
  63250. /**
  63251. * Defines an optimization used to turn lens flares off
  63252. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63253. */
  63254. export class LensFlaresOptimization extends SceneOptimization {
  63255. /**
  63256. * Gets a string describing the action executed by the current optimization
  63257. * @return description string
  63258. */
  63259. getDescription(): string;
  63260. /**
  63261. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63262. * @param scene defines the current scene where to apply this optimization
  63263. * @param optimizer defines the current optimizer
  63264. * @returns true if everything that can be done was applied
  63265. */
  63266. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63267. }
  63268. /**
  63269. * Defines an optimization based on user defined callback.
  63270. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63271. */
  63272. export class CustomOptimization extends SceneOptimization {
  63273. /**
  63274. * Callback called to apply the custom optimization.
  63275. */
  63276. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63277. /**
  63278. * Callback called to get custom description
  63279. */
  63280. onGetDescription: () => string;
  63281. /**
  63282. * Gets a string describing the action executed by the current optimization
  63283. * @returns description string
  63284. */
  63285. getDescription(): string;
  63286. /**
  63287. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63288. * @param scene defines the current scene where to apply this optimization
  63289. * @param optimizer defines the current optimizer
  63290. * @returns true if everything that can be done was applied
  63291. */
  63292. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63293. }
  63294. /**
  63295. * Defines an optimization used to turn particles off
  63296. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63297. */
  63298. export class ParticlesOptimization extends SceneOptimization {
  63299. /**
  63300. * Gets a string describing the action executed by the current optimization
  63301. * @return description string
  63302. */
  63303. getDescription(): string;
  63304. /**
  63305. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63306. * @param scene defines the current scene where to apply this optimization
  63307. * @param optimizer defines the current optimizer
  63308. * @returns true if everything that can be done was applied
  63309. */
  63310. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63311. }
  63312. /**
  63313. * Defines an optimization used to turn render targets off
  63314. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63315. */
  63316. export class RenderTargetsOptimization extends SceneOptimization {
  63317. /**
  63318. * Gets a string describing the action executed by the current optimization
  63319. * @return description string
  63320. */
  63321. getDescription(): string;
  63322. /**
  63323. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63324. * @param scene defines the current scene where to apply this optimization
  63325. * @param optimizer defines the current optimizer
  63326. * @returns true if everything that can be done was applied
  63327. */
  63328. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63329. }
  63330. /**
  63331. * Defines an optimization used to merge meshes with compatible materials
  63332. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63333. */
  63334. export class MergeMeshesOptimization extends SceneOptimization {
  63335. private static _UpdateSelectionTree;
  63336. /**
  63337. * Gets or sets a boolean which defines if optimization octree has to be updated
  63338. */
  63339. /**
  63340. * Gets or sets a boolean which defines if optimization octree has to be updated
  63341. */
  63342. static UpdateSelectionTree: boolean;
  63343. /**
  63344. * Gets a string describing the action executed by the current optimization
  63345. * @return description string
  63346. */
  63347. getDescription(): string;
  63348. private _canBeMerged;
  63349. /**
  63350. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63351. * @param scene defines the current scene where to apply this optimization
  63352. * @param optimizer defines the current optimizer
  63353. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  63354. * @returns true if everything that can be done was applied
  63355. */
  63356. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  63357. }
  63358. /**
  63359. * Defines a list of options used by SceneOptimizer
  63360. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63361. */
  63362. export class SceneOptimizerOptions {
  63363. /**
  63364. * Defines the target frame rate to reach (60 by default)
  63365. */
  63366. targetFrameRate: number;
  63367. /**
  63368. * Defines the interval between two checkes (2000ms by default)
  63369. */
  63370. trackerDuration: number;
  63371. /**
  63372. * Gets the list of optimizations to apply
  63373. */
  63374. optimizations: SceneOptimization[];
  63375. /**
  63376. * Creates a new list of options used by SceneOptimizer
  63377. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  63378. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  63379. */
  63380. constructor(
  63381. /**
  63382. * Defines the target frame rate to reach (60 by default)
  63383. */
  63384. targetFrameRate?: number,
  63385. /**
  63386. * Defines the interval between two checkes (2000ms by default)
  63387. */
  63388. trackerDuration?: number);
  63389. /**
  63390. * Add a new optimization
  63391. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  63392. * @returns the current SceneOptimizerOptions
  63393. */
  63394. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  63395. /**
  63396. * Add a new custom optimization
  63397. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  63398. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  63399. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63400. * @returns the current SceneOptimizerOptions
  63401. */
  63402. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  63403. /**
  63404. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  63405. * @param targetFrameRate defines the target frame rate (60 by default)
  63406. * @returns a SceneOptimizerOptions object
  63407. */
  63408. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63409. /**
  63410. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  63411. * @param targetFrameRate defines the target frame rate (60 by default)
  63412. * @returns a SceneOptimizerOptions object
  63413. */
  63414. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63415. /**
  63416. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  63417. * @param targetFrameRate defines the target frame rate (60 by default)
  63418. * @returns a SceneOptimizerOptions object
  63419. */
  63420. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  63421. }
  63422. /**
  63423. * Class used to run optimizations in order to reach a target frame rate
  63424. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63425. */
  63426. export class SceneOptimizer implements IDisposable {
  63427. private _isRunning;
  63428. private _options;
  63429. private _scene;
  63430. private _currentPriorityLevel;
  63431. private _targetFrameRate;
  63432. private _trackerDuration;
  63433. private _currentFrameRate;
  63434. private _sceneDisposeObserver;
  63435. private _improvementMode;
  63436. /**
  63437. * Defines an observable called when the optimizer reaches the target frame rate
  63438. */
  63439. onSuccessObservable: Observable<SceneOptimizer>;
  63440. /**
  63441. * Defines an observable called when the optimizer enables an optimization
  63442. */
  63443. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  63444. /**
  63445. * Defines an observable called when the optimizer is not able to reach the target frame rate
  63446. */
  63447. onFailureObservable: Observable<SceneOptimizer>;
  63448. /**
  63449. * Gets a boolean indicating if the optimizer is in improvement mode
  63450. */
  63451. readonly isInImprovementMode: boolean;
  63452. /**
  63453. * Gets the current priority level (0 at start)
  63454. */
  63455. readonly currentPriorityLevel: number;
  63456. /**
  63457. * Gets the current frame rate checked by the SceneOptimizer
  63458. */
  63459. readonly currentFrameRate: number;
  63460. /**
  63461. * Gets or sets the current target frame rate (60 by default)
  63462. */
  63463. /**
  63464. * Gets or sets the current target frame rate (60 by default)
  63465. */
  63466. targetFrameRate: number;
  63467. /**
  63468. * Gets or sets the current interval between two checks (every 2000ms by default)
  63469. */
  63470. /**
  63471. * Gets or sets the current interval between two checks (every 2000ms by default)
  63472. */
  63473. trackerDuration: number;
  63474. /**
  63475. * Gets the list of active optimizations
  63476. */
  63477. readonly optimizations: SceneOptimization[];
  63478. /**
  63479. * Creates a new SceneOptimizer
  63480. * @param scene defines the scene to work on
  63481. * @param options defines the options to use with the SceneOptimizer
  63482. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  63483. * @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)
  63484. */
  63485. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  63486. /**
  63487. * Stops the current optimizer
  63488. */
  63489. stop(): void;
  63490. /**
  63491. * Reset the optimizer to initial step (current priority level = 0)
  63492. */
  63493. reset(): void;
  63494. /**
  63495. * Start the optimizer. By default it will try to reach a specific framerate
  63496. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  63497. */
  63498. start(): void;
  63499. private _checkCurrentState;
  63500. /**
  63501. * Release all resources
  63502. */
  63503. dispose(): void;
  63504. /**
  63505. * Helper function to create a SceneOptimizer with one single line of code
  63506. * @param scene defines the scene to work on
  63507. * @param options defines the options to use with the SceneOptimizer
  63508. * @param onSuccess defines a callback to call on success
  63509. * @param onFailure defines a callback to call on failure
  63510. * @returns the new SceneOptimizer object
  63511. */
  63512. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  63513. }
  63514. }
  63515. declare module "babylonjs/Misc/sceneSerializer" {
  63516. import { Scene } from "babylonjs/scene";
  63517. /**
  63518. * Class used to serialize a scene into a string
  63519. */
  63520. export class SceneSerializer {
  63521. /**
  63522. * Clear cache used by a previous serialization
  63523. */
  63524. static ClearCache(): void;
  63525. /**
  63526. * Serialize a scene into a JSON compatible object
  63527. * @param scene defines the scene to serialize
  63528. * @returns a JSON compatible object
  63529. */
  63530. static Serialize(scene: Scene): any;
  63531. /**
  63532. * Serialize a mesh into a JSON compatible object
  63533. * @param toSerialize defines the mesh to serialize
  63534. * @param withParents defines if parents must be serialized as well
  63535. * @param withChildren defines if children must be serialized as well
  63536. * @returns a JSON compatible object
  63537. */
  63538. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  63539. }
  63540. }
  63541. declare module "babylonjs/Misc/textureTools" {
  63542. import { Texture } from "babylonjs/Materials/Textures/texture";
  63543. /**
  63544. * Class used to host texture specific utilities
  63545. */
  63546. export class TextureTools {
  63547. /**
  63548. * Uses the GPU to create a copy texture rescaled at a given size
  63549. * @param texture Texture to copy from
  63550. * @param width defines the desired width
  63551. * @param height defines the desired height
  63552. * @param useBilinearMode defines if bilinear mode has to be used
  63553. * @return the generated texture
  63554. */
  63555. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  63556. }
  63557. }
  63558. declare module "babylonjs/Misc/videoRecorder" {
  63559. import { Nullable } from "babylonjs/types";
  63560. import { Engine } from "babylonjs/Engines/engine";
  63561. /**
  63562. * This represents the different options available for the video capture.
  63563. */
  63564. export interface VideoRecorderOptions {
  63565. /** Defines the mime type of the video. */
  63566. mimeType: string;
  63567. /** Defines the FPS the video should be recorded at. */
  63568. fps: number;
  63569. /** Defines the chunk size for the recording data. */
  63570. recordChunckSize: number;
  63571. /** The audio tracks to attach to the recording. */
  63572. audioTracks?: MediaStreamTrack[];
  63573. }
  63574. /**
  63575. * This can help with recording videos from BabylonJS.
  63576. * This is based on the available WebRTC functionalities of the browser.
  63577. *
  63578. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  63579. */
  63580. export class VideoRecorder {
  63581. private static readonly _defaultOptions;
  63582. /**
  63583. * Returns whether or not the VideoRecorder is available in your browser.
  63584. * @param engine Defines the Babylon Engine.
  63585. * @returns true if supported otherwise false.
  63586. */
  63587. static IsSupported(engine: Engine): boolean;
  63588. private readonly _options;
  63589. private _canvas;
  63590. private _mediaRecorder;
  63591. private _recordedChunks;
  63592. private _fileName;
  63593. private _resolve;
  63594. private _reject;
  63595. /**
  63596. * True when a recording is already in progress.
  63597. */
  63598. readonly isRecording: boolean;
  63599. /**
  63600. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  63601. * @param engine Defines the BabylonJS Engine you wish to record.
  63602. * @param options Defines options that can be used to customize the capture.
  63603. */
  63604. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  63605. /**
  63606. * Stops the current recording before the default capture timeout passed in the startRecording function.
  63607. */
  63608. stopRecording(): void;
  63609. /**
  63610. * Starts recording the canvas for a max duration specified in parameters.
  63611. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  63612. * If null no automatic download will start and you can rely on the promise to get the data back.
  63613. * @param maxDuration Defines the maximum recording time in seconds.
  63614. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  63615. * @return A promise callback at the end of the recording with the video data in Blob.
  63616. */
  63617. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  63618. /**
  63619. * Releases internal resources used during the recording.
  63620. */
  63621. dispose(): void;
  63622. private _handleDataAvailable;
  63623. private _handleError;
  63624. private _handleStop;
  63625. }
  63626. }
  63627. declare module "babylonjs/Misc/screenshotTools" {
  63628. import { Camera } from "babylonjs/Cameras/camera";
  63629. import { Engine } from "babylonjs/Engines/engine";
  63630. /**
  63631. * Class containing a set of static utilities functions for screenshots
  63632. */
  63633. export class ScreenshotTools {
  63634. /**
  63635. * Captures a screenshot of the current rendering
  63636. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63637. * @param engine defines the rendering engine
  63638. * @param camera defines the source camera
  63639. * @param size This parameter can be set to a single number or to an object with the
  63640. * following (optional) properties: precision, width, height. If a single number is passed,
  63641. * it will be used for both width and height. If an object is passed, the screenshot size
  63642. * will be derived from the parameters. The precision property is a multiplier allowing
  63643. * rendering at a higher or lower resolution
  63644. * @param successCallback defines the callback receives a single parameter which contains the
  63645. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63646. * src parameter of an <img> to display it
  63647. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63648. * Check your browser for supported MIME types
  63649. */
  63650. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  63651. /**
  63652. * Captures a screenshot of the current rendering
  63653. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63654. * @param engine defines the rendering engine
  63655. * @param camera defines the source camera
  63656. * @param size This parameter can be set to a single number or to an object with the
  63657. * following (optional) properties: precision, width, height. If a single number is passed,
  63658. * it will be used for both width and height. If an object is passed, the screenshot size
  63659. * will be derived from the parameters. The precision property is a multiplier allowing
  63660. * rendering at a higher or lower resolution
  63661. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  63662. * Check your browser for supported MIME types
  63663. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63664. * to the src parameter of an <img> to display it
  63665. */
  63666. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  63667. /**
  63668. * Generates an image screenshot from the specified camera.
  63669. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63670. * @param engine The engine to use for rendering
  63671. * @param camera The camera to use for rendering
  63672. * @param size This parameter can be set to a single number or to an object with the
  63673. * following (optional) properties: precision, width, height. If a single number is passed,
  63674. * it will be used for both width and height. If an object is passed, the screenshot size
  63675. * will be derived from the parameters. The precision property is a multiplier allowing
  63676. * rendering at a higher or lower resolution
  63677. * @param successCallback The callback receives a single parameter which contains the
  63678. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  63679. * src parameter of an <img> to display it
  63680. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63681. * Check your browser for supported MIME types
  63682. * @param samples Texture samples (default: 1)
  63683. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63684. * @param fileName A name for for the downloaded file.
  63685. */
  63686. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  63687. /**
  63688. * Generates an image screenshot from the specified camera.
  63689. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  63690. * @param engine The engine to use for rendering
  63691. * @param camera The camera to use for rendering
  63692. * @param size This parameter can be set to a single number or to an object with the
  63693. * following (optional) properties: precision, width, height. If a single number is passed,
  63694. * it will be used for both width and height. If an object is passed, the screenshot size
  63695. * will be derived from the parameters. The precision property is a multiplier allowing
  63696. * rendering at a higher or lower resolution
  63697. * @param mimeType The MIME type of the screenshot image (default: image/png).
  63698. * Check your browser for supported MIME types
  63699. * @param samples Texture samples (default: 1)
  63700. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  63701. * @param fileName A name for for the downloaded file.
  63702. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  63703. * to the src parameter of an <img> to display it
  63704. */
  63705. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  63706. }
  63707. }
  63708. declare module "babylonjs/Misc/index" {
  63709. export * from "babylonjs/Misc/andOrNotEvaluator";
  63710. export * from "babylonjs/Misc/assetsManager";
  63711. export * from "babylonjs/Misc/dds";
  63712. export * from "babylonjs/Misc/decorators";
  63713. export * from "babylonjs/Misc/deferred";
  63714. export * from "babylonjs/Misc/environmentTextureTools";
  63715. export * from "babylonjs/Misc/meshExploder";
  63716. export * from "babylonjs/Misc/filesInput";
  63717. export * from "babylonjs/Misc/HighDynamicRange/index";
  63718. export * from "babylonjs/Misc/khronosTextureContainer";
  63719. export * from "babylonjs/Misc/observable";
  63720. export * from "babylonjs/Misc/performanceMonitor";
  63721. export * from "babylonjs/Misc/promise";
  63722. export * from "babylonjs/Misc/sceneOptimizer";
  63723. export * from "babylonjs/Misc/sceneSerializer";
  63724. export * from "babylonjs/Misc/smartArray";
  63725. export * from "babylonjs/Misc/stringDictionary";
  63726. export * from "babylonjs/Misc/tags";
  63727. export * from "babylonjs/Misc/textureTools";
  63728. export * from "babylonjs/Misc/tga";
  63729. export * from "babylonjs/Misc/tools";
  63730. export * from "babylonjs/Misc/videoRecorder";
  63731. export * from "babylonjs/Misc/virtualJoystick";
  63732. export * from "babylonjs/Misc/workerPool";
  63733. export * from "babylonjs/Misc/logger";
  63734. export * from "babylonjs/Misc/typeStore";
  63735. export * from "babylonjs/Misc/filesInputStore";
  63736. export * from "babylonjs/Misc/deepCopier";
  63737. export * from "babylonjs/Misc/pivotTools";
  63738. export * from "babylonjs/Misc/precisionDate";
  63739. export * from "babylonjs/Misc/screenshotTools";
  63740. export * from "babylonjs/Misc/typeStore";
  63741. export * from "babylonjs/Misc/webRequest";
  63742. export * from "babylonjs/Misc/iInspectable";
  63743. export * from "babylonjs/Misc/brdfTextureTools";
  63744. export * from "babylonjs/Misc/gradients";
  63745. export * from "babylonjs/Misc/perfCounter";
  63746. export * from "babylonjs/Misc/fileRequest";
  63747. export * from "babylonjs/Misc/customAnimationFrameRequester";
  63748. export * from "babylonjs/Misc/retryStrategy";
  63749. export * from "babylonjs/Misc/loadFileError";
  63750. }
  63751. declare module "babylonjs/index" {
  63752. export * from "babylonjs/abstractScene";
  63753. export * from "babylonjs/Actions/index";
  63754. export * from "babylonjs/Animations/index";
  63755. export * from "babylonjs/assetContainer";
  63756. export * from "babylonjs/Audio/index";
  63757. export * from "babylonjs/Behaviors/index";
  63758. export * from "babylonjs/Bones/index";
  63759. export * from "babylonjs/Cameras/index";
  63760. export * from "babylonjs/Collisions/index";
  63761. export * from "babylonjs/Culling/index";
  63762. export * from "babylonjs/Debug/index";
  63763. export * from "babylonjs/Engines/index";
  63764. export * from "babylonjs/Events/index";
  63765. export * from "babylonjs/Gamepads/index";
  63766. export * from "babylonjs/Gizmos/index";
  63767. export * from "babylonjs/Helpers/index";
  63768. export * from "babylonjs/Instrumentation/index";
  63769. export * from "babylonjs/Layers/index";
  63770. export * from "babylonjs/LensFlares/index";
  63771. export * from "babylonjs/Lights/index";
  63772. export * from "babylonjs/Loading/index";
  63773. export * from "babylonjs/Materials/index";
  63774. export * from "babylonjs/Maths/index";
  63775. export * from "babylonjs/Meshes/index";
  63776. export * from "babylonjs/Morph/index";
  63777. export * from "babylonjs/Navigation/index";
  63778. export * from "babylonjs/node";
  63779. export * from "babylonjs/Offline/index";
  63780. export * from "babylonjs/Particles/index";
  63781. export * from "babylonjs/Physics/index";
  63782. export * from "babylonjs/PostProcesses/index";
  63783. export * from "babylonjs/Probes/index";
  63784. export * from "babylonjs/Rendering/index";
  63785. export * from "babylonjs/scene";
  63786. export * from "babylonjs/sceneComponent";
  63787. export * from "babylonjs/Sprites/index";
  63788. export * from "babylonjs/States/index";
  63789. export * from "babylonjs/Misc/index";
  63790. export * from "babylonjs/types";
  63791. }
  63792. declare module "babylonjs/Animations/pathCursor" {
  63793. import { Vector3 } from "babylonjs/Maths/math.vector";
  63794. import { Path2 } from "babylonjs/Maths/math.path";
  63795. /**
  63796. * A cursor which tracks a point on a path
  63797. */
  63798. export class PathCursor {
  63799. private path;
  63800. /**
  63801. * Stores path cursor callbacks for when an onchange event is triggered
  63802. */
  63803. private _onchange;
  63804. /**
  63805. * The value of the path cursor
  63806. */
  63807. value: number;
  63808. /**
  63809. * The animation array of the path cursor
  63810. */
  63811. animations: Animation[];
  63812. /**
  63813. * Initializes the path cursor
  63814. * @param path The path to track
  63815. */
  63816. constructor(path: Path2);
  63817. /**
  63818. * Gets the cursor point on the path
  63819. * @returns A point on the path cursor at the cursor location
  63820. */
  63821. getPoint(): Vector3;
  63822. /**
  63823. * Moves the cursor ahead by the step amount
  63824. * @param step The amount to move the cursor forward
  63825. * @returns This path cursor
  63826. */
  63827. moveAhead(step?: number): PathCursor;
  63828. /**
  63829. * Moves the cursor behind by the step amount
  63830. * @param step The amount to move the cursor back
  63831. * @returns This path cursor
  63832. */
  63833. moveBack(step?: number): PathCursor;
  63834. /**
  63835. * Moves the cursor by the step amount
  63836. * If the step amount is greater than one, an exception is thrown
  63837. * @param step The amount to move the cursor
  63838. * @returns This path cursor
  63839. */
  63840. move(step: number): PathCursor;
  63841. /**
  63842. * Ensures that the value is limited between zero and one
  63843. * @returns This path cursor
  63844. */
  63845. private ensureLimits;
  63846. /**
  63847. * Runs onchange callbacks on change (used by the animation engine)
  63848. * @returns This path cursor
  63849. */
  63850. private raiseOnChange;
  63851. /**
  63852. * Executes a function on change
  63853. * @param f A path cursor onchange callback
  63854. * @returns This path cursor
  63855. */
  63856. onchange(f: (cursor: PathCursor) => void): PathCursor;
  63857. }
  63858. }
  63859. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  63860. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  63861. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  63862. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  63863. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  63864. }
  63865. declare module "babylonjs/Engines/Processors/Expressions/index" {
  63866. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  63867. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  63868. }
  63869. declare module "babylonjs/Engines/Processors/index" {
  63870. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  63871. export * from "babylonjs/Engines/Processors/Expressions/index";
  63872. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  63873. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  63874. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  63875. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  63876. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  63877. export * from "babylonjs/Engines/Processors/shaderProcessor";
  63878. }
  63879. declare module "babylonjs/Legacy/legacy" {
  63880. import * as Babylon from "babylonjs/index";
  63881. export * from "babylonjs/index";
  63882. }
  63883. declare module "babylonjs/Shaders/blur.fragment" {
  63884. /** @hidden */
  63885. export var blurPixelShader: {
  63886. name: string;
  63887. shader: string;
  63888. };
  63889. }
  63890. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  63891. /** @hidden */
  63892. export var pointCloudVertexDeclaration: {
  63893. name: string;
  63894. shader: string;
  63895. };
  63896. }
  63897. declare module "babylonjs" {
  63898. export * from "babylonjs/Legacy/legacy";
  63899. }
  63900. declare module BABYLON {
  63901. /** Alias type for value that can be null */
  63902. export type Nullable<T> = T | null;
  63903. /**
  63904. * Alias type for number that are floats
  63905. * @ignorenaming
  63906. */
  63907. export type float = number;
  63908. /**
  63909. * Alias type for number that are doubles.
  63910. * @ignorenaming
  63911. */
  63912. export type double = number;
  63913. /**
  63914. * Alias type for number that are integer
  63915. * @ignorenaming
  63916. */
  63917. export type int = number;
  63918. /** Alias type for number array or Float32Array */
  63919. export type FloatArray = number[] | Float32Array;
  63920. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  63921. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  63922. /**
  63923. * Alias for types that can be used by a Buffer or VertexBuffer.
  63924. */
  63925. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  63926. /**
  63927. * Alias type for primitive types
  63928. * @ignorenaming
  63929. */
  63930. type Primitive = undefined | null | boolean | string | number | Function;
  63931. /**
  63932. * Type modifier to make all the properties of an object Readonly
  63933. */
  63934. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  63935. /**
  63936. * Type modifier to make all the properties of an object Readonly recursively
  63937. */
  63938. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  63939. /** @hidden */
  63940. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  63941. }
  63942. /** @hidden */
  63943. /** @hidden */
  63944. type DeepImmutableObject<T> = {
  63945. readonly [K in keyof T]: DeepImmutable<T[K]>;
  63946. };
  63947. }
  63948. declare module BABYLON {
  63949. /**
  63950. * A class serves as a medium between the observable and its observers
  63951. */
  63952. export class EventState {
  63953. /**
  63954. * Create a new EventState
  63955. * @param mask defines the mask associated with this state
  63956. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63957. * @param target defines the original target of the state
  63958. * @param currentTarget defines the current target of the state
  63959. */
  63960. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63961. /**
  63962. * Initialize the current event state
  63963. * @param mask defines the mask associated with this state
  63964. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  63965. * @param target defines the original target of the state
  63966. * @param currentTarget defines the current target of the state
  63967. * @returns the current event state
  63968. */
  63969. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  63970. /**
  63971. * An Observer can set this property to true to prevent subsequent observers of being notified
  63972. */
  63973. skipNextObservers: boolean;
  63974. /**
  63975. * Get the mask value that were used to trigger the event corresponding to this EventState object
  63976. */
  63977. mask: number;
  63978. /**
  63979. * The object that originally notified the event
  63980. */
  63981. target?: any;
  63982. /**
  63983. * The current object in the bubbling phase
  63984. */
  63985. currentTarget?: any;
  63986. /**
  63987. * This will be populated with the return value of the last function that was executed.
  63988. * If it is the first function in the callback chain it will be the event data.
  63989. */
  63990. lastReturnValue?: any;
  63991. }
  63992. /**
  63993. * Represent an Observer registered to a given Observable object.
  63994. */
  63995. export class Observer<T> {
  63996. /**
  63997. * Defines the callback to call when the observer is notified
  63998. */
  63999. callback: (eventData: T, eventState: EventState) => void;
  64000. /**
  64001. * Defines the mask of the observer (used to filter notifications)
  64002. */
  64003. mask: number;
  64004. /**
  64005. * Defines the current scope used to restore the JS context
  64006. */
  64007. scope: any;
  64008. /** @hidden */
  64009. _willBeUnregistered: boolean;
  64010. /**
  64011. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64012. */
  64013. unregisterOnNextCall: boolean;
  64014. /**
  64015. * Creates a new observer
  64016. * @param callback defines the callback to call when the observer is notified
  64017. * @param mask defines the mask of the observer (used to filter notifications)
  64018. * @param scope defines the current scope used to restore the JS context
  64019. */
  64020. constructor(
  64021. /**
  64022. * Defines the callback to call when the observer is notified
  64023. */
  64024. callback: (eventData: T, eventState: EventState) => void,
  64025. /**
  64026. * Defines the mask of the observer (used to filter notifications)
  64027. */
  64028. mask: number,
  64029. /**
  64030. * Defines the current scope used to restore the JS context
  64031. */
  64032. scope?: any);
  64033. }
  64034. /**
  64035. * Represent a list of observers registered to multiple Observables object.
  64036. */
  64037. export class MultiObserver<T> {
  64038. private _observers;
  64039. private _observables;
  64040. /**
  64041. * Release associated resources
  64042. */
  64043. dispose(): void;
  64044. /**
  64045. * Raise a callback when one of the observable will notify
  64046. * @param observables defines a list of observables to watch
  64047. * @param callback defines the callback to call on notification
  64048. * @param mask defines the mask used to filter notifications
  64049. * @param scope defines the current scope used to restore the JS context
  64050. * @returns the new MultiObserver
  64051. */
  64052. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64053. }
  64054. /**
  64055. * The Observable class is a simple implementation of the Observable pattern.
  64056. *
  64057. * 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.
  64058. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64059. * 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).
  64060. * 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.
  64061. */
  64062. export class Observable<T> {
  64063. private _observers;
  64064. private _eventState;
  64065. private _onObserverAdded;
  64066. /**
  64067. * Gets the list of observers
  64068. */
  64069. readonly observers: Array<Observer<T>>;
  64070. /**
  64071. * Creates a new observable
  64072. * @param onObserverAdded defines a callback to call when a new observer is added
  64073. */
  64074. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64075. /**
  64076. * Create a new Observer with the specified callback
  64077. * @param callback the callback that will be executed for that Observer
  64078. * @param mask the mask used to filter observers
  64079. * @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.
  64080. * @param scope optional scope for the callback to be called from
  64081. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64082. * @returns the new observer created for the callback
  64083. */
  64084. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64085. /**
  64086. * Create a new Observer with the specified callback and unregisters after the next notification
  64087. * @param callback the callback that will be executed for that Observer
  64088. * @returns the new observer created for the callback
  64089. */
  64090. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64091. /**
  64092. * Remove an Observer from the Observable object
  64093. * @param observer the instance of the Observer to remove
  64094. * @returns false if it doesn't belong to this Observable
  64095. */
  64096. remove(observer: Nullable<Observer<T>>): boolean;
  64097. /**
  64098. * Remove a callback from the Observable object
  64099. * @param callback the callback to remove
  64100. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64101. * @returns false if it doesn't belong to this Observable
  64102. */
  64103. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64104. private _deferUnregister;
  64105. private _remove;
  64106. /**
  64107. * Moves the observable to the top of the observer list making it get called first when notified
  64108. * @param observer the observer to move
  64109. */
  64110. makeObserverTopPriority(observer: Observer<T>): void;
  64111. /**
  64112. * Moves the observable to the bottom of the observer list making it get called last when notified
  64113. * @param observer the observer to move
  64114. */
  64115. makeObserverBottomPriority(observer: Observer<T>): void;
  64116. /**
  64117. * Notify all Observers by calling their respective callback with the given data
  64118. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64119. * @param eventData defines the data to send to all observers
  64120. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64121. * @param target defines the original target of the state
  64122. * @param currentTarget defines the current target of the state
  64123. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64124. */
  64125. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64126. /**
  64127. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64128. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64129. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64130. * and it is crucial that all callbacks will be executed.
  64131. * The order of the callbacks is kept, callbacks are not executed parallel.
  64132. *
  64133. * @param eventData The data to be sent to each callback
  64134. * @param mask is used to filter observers defaults to -1
  64135. * @param target defines the callback target (see EventState)
  64136. * @param currentTarget defines he current object in the bubbling phase
  64137. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64138. */
  64139. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64140. /**
  64141. * Notify a specific observer
  64142. * @param observer defines the observer to notify
  64143. * @param eventData defines the data to be sent to each callback
  64144. * @param mask is used to filter observers defaults to -1
  64145. */
  64146. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64147. /**
  64148. * Gets a boolean indicating if the observable has at least one observer
  64149. * @returns true is the Observable has at least one Observer registered
  64150. */
  64151. hasObservers(): boolean;
  64152. /**
  64153. * Clear the list of observers
  64154. */
  64155. clear(): void;
  64156. /**
  64157. * Clone the current observable
  64158. * @returns a new observable
  64159. */
  64160. clone(): Observable<T>;
  64161. /**
  64162. * Does this observable handles observer registered with a given mask
  64163. * @param mask defines the mask to be tested
  64164. * @return whether or not one observer registered with the given mask is handeled
  64165. **/
  64166. hasSpecificMask(mask?: number): boolean;
  64167. }
  64168. }
  64169. declare module BABYLON {
  64170. /**
  64171. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64172. * Babylon.js
  64173. */
  64174. export class DomManagement {
  64175. /**
  64176. * Checks if the window object exists
  64177. * @returns true if the window object exists
  64178. */
  64179. static IsWindowObjectExist(): boolean;
  64180. /**
  64181. * Extracts text content from a DOM element hierarchy
  64182. * @param element defines the root element
  64183. * @returns a string
  64184. */
  64185. static GetDOMTextContent(element: HTMLElement): string;
  64186. }
  64187. }
  64188. declare module BABYLON {
  64189. /**
  64190. * Logger used througouht the application to allow configuration of
  64191. * the log level required for the messages.
  64192. */
  64193. export class Logger {
  64194. /**
  64195. * No log
  64196. */
  64197. static readonly NoneLogLevel: number;
  64198. /**
  64199. * Only message logs
  64200. */
  64201. static readonly MessageLogLevel: number;
  64202. /**
  64203. * Only warning logs
  64204. */
  64205. static readonly WarningLogLevel: number;
  64206. /**
  64207. * Only error logs
  64208. */
  64209. static readonly ErrorLogLevel: number;
  64210. /**
  64211. * All logs
  64212. */
  64213. static readonly AllLogLevel: number;
  64214. private static _LogCache;
  64215. /**
  64216. * Gets a value indicating the number of loading errors
  64217. * @ignorenaming
  64218. */
  64219. static errorsCount: number;
  64220. /**
  64221. * Callback called when a new log is added
  64222. */
  64223. static OnNewCacheEntry: (entry: string) => void;
  64224. private static _AddLogEntry;
  64225. private static _FormatMessage;
  64226. private static _LogDisabled;
  64227. private static _LogEnabled;
  64228. private static _WarnDisabled;
  64229. private static _WarnEnabled;
  64230. private static _ErrorDisabled;
  64231. private static _ErrorEnabled;
  64232. /**
  64233. * Log a message to the console
  64234. */
  64235. static Log: (message: string) => void;
  64236. /**
  64237. * Write a warning message to the console
  64238. */
  64239. static Warn: (message: string) => void;
  64240. /**
  64241. * Write an error message to the console
  64242. */
  64243. static Error: (message: string) => void;
  64244. /**
  64245. * Gets current log cache (list of logs)
  64246. */
  64247. static readonly LogCache: string;
  64248. /**
  64249. * Clears the log cache
  64250. */
  64251. static ClearLogCache(): void;
  64252. /**
  64253. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64254. */
  64255. static LogLevels: number;
  64256. }
  64257. }
  64258. declare module BABYLON {
  64259. /** @hidden */
  64260. export class _TypeStore {
  64261. /** @hidden */
  64262. static RegisteredTypes: {
  64263. [key: string]: Object;
  64264. };
  64265. /** @hidden */
  64266. static GetClass(fqdn: string): any;
  64267. }
  64268. }
  64269. declare module BABYLON {
  64270. /**
  64271. * Class containing a set of static utilities functions for deep copy.
  64272. */
  64273. export class DeepCopier {
  64274. /**
  64275. * Tries to copy an object by duplicating every property
  64276. * @param source defines the source object
  64277. * @param destination defines the target object
  64278. * @param doNotCopyList defines a list of properties to avoid
  64279. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64280. */
  64281. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64282. }
  64283. }
  64284. declare module BABYLON {
  64285. /**
  64286. * Class containing a set of static utilities functions for precision date
  64287. */
  64288. export class PrecisionDate {
  64289. /**
  64290. * Gets either window.performance.now() if supported or Date.now() else
  64291. */
  64292. static readonly Now: number;
  64293. }
  64294. }
  64295. declare module BABYLON {
  64296. /** @hidden */
  64297. export class _DevTools {
  64298. static WarnImport(name: string): string;
  64299. }
  64300. }
  64301. declare module BABYLON {
  64302. /**
  64303. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64304. */
  64305. export class WebRequest {
  64306. private _xhr;
  64307. /**
  64308. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64309. * i.e. when loading files, where the server/service expects an Authorization header
  64310. */
  64311. static CustomRequestHeaders: {
  64312. [key: string]: string;
  64313. };
  64314. /**
  64315. * Add callback functions in this array to update all the requests before they get sent to the network
  64316. */
  64317. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64318. private _injectCustomRequestHeaders;
  64319. /**
  64320. * Gets or sets a function to be called when loading progress changes
  64321. */
  64322. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64323. /**
  64324. * Returns client's state
  64325. */
  64326. readonly readyState: number;
  64327. /**
  64328. * Returns client's status
  64329. */
  64330. readonly status: number;
  64331. /**
  64332. * Returns client's status as a text
  64333. */
  64334. readonly statusText: string;
  64335. /**
  64336. * Returns client's response
  64337. */
  64338. readonly response: any;
  64339. /**
  64340. * Returns client's response url
  64341. */
  64342. readonly responseURL: string;
  64343. /**
  64344. * Returns client's response as text
  64345. */
  64346. readonly responseText: string;
  64347. /**
  64348. * Gets or sets the expected response type
  64349. */
  64350. responseType: XMLHttpRequestResponseType;
  64351. /** @hidden */
  64352. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  64353. /** @hidden */
  64354. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  64355. /**
  64356. * Cancels any network activity
  64357. */
  64358. abort(): void;
  64359. /**
  64360. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  64361. * @param body defines an optional request body
  64362. */
  64363. send(body?: Document | BodyInit | null): void;
  64364. /**
  64365. * Sets the request method, request URL
  64366. * @param method defines the method to use (GET, POST, etc..)
  64367. * @param url defines the url to connect with
  64368. */
  64369. open(method: string, url: string): void;
  64370. }
  64371. }
  64372. declare module BABYLON {
  64373. /**
  64374. * File request interface
  64375. */
  64376. export interface IFileRequest {
  64377. /**
  64378. * Raised when the request is complete (success or error).
  64379. */
  64380. onCompleteObservable: Observable<IFileRequest>;
  64381. /**
  64382. * Aborts the request for a file.
  64383. */
  64384. abort: () => void;
  64385. }
  64386. }
  64387. declare module BABYLON {
  64388. /**
  64389. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  64390. */
  64391. export class PerformanceMonitor {
  64392. private _enabled;
  64393. private _rollingFrameTime;
  64394. private _lastFrameTimeMs;
  64395. /**
  64396. * constructor
  64397. * @param frameSampleSize The number of samples required to saturate the sliding window
  64398. */
  64399. constructor(frameSampleSize?: number);
  64400. /**
  64401. * Samples current frame
  64402. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  64403. */
  64404. sampleFrame(timeMs?: number): void;
  64405. /**
  64406. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64407. */
  64408. readonly averageFrameTime: number;
  64409. /**
  64410. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  64411. */
  64412. readonly averageFrameTimeVariance: number;
  64413. /**
  64414. * Returns the frame time of the most recent frame
  64415. */
  64416. readonly instantaneousFrameTime: number;
  64417. /**
  64418. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  64419. */
  64420. readonly averageFPS: number;
  64421. /**
  64422. * Returns the average framerate in frames per second using the most recent frame time
  64423. */
  64424. readonly instantaneousFPS: number;
  64425. /**
  64426. * Returns true if enough samples have been taken to completely fill the sliding window
  64427. */
  64428. readonly isSaturated: boolean;
  64429. /**
  64430. * Enables contributions to the sliding window sample set
  64431. */
  64432. enable(): void;
  64433. /**
  64434. * Disables contributions to the sliding window sample set
  64435. * Samples will not be interpolated over the disabled period
  64436. */
  64437. disable(): void;
  64438. /**
  64439. * Returns true if sampling is enabled
  64440. */
  64441. readonly isEnabled: boolean;
  64442. /**
  64443. * Resets performance monitor
  64444. */
  64445. reset(): void;
  64446. }
  64447. /**
  64448. * RollingAverage
  64449. *
  64450. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  64451. */
  64452. export class RollingAverage {
  64453. /**
  64454. * Current average
  64455. */
  64456. average: number;
  64457. /**
  64458. * Current variance
  64459. */
  64460. variance: number;
  64461. protected _samples: Array<number>;
  64462. protected _sampleCount: number;
  64463. protected _pos: number;
  64464. protected _m2: number;
  64465. /**
  64466. * constructor
  64467. * @param length The number of samples required to saturate the sliding window
  64468. */
  64469. constructor(length: number);
  64470. /**
  64471. * Adds a sample to the sample set
  64472. * @param v The sample value
  64473. */
  64474. add(v: number): void;
  64475. /**
  64476. * Returns previously added values or null if outside of history or outside the sliding window domain
  64477. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  64478. * @return Value previously recorded with add() or null if outside of range
  64479. */
  64480. history(i: number): number;
  64481. /**
  64482. * Returns true if enough samples have been taken to completely fill the sliding window
  64483. * @return true if sample-set saturated
  64484. */
  64485. isSaturated(): boolean;
  64486. /**
  64487. * Resets the rolling average (equivalent to 0 samples taken so far)
  64488. */
  64489. reset(): void;
  64490. /**
  64491. * Wraps a value around the sample range boundaries
  64492. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  64493. * @return Wrapped position in sample range
  64494. */
  64495. protected _wrapPosition(i: number): number;
  64496. }
  64497. }
  64498. declare module BABYLON {
  64499. /**
  64500. * This class implement a typical dictionary using a string as key and the generic type T as value.
  64501. * The underlying implementation relies on an associative array to ensure the best performances.
  64502. * The value can be anything including 'null' but except 'undefined'
  64503. */
  64504. export class StringDictionary<T> {
  64505. /**
  64506. * This will clear this dictionary and copy the content from the 'source' one.
  64507. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  64508. * @param source the dictionary to take the content from and copy to this dictionary
  64509. */
  64510. copyFrom(source: StringDictionary<T>): void;
  64511. /**
  64512. * Get a value based from its key
  64513. * @param key the given key to get the matching value from
  64514. * @return the value if found, otherwise undefined is returned
  64515. */
  64516. get(key: string): T | undefined;
  64517. /**
  64518. * Get a value from its key or add it if it doesn't exist.
  64519. * This method will ensure you that a given key/data will be present in the dictionary.
  64520. * @param key the given key to get the matching value from
  64521. * @param factory the factory that will create the value if the key is not present in the dictionary.
  64522. * The factory will only be invoked if there's no data for the given key.
  64523. * @return the value corresponding to the key.
  64524. */
  64525. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  64526. /**
  64527. * Get a value from its key if present in the dictionary otherwise add it
  64528. * @param key the key to get the value from
  64529. * @param val if there's no such key/value pair in the dictionary add it with this value
  64530. * @return the value corresponding to the key
  64531. */
  64532. getOrAdd(key: string, val: T): T;
  64533. /**
  64534. * Check if there's a given key in the dictionary
  64535. * @param key the key to check for
  64536. * @return true if the key is present, false otherwise
  64537. */
  64538. contains(key: string): boolean;
  64539. /**
  64540. * Add a new key and its corresponding value
  64541. * @param key the key to add
  64542. * @param value the value corresponding to the key
  64543. * @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
  64544. */
  64545. add(key: string, value: T): boolean;
  64546. /**
  64547. * Update a specific value associated to a key
  64548. * @param key defines the key to use
  64549. * @param value defines the value to store
  64550. * @returns true if the value was updated (or false if the key was not found)
  64551. */
  64552. set(key: string, value: T): boolean;
  64553. /**
  64554. * Get the element of the given key and remove it from the dictionary
  64555. * @param key defines the key to search
  64556. * @returns the value associated with the key or null if not found
  64557. */
  64558. getAndRemove(key: string): Nullable<T>;
  64559. /**
  64560. * Remove a key/value from the dictionary.
  64561. * @param key the key to remove
  64562. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  64563. */
  64564. remove(key: string): boolean;
  64565. /**
  64566. * Clear the whole content of the dictionary
  64567. */
  64568. clear(): void;
  64569. /**
  64570. * Gets the current count
  64571. */
  64572. readonly count: number;
  64573. /**
  64574. * Execute a callback on each key/val of the dictionary.
  64575. * Note that you can remove any element in this dictionary in the callback implementation
  64576. * @param callback the callback to execute on a given key/value pair
  64577. */
  64578. forEach(callback: (key: string, val: T) => void): void;
  64579. /**
  64580. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  64581. * If the callback returns null or undefined the method will iterate to the next key/value pair
  64582. * Note that you can remove any element in this dictionary in the callback implementation
  64583. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  64584. * @returns the first item
  64585. */
  64586. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  64587. private _count;
  64588. private _data;
  64589. }
  64590. }
  64591. declare module BABYLON {
  64592. /**
  64593. * Class used to store gfx data (like WebGLBuffer)
  64594. */
  64595. export class DataBuffer {
  64596. /**
  64597. * Gets or sets the number of objects referencing this buffer
  64598. */
  64599. references: number;
  64600. /** Gets or sets the size of the underlying buffer */
  64601. capacity: number;
  64602. /**
  64603. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  64604. */
  64605. is32Bits: boolean;
  64606. /**
  64607. * Gets the underlying buffer
  64608. */
  64609. readonly underlyingResource: any;
  64610. }
  64611. }
  64612. declare module BABYLON {
  64613. /**
  64614. * Class used to store data that will be store in GPU memory
  64615. */
  64616. export class Buffer {
  64617. private _engine;
  64618. private _buffer;
  64619. /** @hidden */
  64620. _data: Nullable<DataArray>;
  64621. private _updatable;
  64622. private _instanced;
  64623. /**
  64624. * Gets the byte stride.
  64625. */
  64626. readonly byteStride: number;
  64627. /**
  64628. * Constructor
  64629. * @param engine the engine
  64630. * @param data the data to use for this buffer
  64631. * @param updatable whether the data is updatable
  64632. * @param stride the stride (optional)
  64633. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64634. * @param instanced whether the buffer is instanced (optional)
  64635. * @param useBytes set to true if the stride in in bytes (optional)
  64636. */
  64637. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  64638. /**
  64639. * Create a new VertexBuffer based on the current buffer
  64640. * @param kind defines the vertex buffer kind (position, normal, etc.)
  64641. * @param offset defines offset in the buffer (0 by default)
  64642. * @param size defines the size in floats of attributes (position is 3 for instance)
  64643. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  64644. * @param instanced defines if the vertex buffer contains indexed data
  64645. * @param useBytes defines if the offset and stride are in bytes
  64646. * @returns the new vertex buffer
  64647. */
  64648. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  64649. /**
  64650. * Gets a boolean indicating if the Buffer is updatable?
  64651. * @returns true if the buffer is updatable
  64652. */
  64653. isUpdatable(): boolean;
  64654. /**
  64655. * Gets current buffer's data
  64656. * @returns a DataArray or null
  64657. */
  64658. getData(): Nullable<DataArray>;
  64659. /**
  64660. * Gets underlying native buffer
  64661. * @returns underlying native buffer
  64662. */
  64663. getBuffer(): Nullable<DataBuffer>;
  64664. /**
  64665. * Gets the stride in float32 units (i.e. byte stride / 4).
  64666. * May not be an integer if the byte stride is not divisible by 4.
  64667. * DEPRECATED. Use byteStride instead.
  64668. * @returns the stride in float32 units
  64669. */
  64670. getStrideSize(): number;
  64671. /**
  64672. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64673. * @param data defines the data to store
  64674. */
  64675. create(data?: Nullable<DataArray>): void;
  64676. /** @hidden */
  64677. _rebuild(): void;
  64678. /**
  64679. * Update current buffer data
  64680. * @param data defines the data to store
  64681. */
  64682. update(data: DataArray): void;
  64683. /**
  64684. * Updates the data directly.
  64685. * @param data the new data
  64686. * @param offset the new offset
  64687. * @param vertexCount the vertex count (optional)
  64688. * @param useBytes set to true if the offset is in bytes
  64689. */
  64690. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  64691. /**
  64692. * Release all resources
  64693. */
  64694. dispose(): void;
  64695. }
  64696. /**
  64697. * Specialized buffer used to store vertex data
  64698. */
  64699. export class VertexBuffer {
  64700. /** @hidden */
  64701. _buffer: Buffer;
  64702. private _kind;
  64703. private _size;
  64704. private _ownsBuffer;
  64705. private _instanced;
  64706. private _instanceDivisor;
  64707. /**
  64708. * The byte type.
  64709. */
  64710. static readonly BYTE: number;
  64711. /**
  64712. * The unsigned byte type.
  64713. */
  64714. static readonly UNSIGNED_BYTE: number;
  64715. /**
  64716. * The short type.
  64717. */
  64718. static readonly SHORT: number;
  64719. /**
  64720. * The unsigned short type.
  64721. */
  64722. static readonly UNSIGNED_SHORT: number;
  64723. /**
  64724. * The integer type.
  64725. */
  64726. static readonly INT: number;
  64727. /**
  64728. * The unsigned integer type.
  64729. */
  64730. static readonly UNSIGNED_INT: number;
  64731. /**
  64732. * The float type.
  64733. */
  64734. static readonly FLOAT: number;
  64735. /**
  64736. * Gets or sets the instance divisor when in instanced mode
  64737. */
  64738. instanceDivisor: number;
  64739. /**
  64740. * Gets the byte stride.
  64741. */
  64742. readonly byteStride: number;
  64743. /**
  64744. * Gets the byte offset.
  64745. */
  64746. readonly byteOffset: number;
  64747. /**
  64748. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  64749. */
  64750. readonly normalized: boolean;
  64751. /**
  64752. * Gets the data type of each component in the array.
  64753. */
  64754. readonly type: number;
  64755. /**
  64756. * Constructor
  64757. * @param engine the engine
  64758. * @param data the data to use for this vertex buffer
  64759. * @param kind the vertex buffer kind
  64760. * @param updatable whether the data is updatable
  64761. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  64762. * @param stride the stride (optional)
  64763. * @param instanced whether the buffer is instanced (optional)
  64764. * @param offset the offset of the data (optional)
  64765. * @param size the number of components (optional)
  64766. * @param type the type of the component (optional)
  64767. * @param normalized whether the data contains normalized data (optional)
  64768. * @param useBytes set to true if stride and offset are in bytes (optional)
  64769. */
  64770. 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);
  64771. /** @hidden */
  64772. _rebuild(): void;
  64773. /**
  64774. * Returns the kind of the VertexBuffer (string)
  64775. * @returns a string
  64776. */
  64777. getKind(): string;
  64778. /**
  64779. * Gets a boolean indicating if the VertexBuffer is updatable?
  64780. * @returns true if the buffer is updatable
  64781. */
  64782. isUpdatable(): boolean;
  64783. /**
  64784. * Gets current buffer's data
  64785. * @returns a DataArray or null
  64786. */
  64787. getData(): Nullable<DataArray>;
  64788. /**
  64789. * Gets underlying native buffer
  64790. * @returns underlying native buffer
  64791. */
  64792. getBuffer(): Nullable<DataBuffer>;
  64793. /**
  64794. * Gets the stride in float32 units (i.e. byte stride / 4).
  64795. * May not be an integer if the byte stride is not divisible by 4.
  64796. * DEPRECATED. Use byteStride instead.
  64797. * @returns the stride in float32 units
  64798. */
  64799. getStrideSize(): number;
  64800. /**
  64801. * Returns the offset as a multiple of the type byte length.
  64802. * DEPRECATED. Use byteOffset instead.
  64803. * @returns the offset in bytes
  64804. */
  64805. getOffset(): number;
  64806. /**
  64807. * Returns the number of components per vertex attribute (integer)
  64808. * @returns the size in float
  64809. */
  64810. getSize(): number;
  64811. /**
  64812. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  64813. * @returns true if this buffer is instanced
  64814. */
  64815. getIsInstanced(): boolean;
  64816. /**
  64817. * Returns the instancing divisor, zero for non-instanced (integer).
  64818. * @returns a number
  64819. */
  64820. getInstanceDivisor(): number;
  64821. /**
  64822. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  64823. * @param data defines the data to store
  64824. */
  64825. create(data?: DataArray): void;
  64826. /**
  64827. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  64828. * This function will create a new buffer if the current one is not updatable
  64829. * @param data defines the data to store
  64830. */
  64831. update(data: DataArray): void;
  64832. /**
  64833. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  64834. * Returns the directly updated WebGLBuffer.
  64835. * @param data the new data
  64836. * @param offset the new offset
  64837. * @param useBytes set to true if the offset is in bytes
  64838. */
  64839. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  64840. /**
  64841. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  64842. */
  64843. dispose(): void;
  64844. /**
  64845. * Enumerates each value of this vertex buffer as numbers.
  64846. * @param count the number of values to enumerate
  64847. * @param callback the callback function called for each value
  64848. */
  64849. forEach(count: number, callback: (value: number, index: number) => void): void;
  64850. /**
  64851. * Positions
  64852. */
  64853. static readonly PositionKind: string;
  64854. /**
  64855. * Normals
  64856. */
  64857. static readonly NormalKind: string;
  64858. /**
  64859. * Tangents
  64860. */
  64861. static readonly TangentKind: string;
  64862. /**
  64863. * Texture coordinates
  64864. */
  64865. static readonly UVKind: string;
  64866. /**
  64867. * Texture coordinates 2
  64868. */
  64869. static readonly UV2Kind: string;
  64870. /**
  64871. * Texture coordinates 3
  64872. */
  64873. static readonly UV3Kind: string;
  64874. /**
  64875. * Texture coordinates 4
  64876. */
  64877. static readonly UV4Kind: string;
  64878. /**
  64879. * Texture coordinates 5
  64880. */
  64881. static readonly UV5Kind: string;
  64882. /**
  64883. * Texture coordinates 6
  64884. */
  64885. static readonly UV6Kind: string;
  64886. /**
  64887. * Colors
  64888. */
  64889. static readonly ColorKind: string;
  64890. /**
  64891. * Matrix indices (for bones)
  64892. */
  64893. static readonly MatricesIndicesKind: string;
  64894. /**
  64895. * Matrix weights (for bones)
  64896. */
  64897. static readonly MatricesWeightsKind: string;
  64898. /**
  64899. * Additional matrix indices (for bones)
  64900. */
  64901. static readonly MatricesIndicesExtraKind: string;
  64902. /**
  64903. * Additional matrix weights (for bones)
  64904. */
  64905. static readonly MatricesWeightsExtraKind: string;
  64906. /**
  64907. * Deduces the stride given a kind.
  64908. * @param kind The kind string to deduce
  64909. * @returns The deduced stride
  64910. */
  64911. static DeduceStride(kind: string): number;
  64912. /**
  64913. * Gets the byte length of the given type.
  64914. * @param type the type
  64915. * @returns the number of bytes
  64916. */
  64917. static GetTypeByteLength(type: number): number;
  64918. /**
  64919. * Enumerates each value of the given parameters as numbers.
  64920. * @param data the data to enumerate
  64921. * @param byteOffset the byte offset of the data
  64922. * @param byteStride the byte stride of the data
  64923. * @param componentCount the number of components per element
  64924. * @param componentType the type of the component
  64925. * @param count the number of values to enumerate
  64926. * @param normalized whether the data is normalized
  64927. * @param callback the callback function called for each value
  64928. */
  64929. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  64930. private static _GetFloatValue;
  64931. }
  64932. }
  64933. declare module BABYLON {
  64934. /**
  64935. * Scalar computation library
  64936. */
  64937. export class Scalar {
  64938. /**
  64939. * Two pi constants convenient for computation.
  64940. */
  64941. static TwoPi: number;
  64942. /**
  64943. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64944. * @param a number
  64945. * @param b number
  64946. * @param epsilon (default = 1.401298E-45)
  64947. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  64948. */
  64949. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  64950. /**
  64951. * Returns a string : the upper case translation of the number i to hexadecimal.
  64952. * @param i number
  64953. * @returns the upper case translation of the number i to hexadecimal.
  64954. */
  64955. static ToHex(i: number): string;
  64956. /**
  64957. * Returns -1 if value is negative and +1 is value is positive.
  64958. * @param value the value
  64959. * @returns the value itself if it's equal to zero.
  64960. */
  64961. static Sign(value: number): number;
  64962. /**
  64963. * Returns the value itself if it's between min and max.
  64964. * Returns min if the value is lower than min.
  64965. * Returns max if the value is greater than max.
  64966. * @param value the value to clmap
  64967. * @param min the min value to clamp to (default: 0)
  64968. * @param max the max value to clamp to (default: 1)
  64969. * @returns the clamped value
  64970. */
  64971. static Clamp(value: number, min?: number, max?: number): number;
  64972. /**
  64973. * the log2 of value.
  64974. * @param value the value to compute log2 of
  64975. * @returns the log2 of value.
  64976. */
  64977. static Log2(value: number): number;
  64978. /**
  64979. * Loops the value, so that it is never larger than length and never smaller than 0.
  64980. *
  64981. * This is similar to the modulo operator but it works with floating point numbers.
  64982. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  64983. * With t = 5 and length = 2.5, the result would be 0.0.
  64984. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  64985. * @param value the value
  64986. * @param length the length
  64987. * @returns the looped value
  64988. */
  64989. static Repeat(value: number, length: number): number;
  64990. /**
  64991. * Normalize the value between 0.0 and 1.0 using min and max values
  64992. * @param value value to normalize
  64993. * @param min max to normalize between
  64994. * @param max min to normalize between
  64995. * @returns the normalized value
  64996. */
  64997. static Normalize(value: number, min: number, max: number): number;
  64998. /**
  64999. * Denormalize the value from 0.0 and 1.0 using min and max values
  65000. * @param normalized value to denormalize
  65001. * @param min max to denormalize between
  65002. * @param max min to denormalize between
  65003. * @returns the denormalized value
  65004. */
  65005. static Denormalize(normalized: number, min: number, max: number): number;
  65006. /**
  65007. * Calculates the shortest difference between two given angles given in degrees.
  65008. * @param current current angle in degrees
  65009. * @param target target angle in degrees
  65010. * @returns the delta
  65011. */
  65012. static DeltaAngle(current: number, target: number): number;
  65013. /**
  65014. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65015. * @param tx value
  65016. * @param length length
  65017. * @returns The returned value will move back and forth between 0 and length
  65018. */
  65019. static PingPong(tx: number, length: number): number;
  65020. /**
  65021. * Interpolates between min and max with smoothing at the limits.
  65022. *
  65023. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65024. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65025. * @param from from
  65026. * @param to to
  65027. * @param tx value
  65028. * @returns the smooth stepped value
  65029. */
  65030. static SmoothStep(from: number, to: number, tx: number): number;
  65031. /**
  65032. * Moves a value current towards target.
  65033. *
  65034. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65035. * Negative values of maxDelta pushes the value away from target.
  65036. * @param current current value
  65037. * @param target target value
  65038. * @param maxDelta max distance to move
  65039. * @returns resulting value
  65040. */
  65041. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65042. /**
  65043. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65044. *
  65045. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65046. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65047. * @param current current value
  65048. * @param target target value
  65049. * @param maxDelta max distance to move
  65050. * @returns resulting angle
  65051. */
  65052. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65053. /**
  65054. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65055. * @param start start value
  65056. * @param end target value
  65057. * @param amount amount to lerp between
  65058. * @returns the lerped value
  65059. */
  65060. static Lerp(start: number, end: number, amount: number): number;
  65061. /**
  65062. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65063. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65064. * @param start start value
  65065. * @param end target value
  65066. * @param amount amount to lerp between
  65067. * @returns the lerped value
  65068. */
  65069. static LerpAngle(start: number, end: number, amount: number): number;
  65070. /**
  65071. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65072. * @param a start value
  65073. * @param b target value
  65074. * @param value value between a and b
  65075. * @returns the inverseLerp value
  65076. */
  65077. static InverseLerp(a: number, b: number, value: number): number;
  65078. /**
  65079. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65080. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65081. * @param value1 spline value
  65082. * @param tangent1 spline value
  65083. * @param value2 spline value
  65084. * @param tangent2 spline value
  65085. * @param amount input value
  65086. * @returns hermite result
  65087. */
  65088. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65089. /**
  65090. * Returns a random float number between and min and max values
  65091. * @param min min value of random
  65092. * @param max max value of random
  65093. * @returns random value
  65094. */
  65095. static RandomRange(min: number, max: number): number;
  65096. /**
  65097. * This function returns percentage of a number in a given range.
  65098. *
  65099. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65100. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65101. * @param number to convert to percentage
  65102. * @param min min range
  65103. * @param max max range
  65104. * @returns the percentage
  65105. */
  65106. static RangeToPercent(number: number, min: number, max: number): number;
  65107. /**
  65108. * This function returns number that corresponds to the percentage in a given range.
  65109. *
  65110. * PercentToRange(0.34,0,100) will return 34.
  65111. * @param percent to convert to number
  65112. * @param min min range
  65113. * @param max max range
  65114. * @returns the number
  65115. */
  65116. static PercentToRange(percent: number, min: number, max: number): number;
  65117. /**
  65118. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65119. * @param angle The angle to normalize in radian.
  65120. * @return The converted angle.
  65121. */
  65122. static NormalizeRadians(angle: number): number;
  65123. }
  65124. }
  65125. declare module BABYLON {
  65126. /**
  65127. * Constant used to convert a value to gamma space
  65128. * @ignorenaming
  65129. */
  65130. export const ToGammaSpace: number;
  65131. /**
  65132. * Constant used to convert a value to linear space
  65133. * @ignorenaming
  65134. */
  65135. export const ToLinearSpace = 2.2;
  65136. /**
  65137. * Constant used to define the minimal number value in Babylon.js
  65138. * @ignorenaming
  65139. */
  65140. let Epsilon: number;
  65141. }
  65142. declare module BABYLON {
  65143. /**
  65144. * Class used to represent a viewport on screen
  65145. */
  65146. export class Viewport {
  65147. /** viewport left coordinate */
  65148. x: number;
  65149. /** viewport top coordinate */
  65150. y: number;
  65151. /**viewport width */
  65152. width: number;
  65153. /** viewport height */
  65154. height: number;
  65155. /**
  65156. * Creates a Viewport object located at (x, y) and sized (width, height)
  65157. * @param x defines viewport left coordinate
  65158. * @param y defines viewport top coordinate
  65159. * @param width defines the viewport width
  65160. * @param height defines the viewport height
  65161. */
  65162. constructor(
  65163. /** viewport left coordinate */
  65164. x: number,
  65165. /** viewport top coordinate */
  65166. y: number,
  65167. /**viewport width */
  65168. width: number,
  65169. /** viewport height */
  65170. height: number);
  65171. /**
  65172. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65173. * @param renderWidth defines the rendering width
  65174. * @param renderHeight defines the rendering height
  65175. * @returns a new Viewport
  65176. */
  65177. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65178. /**
  65179. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65180. * @param renderWidth defines the rendering width
  65181. * @param renderHeight defines the rendering height
  65182. * @param ref defines the target viewport
  65183. * @returns the current viewport
  65184. */
  65185. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65186. /**
  65187. * Returns a new Viewport copied from the current one
  65188. * @returns a new Viewport
  65189. */
  65190. clone(): Viewport;
  65191. }
  65192. }
  65193. declare module BABYLON {
  65194. /**
  65195. * Class containing a set of static utilities functions for arrays.
  65196. */
  65197. export class ArrayTools {
  65198. /**
  65199. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65200. * @param size the number of element to construct and put in the array
  65201. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65202. * @returns a new array filled with new objects
  65203. */
  65204. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65205. }
  65206. }
  65207. declare module BABYLON {
  65208. /**
  65209. * @hidden
  65210. */
  65211. export interface IColor4Like {
  65212. r: float;
  65213. g: float;
  65214. b: float;
  65215. a: float;
  65216. }
  65217. /**
  65218. * @hidden
  65219. */
  65220. export interface IColor3Like {
  65221. r: float;
  65222. g: float;
  65223. b: float;
  65224. }
  65225. /**
  65226. * @hidden
  65227. */
  65228. export interface IVector4Like {
  65229. x: float;
  65230. y: float;
  65231. z: float;
  65232. w: float;
  65233. }
  65234. /**
  65235. * @hidden
  65236. */
  65237. export interface IVector3Like {
  65238. x: float;
  65239. y: float;
  65240. z: float;
  65241. }
  65242. /**
  65243. * @hidden
  65244. */
  65245. export interface IVector2Like {
  65246. x: float;
  65247. y: float;
  65248. }
  65249. /**
  65250. * @hidden
  65251. */
  65252. export interface IMatrixLike {
  65253. toArray(): DeepImmutable<Float32Array>;
  65254. updateFlag: int;
  65255. }
  65256. /**
  65257. * @hidden
  65258. */
  65259. export interface IViewportLike {
  65260. x: float;
  65261. y: float;
  65262. width: float;
  65263. height: float;
  65264. }
  65265. /**
  65266. * @hidden
  65267. */
  65268. export interface IPlaneLike {
  65269. normal: IVector3Like;
  65270. d: float;
  65271. normalize(): void;
  65272. }
  65273. }
  65274. declare module BABYLON {
  65275. /**
  65276. * Class representing a vector containing 2 coordinates
  65277. */
  65278. export class Vector2 {
  65279. /** defines the first coordinate */
  65280. x: number;
  65281. /** defines the second coordinate */
  65282. y: number;
  65283. /**
  65284. * Creates a new Vector2 from the given x and y coordinates
  65285. * @param x defines the first coordinate
  65286. * @param y defines the second coordinate
  65287. */
  65288. constructor(
  65289. /** defines the first coordinate */
  65290. x?: number,
  65291. /** defines the second coordinate */
  65292. y?: number);
  65293. /**
  65294. * Gets a string with the Vector2 coordinates
  65295. * @returns a string with the Vector2 coordinates
  65296. */
  65297. toString(): string;
  65298. /**
  65299. * Gets class name
  65300. * @returns the string "Vector2"
  65301. */
  65302. getClassName(): string;
  65303. /**
  65304. * Gets current vector hash code
  65305. * @returns the Vector2 hash code as a number
  65306. */
  65307. getHashCode(): number;
  65308. /**
  65309. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65310. * @param array defines the source array
  65311. * @param index defines the offset in source array
  65312. * @returns the current Vector2
  65313. */
  65314. toArray(array: FloatArray, index?: number): Vector2;
  65315. /**
  65316. * Copy the current vector to an array
  65317. * @returns a new array with 2 elements: the Vector2 coordinates.
  65318. */
  65319. asArray(): number[];
  65320. /**
  65321. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65322. * @param source defines the source Vector2
  65323. * @returns the current updated Vector2
  65324. */
  65325. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65326. /**
  65327. * Sets the Vector2 coordinates with the given floats
  65328. * @param x defines the first coordinate
  65329. * @param y defines the second coordinate
  65330. * @returns the current updated Vector2
  65331. */
  65332. copyFromFloats(x: number, y: number): Vector2;
  65333. /**
  65334. * Sets the Vector2 coordinates with the given floats
  65335. * @param x defines the first coordinate
  65336. * @param y defines the second coordinate
  65337. * @returns the current updated Vector2
  65338. */
  65339. set(x: number, y: number): Vector2;
  65340. /**
  65341. * Add another vector with the current one
  65342. * @param otherVector defines the other vector
  65343. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  65344. */
  65345. add(otherVector: DeepImmutable<Vector2>): Vector2;
  65346. /**
  65347. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  65348. * @param otherVector defines the other vector
  65349. * @param result defines the target vector
  65350. * @returns the unmodified current Vector2
  65351. */
  65352. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65353. /**
  65354. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  65355. * @param otherVector defines the other vector
  65356. * @returns the current updated Vector2
  65357. */
  65358. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65359. /**
  65360. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  65361. * @param otherVector defines the other vector
  65362. * @returns a new Vector2
  65363. */
  65364. addVector3(otherVector: Vector3): Vector2;
  65365. /**
  65366. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  65367. * @param otherVector defines the other vector
  65368. * @returns a new Vector2
  65369. */
  65370. subtract(otherVector: Vector2): Vector2;
  65371. /**
  65372. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  65373. * @param otherVector defines the other vector
  65374. * @param result defines the target vector
  65375. * @returns the unmodified current Vector2
  65376. */
  65377. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65378. /**
  65379. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  65380. * @param otherVector defines the other vector
  65381. * @returns the current updated Vector2
  65382. */
  65383. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65384. /**
  65385. * Multiplies in place the current Vector2 coordinates by the given ones
  65386. * @param otherVector defines the other vector
  65387. * @returns the current updated Vector2
  65388. */
  65389. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65390. /**
  65391. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  65392. * @param otherVector defines the other vector
  65393. * @returns a new Vector2
  65394. */
  65395. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  65396. /**
  65397. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  65398. * @param otherVector defines the other vector
  65399. * @param result defines the target vector
  65400. * @returns the unmodified current Vector2
  65401. */
  65402. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65403. /**
  65404. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  65405. * @param x defines the first coordinate
  65406. * @param y defines the second coordinate
  65407. * @returns a new Vector2
  65408. */
  65409. multiplyByFloats(x: number, y: number): Vector2;
  65410. /**
  65411. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  65412. * @param otherVector defines the other vector
  65413. * @returns a new Vector2
  65414. */
  65415. divide(otherVector: Vector2): Vector2;
  65416. /**
  65417. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  65418. * @param otherVector defines the other vector
  65419. * @param result defines the target vector
  65420. * @returns the unmodified current Vector2
  65421. */
  65422. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  65423. /**
  65424. * Divides the current Vector2 coordinates by the given ones
  65425. * @param otherVector defines the other vector
  65426. * @returns the current updated Vector2
  65427. */
  65428. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  65429. /**
  65430. * Gets a new Vector2 with current Vector2 negated coordinates
  65431. * @returns a new Vector2
  65432. */
  65433. negate(): Vector2;
  65434. /**
  65435. * Multiply the Vector2 coordinates by scale
  65436. * @param scale defines the scaling factor
  65437. * @returns the current updated Vector2
  65438. */
  65439. scaleInPlace(scale: number): Vector2;
  65440. /**
  65441. * Returns a new Vector2 scaled by "scale" from the current Vector2
  65442. * @param scale defines the scaling factor
  65443. * @returns a new Vector2
  65444. */
  65445. scale(scale: number): Vector2;
  65446. /**
  65447. * Scale the current Vector2 values by a factor to a given Vector2
  65448. * @param scale defines the scale factor
  65449. * @param result defines the Vector2 object where to store the result
  65450. * @returns the unmodified current Vector2
  65451. */
  65452. scaleToRef(scale: number, result: Vector2): Vector2;
  65453. /**
  65454. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  65455. * @param scale defines the scale factor
  65456. * @param result defines the Vector2 object where to store the result
  65457. * @returns the unmodified current Vector2
  65458. */
  65459. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  65460. /**
  65461. * Gets a boolean if two vectors are equals
  65462. * @param otherVector defines the other vector
  65463. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  65464. */
  65465. equals(otherVector: DeepImmutable<Vector2>): boolean;
  65466. /**
  65467. * Gets a boolean if two vectors are equals (using an epsilon value)
  65468. * @param otherVector defines the other vector
  65469. * @param epsilon defines the minimal distance to consider equality
  65470. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  65471. */
  65472. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  65473. /**
  65474. * Gets a new Vector2 from current Vector2 floored values
  65475. * @returns a new Vector2
  65476. */
  65477. floor(): Vector2;
  65478. /**
  65479. * Gets a new Vector2 from current Vector2 floored values
  65480. * @returns a new Vector2
  65481. */
  65482. fract(): Vector2;
  65483. /**
  65484. * Gets the length of the vector
  65485. * @returns the vector length (float)
  65486. */
  65487. length(): number;
  65488. /**
  65489. * Gets the vector squared length
  65490. * @returns the vector squared length (float)
  65491. */
  65492. lengthSquared(): number;
  65493. /**
  65494. * Normalize the vector
  65495. * @returns the current updated Vector2
  65496. */
  65497. normalize(): Vector2;
  65498. /**
  65499. * Gets a new Vector2 copied from the Vector2
  65500. * @returns a new Vector2
  65501. */
  65502. clone(): Vector2;
  65503. /**
  65504. * Gets a new Vector2(0, 0)
  65505. * @returns a new Vector2
  65506. */
  65507. static Zero(): Vector2;
  65508. /**
  65509. * Gets a new Vector2(1, 1)
  65510. * @returns a new Vector2
  65511. */
  65512. static One(): Vector2;
  65513. /**
  65514. * Gets a new Vector2 set from the given index element of the given array
  65515. * @param array defines the data source
  65516. * @param offset defines the offset in the data source
  65517. * @returns a new Vector2
  65518. */
  65519. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  65520. /**
  65521. * Sets "result" from the given index element of the given array
  65522. * @param array defines the data source
  65523. * @param offset defines the offset in the data source
  65524. * @param result defines the target vector
  65525. */
  65526. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  65527. /**
  65528. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  65529. * @param value1 defines 1st point of control
  65530. * @param value2 defines 2nd point of control
  65531. * @param value3 defines 3rd point of control
  65532. * @param value4 defines 4th point of control
  65533. * @param amount defines the interpolation factor
  65534. * @returns a new Vector2
  65535. */
  65536. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  65537. /**
  65538. * 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".
  65539. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  65540. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  65541. * @param value defines the value to clamp
  65542. * @param min defines the lower limit
  65543. * @param max defines the upper limit
  65544. * @returns a new Vector2
  65545. */
  65546. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  65547. /**
  65548. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  65549. * @param value1 defines the 1st control point
  65550. * @param tangent1 defines the outgoing tangent
  65551. * @param value2 defines the 2nd control point
  65552. * @param tangent2 defines the incoming tangent
  65553. * @param amount defines the interpolation factor
  65554. * @returns a new Vector2
  65555. */
  65556. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  65557. /**
  65558. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  65559. * @param start defines the start vector
  65560. * @param end defines the end vector
  65561. * @param amount defines the interpolation factor
  65562. * @returns a new Vector2
  65563. */
  65564. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  65565. /**
  65566. * Gets the dot product of the vector "left" and the vector "right"
  65567. * @param left defines first vector
  65568. * @param right defines second vector
  65569. * @returns the dot product (float)
  65570. */
  65571. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  65572. /**
  65573. * Returns a new Vector2 equal to the normalized given vector
  65574. * @param vector defines the vector to normalize
  65575. * @returns a new Vector2
  65576. */
  65577. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  65578. /**
  65579. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  65580. * @param left defines 1st vector
  65581. * @param right defines 2nd vector
  65582. * @returns a new Vector2
  65583. */
  65584. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65585. /**
  65586. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  65587. * @param left defines 1st vector
  65588. * @param right defines 2nd vector
  65589. * @returns a new Vector2
  65590. */
  65591. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  65592. /**
  65593. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  65594. * @param vector defines the vector to transform
  65595. * @param transformation defines the matrix to apply
  65596. * @returns a new Vector2
  65597. */
  65598. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  65599. /**
  65600. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  65601. * @param vector defines the vector to transform
  65602. * @param transformation defines the matrix to apply
  65603. * @param result defines the target vector
  65604. */
  65605. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  65606. /**
  65607. * Determines if a given vector is included in a triangle
  65608. * @param p defines the vector to test
  65609. * @param p0 defines 1st triangle point
  65610. * @param p1 defines 2nd triangle point
  65611. * @param p2 defines 3rd triangle point
  65612. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  65613. */
  65614. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  65615. /**
  65616. * Gets the distance between the vectors "value1" and "value2"
  65617. * @param value1 defines first vector
  65618. * @param value2 defines second vector
  65619. * @returns the distance between vectors
  65620. */
  65621. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65622. /**
  65623. * Returns the squared distance between the vectors "value1" and "value2"
  65624. * @param value1 defines first vector
  65625. * @param value2 defines second vector
  65626. * @returns the squared distance between vectors
  65627. */
  65628. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  65629. /**
  65630. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  65631. * @param value1 defines first vector
  65632. * @param value2 defines second vector
  65633. * @returns a new Vector2
  65634. */
  65635. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  65636. /**
  65637. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  65638. * @param p defines the middle point
  65639. * @param segA defines one point of the segment
  65640. * @param segB defines the other point of the segment
  65641. * @returns the shortest distance
  65642. */
  65643. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  65644. }
  65645. /**
  65646. * Classed used to store (x,y,z) vector representation
  65647. * A Vector3 is the main object used in 3D geometry
  65648. * It can represent etiher the coordinates of a point the space, either a direction
  65649. * Reminder: js uses a left handed forward facing system
  65650. */
  65651. export class Vector3 {
  65652. /**
  65653. * Defines the first coordinates (on X axis)
  65654. */
  65655. x: number;
  65656. /**
  65657. * Defines the second coordinates (on Y axis)
  65658. */
  65659. y: number;
  65660. /**
  65661. * Defines the third coordinates (on Z axis)
  65662. */
  65663. z: number;
  65664. private static _UpReadOnly;
  65665. private static _ZeroReadOnly;
  65666. /**
  65667. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  65668. * @param x defines the first coordinates (on X axis)
  65669. * @param y defines the second coordinates (on Y axis)
  65670. * @param z defines the third coordinates (on Z axis)
  65671. */
  65672. constructor(
  65673. /**
  65674. * Defines the first coordinates (on X axis)
  65675. */
  65676. x?: number,
  65677. /**
  65678. * Defines the second coordinates (on Y axis)
  65679. */
  65680. y?: number,
  65681. /**
  65682. * Defines the third coordinates (on Z axis)
  65683. */
  65684. z?: number);
  65685. /**
  65686. * Creates a string representation of the Vector3
  65687. * @returns a string with the Vector3 coordinates.
  65688. */
  65689. toString(): string;
  65690. /**
  65691. * Gets the class name
  65692. * @returns the string "Vector3"
  65693. */
  65694. getClassName(): string;
  65695. /**
  65696. * Creates the Vector3 hash code
  65697. * @returns a number which tends to be unique between Vector3 instances
  65698. */
  65699. getHashCode(): number;
  65700. /**
  65701. * Creates an array containing three elements : the coordinates of the Vector3
  65702. * @returns a new array of numbers
  65703. */
  65704. asArray(): number[];
  65705. /**
  65706. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  65707. * @param array defines the destination array
  65708. * @param index defines the offset in the destination array
  65709. * @returns the current Vector3
  65710. */
  65711. toArray(array: FloatArray, index?: number): Vector3;
  65712. /**
  65713. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  65714. * @returns a new Quaternion object, computed from the Vector3 coordinates
  65715. */
  65716. toQuaternion(): Quaternion;
  65717. /**
  65718. * Adds the given vector to the current Vector3
  65719. * @param otherVector defines the second operand
  65720. * @returns the current updated Vector3
  65721. */
  65722. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65723. /**
  65724. * Adds the given coordinates to the current Vector3
  65725. * @param x defines the x coordinate of the operand
  65726. * @param y defines the y coordinate of the operand
  65727. * @param z defines the z coordinate of the operand
  65728. * @returns the current updated Vector3
  65729. */
  65730. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65731. /**
  65732. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  65733. * @param otherVector defines the second operand
  65734. * @returns the resulting Vector3
  65735. */
  65736. add(otherVector: DeepImmutable<Vector3>): Vector3;
  65737. /**
  65738. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  65739. * @param otherVector defines the second operand
  65740. * @param result defines the Vector3 object where to store the result
  65741. * @returns the current Vector3
  65742. */
  65743. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65744. /**
  65745. * Subtract the given vector from the current Vector3
  65746. * @param otherVector defines the second operand
  65747. * @returns the current updated Vector3
  65748. */
  65749. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65750. /**
  65751. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  65752. * @param otherVector defines the second operand
  65753. * @returns the resulting Vector3
  65754. */
  65755. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  65756. /**
  65757. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  65758. * @param otherVector defines the second operand
  65759. * @param result defines the Vector3 object where to store the result
  65760. * @returns the current Vector3
  65761. */
  65762. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65763. /**
  65764. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  65765. * @param x defines the x coordinate of the operand
  65766. * @param y defines the y coordinate of the operand
  65767. * @param z defines the z coordinate of the operand
  65768. * @returns the resulting Vector3
  65769. */
  65770. subtractFromFloats(x: number, y: number, z: number): Vector3;
  65771. /**
  65772. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  65773. * @param x defines the x coordinate of the operand
  65774. * @param y defines the y coordinate of the operand
  65775. * @param z defines the z coordinate of the operand
  65776. * @param result defines the Vector3 object where to store the result
  65777. * @returns the current Vector3
  65778. */
  65779. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  65780. /**
  65781. * Gets a new Vector3 set with the current Vector3 negated coordinates
  65782. * @returns a new Vector3
  65783. */
  65784. negate(): Vector3;
  65785. /**
  65786. * Multiplies the Vector3 coordinates by the float "scale"
  65787. * @param scale defines the multiplier factor
  65788. * @returns the current updated Vector3
  65789. */
  65790. scaleInPlace(scale: number): Vector3;
  65791. /**
  65792. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  65793. * @param scale defines the multiplier factor
  65794. * @returns a new Vector3
  65795. */
  65796. scale(scale: number): Vector3;
  65797. /**
  65798. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  65799. * @param scale defines the multiplier factor
  65800. * @param result defines the Vector3 object where to store the result
  65801. * @returns the current Vector3
  65802. */
  65803. scaleToRef(scale: number, result: Vector3): Vector3;
  65804. /**
  65805. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  65806. * @param scale defines the scale factor
  65807. * @param result defines the Vector3 object where to store the result
  65808. * @returns the unmodified current Vector3
  65809. */
  65810. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  65811. /**
  65812. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  65813. * @param otherVector defines the second operand
  65814. * @returns true if both vectors are equals
  65815. */
  65816. equals(otherVector: DeepImmutable<Vector3>): boolean;
  65817. /**
  65818. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  65819. * @param otherVector defines the second operand
  65820. * @param epsilon defines the minimal distance to define values as equals
  65821. * @returns true if both vectors are distant less than epsilon
  65822. */
  65823. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  65824. /**
  65825. * Returns true if the current Vector3 coordinates equals the given floats
  65826. * @param x defines the x coordinate of the operand
  65827. * @param y defines the y coordinate of the operand
  65828. * @param z defines the z coordinate of the operand
  65829. * @returns true if both vectors are equals
  65830. */
  65831. equalsToFloats(x: number, y: number, z: number): boolean;
  65832. /**
  65833. * Multiplies the current Vector3 coordinates by the given ones
  65834. * @param otherVector defines the second operand
  65835. * @returns the current updated Vector3
  65836. */
  65837. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  65838. /**
  65839. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  65840. * @param otherVector defines the second operand
  65841. * @returns the new Vector3
  65842. */
  65843. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  65844. /**
  65845. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  65846. * @param otherVector defines the second operand
  65847. * @param result defines the Vector3 object where to store the result
  65848. * @returns the current Vector3
  65849. */
  65850. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65851. /**
  65852. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  65853. * @param x defines the x coordinate of the operand
  65854. * @param y defines the y coordinate of the operand
  65855. * @param z defines the z coordinate of the operand
  65856. * @returns the new Vector3
  65857. */
  65858. multiplyByFloats(x: number, y: number, z: number): Vector3;
  65859. /**
  65860. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  65861. * @param otherVector defines the second operand
  65862. * @returns the new Vector3
  65863. */
  65864. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  65865. /**
  65866. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  65867. * @param otherVector defines the second operand
  65868. * @param result defines the Vector3 object where to store the result
  65869. * @returns the current Vector3
  65870. */
  65871. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  65872. /**
  65873. * Divides the current Vector3 coordinates by the given ones.
  65874. * @param otherVector defines the second operand
  65875. * @returns the current updated Vector3
  65876. */
  65877. divideInPlace(otherVector: Vector3): Vector3;
  65878. /**
  65879. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  65880. * @param other defines the second operand
  65881. * @returns the current updated Vector3
  65882. */
  65883. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65884. /**
  65885. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  65886. * @param other defines the second operand
  65887. * @returns the current updated Vector3
  65888. */
  65889. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  65890. /**
  65891. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  65892. * @param x defines the x coordinate of the operand
  65893. * @param y defines the y coordinate of the operand
  65894. * @param z defines the z coordinate of the operand
  65895. * @returns the current updated Vector3
  65896. */
  65897. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65898. /**
  65899. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  65900. * @param x defines the x coordinate of the operand
  65901. * @param y defines the y coordinate of the operand
  65902. * @param z defines the z coordinate of the operand
  65903. * @returns the current updated Vector3
  65904. */
  65905. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  65906. /**
  65907. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  65908. * Check if is non uniform within a certain amount of decimal places to account for this
  65909. * @param epsilon the amount the values can differ
  65910. * @returns if the the vector is non uniform to a certain number of decimal places
  65911. */
  65912. isNonUniformWithinEpsilon(epsilon: number): boolean;
  65913. /**
  65914. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  65915. */
  65916. readonly isNonUniform: boolean;
  65917. /**
  65918. * Gets a new Vector3 from current Vector3 floored values
  65919. * @returns a new Vector3
  65920. */
  65921. floor(): Vector3;
  65922. /**
  65923. * Gets a new Vector3 from current Vector3 floored values
  65924. * @returns a new Vector3
  65925. */
  65926. fract(): Vector3;
  65927. /**
  65928. * Gets the length of the Vector3
  65929. * @returns the length of the Vector3
  65930. */
  65931. length(): number;
  65932. /**
  65933. * Gets the squared length of the Vector3
  65934. * @returns squared length of the Vector3
  65935. */
  65936. lengthSquared(): number;
  65937. /**
  65938. * Normalize the current Vector3.
  65939. * Please note that this is an in place operation.
  65940. * @returns the current updated Vector3
  65941. */
  65942. normalize(): Vector3;
  65943. /**
  65944. * Reorders the x y z properties of the vector in place
  65945. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  65946. * @returns the current updated vector
  65947. */
  65948. reorderInPlace(order: string): this;
  65949. /**
  65950. * Rotates the vector around 0,0,0 by a quaternion
  65951. * @param quaternion the rotation quaternion
  65952. * @param result vector to store the result
  65953. * @returns the resulting vector
  65954. */
  65955. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  65956. /**
  65957. * Rotates a vector around a given point
  65958. * @param quaternion the rotation quaternion
  65959. * @param point the point to rotate around
  65960. * @param result vector to store the result
  65961. * @returns the resulting vector
  65962. */
  65963. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  65964. /**
  65965. * Normalize the current Vector3 with the given input length.
  65966. * Please note that this is an in place operation.
  65967. * @param len the length of the vector
  65968. * @returns the current updated Vector3
  65969. */
  65970. normalizeFromLength(len: number): Vector3;
  65971. /**
  65972. * Normalize the current Vector3 to a new vector
  65973. * @returns the new Vector3
  65974. */
  65975. normalizeToNew(): Vector3;
  65976. /**
  65977. * Normalize the current Vector3 to the reference
  65978. * @param reference define the Vector3 to update
  65979. * @returns the updated Vector3
  65980. */
  65981. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  65982. /**
  65983. * Creates a new Vector3 copied from the current Vector3
  65984. * @returns the new Vector3
  65985. */
  65986. clone(): Vector3;
  65987. /**
  65988. * Copies the given vector coordinates to the current Vector3 ones
  65989. * @param source defines the source Vector3
  65990. * @returns the current updated Vector3
  65991. */
  65992. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  65993. /**
  65994. * Copies the given floats to the current Vector3 coordinates
  65995. * @param x defines the x coordinate of the operand
  65996. * @param y defines the y coordinate of the operand
  65997. * @param z defines the z coordinate of the operand
  65998. * @returns the current updated Vector3
  65999. */
  66000. copyFromFloats(x: number, y: number, z: number): Vector3;
  66001. /**
  66002. * Copies the given floats to the current Vector3 coordinates
  66003. * @param x defines the x coordinate of the operand
  66004. * @param y defines the y coordinate of the operand
  66005. * @param z defines the z coordinate of the operand
  66006. * @returns the current updated Vector3
  66007. */
  66008. set(x: number, y: number, z: number): Vector3;
  66009. /**
  66010. * Copies the given float to the current Vector3 coordinates
  66011. * @param v defines the x, y and z coordinates of the operand
  66012. * @returns the current updated Vector3
  66013. */
  66014. setAll(v: number): Vector3;
  66015. /**
  66016. * Get the clip factor between two vectors
  66017. * @param vector0 defines the first operand
  66018. * @param vector1 defines the second operand
  66019. * @param axis defines the axis to use
  66020. * @param size defines the size along the axis
  66021. * @returns the clip factor
  66022. */
  66023. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66024. /**
  66025. * Get angle between two vectors
  66026. * @param vector0 angle between vector0 and vector1
  66027. * @param vector1 angle between vector0 and vector1
  66028. * @param normal direction of the normal
  66029. * @return the angle between vector0 and vector1
  66030. */
  66031. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66032. /**
  66033. * Returns a new Vector3 set from the index "offset" of the given array
  66034. * @param array defines the source array
  66035. * @param offset defines the offset in the source array
  66036. * @returns the new Vector3
  66037. */
  66038. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66039. /**
  66040. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66041. * This function is deprecated. Use FromArray instead
  66042. * @param array defines the source array
  66043. * @param offset defines the offset in the source array
  66044. * @returns the new Vector3
  66045. */
  66046. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66047. /**
  66048. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66049. * @param array defines the source array
  66050. * @param offset defines the offset in the source array
  66051. * @param result defines the Vector3 where to store the result
  66052. */
  66053. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66054. /**
  66055. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66056. * This function is deprecated. Use FromArrayToRef instead.
  66057. * @param array defines the source array
  66058. * @param offset defines the offset in the source array
  66059. * @param result defines the Vector3 where to store the result
  66060. */
  66061. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66062. /**
  66063. * Sets the given vector "result" with the given floats.
  66064. * @param x defines the x coordinate of the source
  66065. * @param y defines the y coordinate of the source
  66066. * @param z defines the z coordinate of the source
  66067. * @param result defines the Vector3 where to store the result
  66068. */
  66069. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66070. /**
  66071. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66072. * @returns a new empty Vector3
  66073. */
  66074. static Zero(): Vector3;
  66075. /**
  66076. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66077. * @returns a new unit Vector3
  66078. */
  66079. static One(): Vector3;
  66080. /**
  66081. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66082. * @returns a new up Vector3
  66083. */
  66084. static Up(): Vector3;
  66085. /**
  66086. * Gets a up Vector3 that must not be updated
  66087. */
  66088. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66089. /**
  66090. * Gets a zero Vector3 that must not be updated
  66091. */
  66092. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66093. /**
  66094. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66095. * @returns a new down Vector3
  66096. */
  66097. static Down(): Vector3;
  66098. /**
  66099. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66100. * @returns a new forward Vector3
  66101. */
  66102. static Forward(): Vector3;
  66103. /**
  66104. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66105. * @returns a new forward Vector3
  66106. */
  66107. static Backward(): Vector3;
  66108. /**
  66109. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66110. * @returns a new right Vector3
  66111. */
  66112. static Right(): Vector3;
  66113. /**
  66114. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66115. * @returns a new left Vector3
  66116. */
  66117. static Left(): Vector3;
  66118. /**
  66119. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66120. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66121. * @param vector defines the Vector3 to transform
  66122. * @param transformation defines the transformation matrix
  66123. * @returns the transformed Vector3
  66124. */
  66125. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66126. /**
  66127. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66128. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66129. * @param vector defines the Vector3 to transform
  66130. * @param transformation defines the transformation matrix
  66131. * @param result defines the Vector3 where to store the result
  66132. */
  66133. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66134. /**
  66135. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66136. * This method computes tranformed coordinates only, not transformed direction vectors
  66137. * @param x define the x coordinate of the source vector
  66138. * @param y define the y coordinate of the source vector
  66139. * @param z define the z coordinate of the source vector
  66140. * @param transformation defines the transformation matrix
  66141. * @param result defines the Vector3 where to store the result
  66142. */
  66143. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66144. /**
  66145. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66146. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66147. * @param vector defines the Vector3 to transform
  66148. * @param transformation defines the transformation matrix
  66149. * @returns the new Vector3
  66150. */
  66151. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66152. /**
  66153. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66154. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66155. * @param vector defines the Vector3 to transform
  66156. * @param transformation defines the transformation matrix
  66157. * @param result defines the Vector3 where to store the result
  66158. */
  66159. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66160. /**
  66161. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66162. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66163. * @param x define the x coordinate of the source vector
  66164. * @param y define the y coordinate of the source vector
  66165. * @param z define the z coordinate of the source vector
  66166. * @param transformation defines the transformation matrix
  66167. * @param result defines the Vector3 where to store the result
  66168. */
  66169. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66170. /**
  66171. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66172. * @param value1 defines the first control point
  66173. * @param value2 defines the second control point
  66174. * @param value3 defines the third control point
  66175. * @param value4 defines the fourth control point
  66176. * @param amount defines the amount on the spline to use
  66177. * @returns the new Vector3
  66178. */
  66179. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66180. /**
  66181. * 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"
  66182. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66183. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66184. * @param value defines the current value
  66185. * @param min defines the lower range value
  66186. * @param max defines the upper range value
  66187. * @returns the new Vector3
  66188. */
  66189. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66190. /**
  66191. * 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"
  66192. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66193. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66194. * @param value defines the current value
  66195. * @param min defines the lower range value
  66196. * @param max defines the upper range value
  66197. * @param result defines the Vector3 where to store the result
  66198. */
  66199. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66200. /**
  66201. * Checks if a given vector is inside a specific range
  66202. * @param v defines the vector to test
  66203. * @param min defines the minimum range
  66204. * @param max defines the maximum range
  66205. */
  66206. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66207. /**
  66208. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66209. * @param value1 defines the first control point
  66210. * @param tangent1 defines the first tangent vector
  66211. * @param value2 defines the second control point
  66212. * @param tangent2 defines the second tangent vector
  66213. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66214. * @returns the new Vector3
  66215. */
  66216. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66217. /**
  66218. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66219. * @param start defines the start value
  66220. * @param end defines the end value
  66221. * @param amount max defines amount between both (between 0 and 1)
  66222. * @returns the new Vector3
  66223. */
  66224. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66225. /**
  66226. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66227. * @param start defines the start value
  66228. * @param end defines the end value
  66229. * @param amount max defines amount between both (between 0 and 1)
  66230. * @param result defines the Vector3 where to store the result
  66231. */
  66232. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66233. /**
  66234. * Returns the dot product (float) between the vectors "left" and "right"
  66235. * @param left defines the left operand
  66236. * @param right defines the right operand
  66237. * @returns the dot product
  66238. */
  66239. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66240. /**
  66241. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66242. * The cross product is then orthogonal to both "left" and "right"
  66243. * @param left defines the left operand
  66244. * @param right defines the right operand
  66245. * @returns the cross product
  66246. */
  66247. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66248. /**
  66249. * Sets the given vector "result" with the cross product of "left" and "right"
  66250. * The cross product is then orthogonal to both "left" and "right"
  66251. * @param left defines the left operand
  66252. * @param right defines the right operand
  66253. * @param result defines the Vector3 where to store the result
  66254. */
  66255. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66256. /**
  66257. * Returns a new Vector3 as the normalization of the given vector
  66258. * @param vector defines the Vector3 to normalize
  66259. * @returns the new Vector3
  66260. */
  66261. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66262. /**
  66263. * Sets the given vector "result" with the normalization of the given first vector
  66264. * @param vector defines the Vector3 to normalize
  66265. * @param result defines the Vector3 where to store the result
  66266. */
  66267. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66268. /**
  66269. * Project a Vector3 onto screen space
  66270. * @param vector defines the Vector3 to project
  66271. * @param world defines the world matrix to use
  66272. * @param transform defines the transform (view x projection) matrix to use
  66273. * @param viewport defines the screen viewport to use
  66274. * @returns the new Vector3
  66275. */
  66276. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66277. /** @hidden */
  66278. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66279. /**
  66280. * Unproject from screen space to object space
  66281. * @param source defines the screen space Vector3 to use
  66282. * @param viewportWidth defines the current width of the viewport
  66283. * @param viewportHeight defines the current height of the viewport
  66284. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66285. * @param transform defines the transform (view x projection) matrix to use
  66286. * @returns the new Vector3
  66287. */
  66288. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66289. /**
  66290. * Unproject from screen space to object space
  66291. * @param source defines the screen space Vector3 to use
  66292. * @param viewportWidth defines the current width of the viewport
  66293. * @param viewportHeight defines the current height of the viewport
  66294. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66295. * @param view defines the view matrix to use
  66296. * @param projection defines the projection matrix to use
  66297. * @returns the new Vector3
  66298. */
  66299. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66300. /**
  66301. * Unproject from screen space to object space
  66302. * @param source defines the screen space Vector3 to use
  66303. * @param viewportWidth defines the current width of the viewport
  66304. * @param viewportHeight defines the current height of the viewport
  66305. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66306. * @param view defines the view matrix to use
  66307. * @param projection defines the projection matrix to use
  66308. * @param result defines the Vector3 where to store the result
  66309. */
  66310. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66311. /**
  66312. * Unproject from screen space to object space
  66313. * @param sourceX defines the screen space x coordinate to use
  66314. * @param sourceY defines the screen space y coordinate to use
  66315. * @param sourceZ defines the screen space z coordinate to use
  66316. * @param viewportWidth defines the current width of the viewport
  66317. * @param viewportHeight defines the current height of the viewport
  66318. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66319. * @param view defines the view matrix to use
  66320. * @param projection defines the projection matrix to use
  66321. * @param result defines the Vector3 where to store the result
  66322. */
  66323. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66324. /**
  66325. * Gets the minimal coordinate values between two Vector3
  66326. * @param left defines the first operand
  66327. * @param right defines the second operand
  66328. * @returns the new Vector3
  66329. */
  66330. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66331. /**
  66332. * Gets the maximal coordinate values between two Vector3
  66333. * @param left defines the first operand
  66334. * @param right defines the second operand
  66335. * @returns the new Vector3
  66336. */
  66337. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66338. /**
  66339. * Returns the distance between the vectors "value1" and "value2"
  66340. * @param value1 defines the first operand
  66341. * @param value2 defines the second operand
  66342. * @returns the distance
  66343. */
  66344. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66345. /**
  66346. * Returns the squared distance between the vectors "value1" and "value2"
  66347. * @param value1 defines the first operand
  66348. * @param value2 defines the second operand
  66349. * @returns the squared distance
  66350. */
  66351. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  66352. /**
  66353. * Returns a new Vector3 located at the center between "value1" and "value2"
  66354. * @param value1 defines the first operand
  66355. * @param value2 defines the second operand
  66356. * @returns the new Vector3
  66357. */
  66358. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  66359. /**
  66360. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  66361. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  66362. * to something in order to rotate it from its local system to the given target system
  66363. * Note: axis1, axis2 and axis3 are normalized during this operation
  66364. * @param axis1 defines the first axis
  66365. * @param axis2 defines the second axis
  66366. * @param axis3 defines the third axis
  66367. * @returns a new Vector3
  66368. */
  66369. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  66370. /**
  66371. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  66372. * @param axis1 defines the first axis
  66373. * @param axis2 defines the second axis
  66374. * @param axis3 defines the third axis
  66375. * @param ref defines the Vector3 where to store the result
  66376. */
  66377. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  66378. }
  66379. /**
  66380. * Vector4 class created for EulerAngle class conversion to Quaternion
  66381. */
  66382. export class Vector4 {
  66383. /** x value of the vector */
  66384. x: number;
  66385. /** y value of the vector */
  66386. y: number;
  66387. /** z value of the vector */
  66388. z: number;
  66389. /** w value of the vector */
  66390. w: number;
  66391. /**
  66392. * Creates a Vector4 object from the given floats.
  66393. * @param x x value of the vector
  66394. * @param y y value of the vector
  66395. * @param z z value of the vector
  66396. * @param w w value of the vector
  66397. */
  66398. constructor(
  66399. /** x value of the vector */
  66400. x: number,
  66401. /** y value of the vector */
  66402. y: number,
  66403. /** z value of the vector */
  66404. z: number,
  66405. /** w value of the vector */
  66406. w: number);
  66407. /**
  66408. * Returns the string with the Vector4 coordinates.
  66409. * @returns a string containing all the vector values
  66410. */
  66411. toString(): string;
  66412. /**
  66413. * Returns the string "Vector4".
  66414. * @returns "Vector4"
  66415. */
  66416. getClassName(): string;
  66417. /**
  66418. * Returns the Vector4 hash code.
  66419. * @returns a unique hash code
  66420. */
  66421. getHashCode(): number;
  66422. /**
  66423. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  66424. * @returns the resulting array
  66425. */
  66426. asArray(): number[];
  66427. /**
  66428. * Populates the given array from the given index with the Vector4 coordinates.
  66429. * @param array array to populate
  66430. * @param index index of the array to start at (default: 0)
  66431. * @returns the Vector4.
  66432. */
  66433. toArray(array: FloatArray, index?: number): Vector4;
  66434. /**
  66435. * Adds the given vector to the current Vector4.
  66436. * @param otherVector the vector to add
  66437. * @returns the updated Vector4.
  66438. */
  66439. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66440. /**
  66441. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  66442. * @param otherVector the vector to add
  66443. * @returns the resulting vector
  66444. */
  66445. add(otherVector: DeepImmutable<Vector4>): Vector4;
  66446. /**
  66447. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  66448. * @param otherVector the vector to add
  66449. * @param result the vector to store the result
  66450. * @returns the current Vector4.
  66451. */
  66452. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66453. /**
  66454. * Subtract in place the given vector from the current Vector4.
  66455. * @param otherVector the vector to subtract
  66456. * @returns the updated Vector4.
  66457. */
  66458. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66459. /**
  66460. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  66461. * @param otherVector the vector to add
  66462. * @returns the new vector with the result
  66463. */
  66464. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  66465. /**
  66466. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  66467. * @param otherVector the vector to subtract
  66468. * @param result the vector to store the result
  66469. * @returns the current Vector4.
  66470. */
  66471. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66472. /**
  66473. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66474. */
  66475. /**
  66476. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66477. * @param x value to subtract
  66478. * @param y value to subtract
  66479. * @param z value to subtract
  66480. * @param w value to subtract
  66481. * @returns new vector containing the result
  66482. */
  66483. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66484. /**
  66485. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  66486. * @param x value to subtract
  66487. * @param y value to subtract
  66488. * @param z value to subtract
  66489. * @param w value to subtract
  66490. * @param result the vector to store the result in
  66491. * @returns the current Vector4.
  66492. */
  66493. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  66494. /**
  66495. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  66496. * @returns a new vector with the negated values
  66497. */
  66498. negate(): Vector4;
  66499. /**
  66500. * Multiplies the current Vector4 coordinates by scale (float).
  66501. * @param scale the number to scale with
  66502. * @returns the updated Vector4.
  66503. */
  66504. scaleInPlace(scale: number): Vector4;
  66505. /**
  66506. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  66507. * @param scale the number to scale with
  66508. * @returns a new vector with the result
  66509. */
  66510. scale(scale: number): Vector4;
  66511. /**
  66512. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  66513. * @param scale the number to scale with
  66514. * @param result a vector to store the result in
  66515. * @returns the current Vector4.
  66516. */
  66517. scaleToRef(scale: number, result: Vector4): Vector4;
  66518. /**
  66519. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  66520. * @param scale defines the scale factor
  66521. * @param result defines the Vector4 object where to store the result
  66522. * @returns the unmodified current Vector4
  66523. */
  66524. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  66525. /**
  66526. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  66527. * @param otherVector the vector to compare against
  66528. * @returns true if they are equal
  66529. */
  66530. equals(otherVector: DeepImmutable<Vector4>): boolean;
  66531. /**
  66532. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  66533. * @param otherVector vector to compare against
  66534. * @param epsilon (Default: very small number)
  66535. * @returns true if they are equal
  66536. */
  66537. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  66538. /**
  66539. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  66540. * @param x x value to compare against
  66541. * @param y y value to compare against
  66542. * @param z z value to compare against
  66543. * @param w w value to compare against
  66544. * @returns true if equal
  66545. */
  66546. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  66547. /**
  66548. * Multiplies in place the current Vector4 by the given one.
  66549. * @param otherVector vector to multiple with
  66550. * @returns the updated Vector4.
  66551. */
  66552. multiplyInPlace(otherVector: Vector4): Vector4;
  66553. /**
  66554. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  66555. * @param otherVector vector to multiple with
  66556. * @returns resulting new vector
  66557. */
  66558. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  66559. /**
  66560. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  66561. * @param otherVector vector to multiple with
  66562. * @param result vector to store the result
  66563. * @returns the current Vector4.
  66564. */
  66565. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66566. /**
  66567. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  66568. * @param x x value multiply with
  66569. * @param y y value multiply with
  66570. * @param z z value multiply with
  66571. * @param w w value multiply with
  66572. * @returns resulting new vector
  66573. */
  66574. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  66575. /**
  66576. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  66577. * @param otherVector vector to devide with
  66578. * @returns resulting new vector
  66579. */
  66580. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  66581. /**
  66582. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  66583. * @param otherVector vector to devide with
  66584. * @param result vector to store the result
  66585. * @returns the current Vector4.
  66586. */
  66587. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  66588. /**
  66589. * Divides the current Vector3 coordinates by the given ones.
  66590. * @param otherVector vector to devide with
  66591. * @returns the updated Vector3.
  66592. */
  66593. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  66594. /**
  66595. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  66596. * @param other defines the second operand
  66597. * @returns the current updated Vector4
  66598. */
  66599. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66600. /**
  66601. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  66602. * @param other defines the second operand
  66603. * @returns the current updated Vector4
  66604. */
  66605. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  66606. /**
  66607. * Gets a new Vector4 from current Vector4 floored values
  66608. * @returns a new Vector4
  66609. */
  66610. floor(): Vector4;
  66611. /**
  66612. * Gets a new Vector4 from current Vector3 floored values
  66613. * @returns a new Vector4
  66614. */
  66615. fract(): Vector4;
  66616. /**
  66617. * Returns the Vector4 length (float).
  66618. * @returns the length
  66619. */
  66620. length(): number;
  66621. /**
  66622. * Returns the Vector4 squared length (float).
  66623. * @returns the length squared
  66624. */
  66625. lengthSquared(): number;
  66626. /**
  66627. * Normalizes in place the Vector4.
  66628. * @returns the updated Vector4.
  66629. */
  66630. normalize(): Vector4;
  66631. /**
  66632. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  66633. * @returns this converted to a new vector3
  66634. */
  66635. toVector3(): Vector3;
  66636. /**
  66637. * Returns a new Vector4 copied from the current one.
  66638. * @returns the new cloned vector
  66639. */
  66640. clone(): Vector4;
  66641. /**
  66642. * Updates the current Vector4 with the given one coordinates.
  66643. * @param source the source vector to copy from
  66644. * @returns the updated Vector4.
  66645. */
  66646. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  66647. /**
  66648. * Updates the current Vector4 coordinates with the given floats.
  66649. * @param x float to copy from
  66650. * @param y float to copy from
  66651. * @param z float to copy from
  66652. * @param w float to copy from
  66653. * @returns the updated Vector4.
  66654. */
  66655. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  66656. /**
  66657. * Updates the current Vector4 coordinates with the given floats.
  66658. * @param x float to set from
  66659. * @param y float to set from
  66660. * @param z float to set from
  66661. * @param w float to set from
  66662. * @returns the updated Vector4.
  66663. */
  66664. set(x: number, y: number, z: number, w: number): Vector4;
  66665. /**
  66666. * Copies the given float to the current Vector3 coordinates
  66667. * @param v defines the x, y, z and w coordinates of the operand
  66668. * @returns the current updated Vector3
  66669. */
  66670. setAll(v: number): Vector4;
  66671. /**
  66672. * Returns a new Vector4 set from the starting index of the given array.
  66673. * @param array the array to pull values from
  66674. * @param offset the offset into the array to start at
  66675. * @returns the new vector
  66676. */
  66677. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  66678. /**
  66679. * Updates the given vector "result" from the starting index of the given array.
  66680. * @param array the array to pull values from
  66681. * @param offset the offset into the array to start at
  66682. * @param result the vector to store the result in
  66683. */
  66684. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  66685. /**
  66686. * Updates the given vector "result" from the starting index of the given Float32Array.
  66687. * @param array the array to pull values from
  66688. * @param offset the offset into the array to start at
  66689. * @param result the vector to store the result in
  66690. */
  66691. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  66692. /**
  66693. * Updates the given vector "result" coordinates from the given floats.
  66694. * @param x float to set from
  66695. * @param y float to set from
  66696. * @param z float to set from
  66697. * @param w float to set from
  66698. * @param result the vector to the floats in
  66699. */
  66700. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  66701. /**
  66702. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  66703. * @returns the new vector
  66704. */
  66705. static Zero(): Vector4;
  66706. /**
  66707. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  66708. * @returns the new vector
  66709. */
  66710. static One(): Vector4;
  66711. /**
  66712. * Returns a new normalized Vector4 from the given one.
  66713. * @param vector the vector to normalize
  66714. * @returns the vector
  66715. */
  66716. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  66717. /**
  66718. * Updates the given vector "result" from the normalization of the given one.
  66719. * @param vector the vector to normalize
  66720. * @param result the vector to store the result in
  66721. */
  66722. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  66723. /**
  66724. * Returns a vector with the minimum values from the left and right vectors
  66725. * @param left left vector to minimize
  66726. * @param right right vector to minimize
  66727. * @returns a new vector with the minimum of the left and right vector values
  66728. */
  66729. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66730. /**
  66731. * Returns a vector with the maximum values from the left and right vectors
  66732. * @param left left vector to maximize
  66733. * @param right right vector to maximize
  66734. * @returns a new vector with the maximum of the left and right vector values
  66735. */
  66736. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  66737. /**
  66738. * Returns the distance (float) between the vectors "value1" and "value2".
  66739. * @param value1 value to calulate the distance between
  66740. * @param value2 value to calulate the distance between
  66741. * @return the distance between the two vectors
  66742. */
  66743. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66744. /**
  66745. * Returns the squared distance (float) between the vectors "value1" and "value2".
  66746. * @param value1 value to calulate the distance between
  66747. * @param value2 value to calulate the distance between
  66748. * @return the distance between the two vectors squared
  66749. */
  66750. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  66751. /**
  66752. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  66753. * @param value1 value to calulate the center between
  66754. * @param value2 value to calulate the center between
  66755. * @return the center between the two vectors
  66756. */
  66757. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  66758. /**
  66759. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  66760. * This methods computes transformed normalized direction vectors only.
  66761. * @param vector the vector to transform
  66762. * @param transformation the transformation matrix to apply
  66763. * @returns the new vector
  66764. */
  66765. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  66766. /**
  66767. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  66768. * This methods computes transformed normalized direction vectors only.
  66769. * @param vector the vector to transform
  66770. * @param transformation the transformation matrix to apply
  66771. * @param result the vector to store the result in
  66772. */
  66773. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66774. /**
  66775. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  66776. * This methods computes transformed normalized direction vectors only.
  66777. * @param x value to transform
  66778. * @param y value to transform
  66779. * @param z value to transform
  66780. * @param w value to transform
  66781. * @param transformation the transformation matrix to apply
  66782. * @param result the vector to store the results in
  66783. */
  66784. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  66785. /**
  66786. * Creates a new Vector4 from a Vector3
  66787. * @param source defines the source data
  66788. * @param w defines the 4th component (default is 0)
  66789. * @returns a new Vector4
  66790. */
  66791. static FromVector3(source: Vector3, w?: number): Vector4;
  66792. }
  66793. /**
  66794. * Class used to store quaternion data
  66795. * @see https://en.wikipedia.org/wiki/Quaternion
  66796. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  66797. */
  66798. export class Quaternion {
  66799. /** defines the first component (0 by default) */
  66800. x: number;
  66801. /** defines the second component (0 by default) */
  66802. y: number;
  66803. /** defines the third component (0 by default) */
  66804. z: number;
  66805. /** defines the fourth component (1.0 by default) */
  66806. w: number;
  66807. /**
  66808. * Creates a new Quaternion from the given floats
  66809. * @param x defines the first component (0 by default)
  66810. * @param y defines the second component (0 by default)
  66811. * @param z defines the third component (0 by default)
  66812. * @param w defines the fourth component (1.0 by default)
  66813. */
  66814. constructor(
  66815. /** defines the first component (0 by default) */
  66816. x?: number,
  66817. /** defines the second component (0 by default) */
  66818. y?: number,
  66819. /** defines the third component (0 by default) */
  66820. z?: number,
  66821. /** defines the fourth component (1.0 by default) */
  66822. w?: number);
  66823. /**
  66824. * Gets a string representation for the current quaternion
  66825. * @returns a string with the Quaternion coordinates
  66826. */
  66827. toString(): string;
  66828. /**
  66829. * Gets the class name of the quaternion
  66830. * @returns the string "Quaternion"
  66831. */
  66832. getClassName(): string;
  66833. /**
  66834. * Gets a hash code for this quaternion
  66835. * @returns the quaternion hash code
  66836. */
  66837. getHashCode(): number;
  66838. /**
  66839. * Copy the quaternion to an array
  66840. * @returns a new array populated with 4 elements from the quaternion coordinates
  66841. */
  66842. asArray(): number[];
  66843. /**
  66844. * Check if two quaternions are equals
  66845. * @param otherQuaternion defines the second operand
  66846. * @return true if the current quaternion and the given one coordinates are strictly equals
  66847. */
  66848. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  66849. /**
  66850. * Clone the current quaternion
  66851. * @returns a new quaternion copied from the current one
  66852. */
  66853. clone(): Quaternion;
  66854. /**
  66855. * Copy a quaternion to the current one
  66856. * @param other defines the other quaternion
  66857. * @returns the updated current quaternion
  66858. */
  66859. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  66860. /**
  66861. * Updates the current quaternion with the given float coordinates
  66862. * @param x defines the x coordinate
  66863. * @param y defines the y coordinate
  66864. * @param z defines the z coordinate
  66865. * @param w defines the w coordinate
  66866. * @returns the updated current quaternion
  66867. */
  66868. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  66869. /**
  66870. * Updates the current quaternion from the given float coordinates
  66871. * @param x defines the x coordinate
  66872. * @param y defines the y coordinate
  66873. * @param z defines the z coordinate
  66874. * @param w defines the w coordinate
  66875. * @returns the updated current quaternion
  66876. */
  66877. set(x: number, y: number, z: number, w: number): Quaternion;
  66878. /**
  66879. * Adds two quaternions
  66880. * @param other defines the second operand
  66881. * @returns a new quaternion as the addition result of the given one and the current quaternion
  66882. */
  66883. add(other: DeepImmutable<Quaternion>): Quaternion;
  66884. /**
  66885. * Add a quaternion to the current one
  66886. * @param other defines the quaternion to add
  66887. * @returns the current quaternion
  66888. */
  66889. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  66890. /**
  66891. * Subtract two quaternions
  66892. * @param other defines the second operand
  66893. * @returns a new quaternion as the subtraction result of the given one from the current one
  66894. */
  66895. subtract(other: Quaternion): Quaternion;
  66896. /**
  66897. * Multiplies the current quaternion by a scale factor
  66898. * @param value defines the scale factor
  66899. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  66900. */
  66901. scale(value: number): Quaternion;
  66902. /**
  66903. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  66904. * @param scale defines the scale factor
  66905. * @param result defines the Quaternion object where to store the result
  66906. * @returns the unmodified current quaternion
  66907. */
  66908. scaleToRef(scale: number, result: Quaternion): Quaternion;
  66909. /**
  66910. * Multiplies in place the current quaternion by a scale factor
  66911. * @param value defines the scale factor
  66912. * @returns the current modified quaternion
  66913. */
  66914. scaleInPlace(value: number): Quaternion;
  66915. /**
  66916. * Scale the current quaternion values by a factor and add the result to a given quaternion
  66917. * @param scale defines the scale factor
  66918. * @param result defines the Quaternion object where to store the result
  66919. * @returns the unmodified current quaternion
  66920. */
  66921. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  66922. /**
  66923. * Multiplies two quaternions
  66924. * @param q1 defines the second operand
  66925. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  66926. */
  66927. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  66928. /**
  66929. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  66930. * @param q1 defines the second operand
  66931. * @param result defines the target quaternion
  66932. * @returns the current quaternion
  66933. */
  66934. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  66935. /**
  66936. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  66937. * @param q1 defines the second operand
  66938. * @returns the currentupdated quaternion
  66939. */
  66940. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  66941. /**
  66942. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  66943. * @param ref defines the target quaternion
  66944. * @returns the current quaternion
  66945. */
  66946. conjugateToRef(ref: Quaternion): Quaternion;
  66947. /**
  66948. * Conjugates in place (1-q) the current quaternion
  66949. * @returns the current updated quaternion
  66950. */
  66951. conjugateInPlace(): Quaternion;
  66952. /**
  66953. * Conjugates in place (1-q) the current quaternion
  66954. * @returns a new quaternion
  66955. */
  66956. conjugate(): Quaternion;
  66957. /**
  66958. * Gets length of current quaternion
  66959. * @returns the quaternion length (float)
  66960. */
  66961. length(): number;
  66962. /**
  66963. * Normalize in place the current quaternion
  66964. * @returns the current updated quaternion
  66965. */
  66966. normalize(): Quaternion;
  66967. /**
  66968. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  66969. * @param order is a reserved parameter and is ignore for now
  66970. * @returns a new Vector3 containing the Euler angles
  66971. */
  66972. toEulerAngles(order?: string): Vector3;
  66973. /**
  66974. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  66975. * @param result defines the vector which will be filled with the Euler angles
  66976. * @param order is a reserved parameter and is ignore for now
  66977. * @returns the current unchanged quaternion
  66978. */
  66979. toEulerAnglesToRef(result: Vector3): Quaternion;
  66980. /**
  66981. * Updates the given rotation matrix with the current quaternion values
  66982. * @param result defines the target matrix
  66983. * @returns the current unchanged quaternion
  66984. */
  66985. toRotationMatrix(result: Matrix): Quaternion;
  66986. /**
  66987. * Updates the current quaternion from the given rotation matrix values
  66988. * @param matrix defines the source matrix
  66989. * @returns the current updated quaternion
  66990. */
  66991. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66992. /**
  66993. * Creates a new quaternion from a rotation matrix
  66994. * @param matrix defines the source matrix
  66995. * @returns a new quaternion created from the given rotation matrix values
  66996. */
  66997. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  66998. /**
  66999. * Updates the given quaternion with the given rotation matrix values
  67000. * @param matrix defines the source matrix
  67001. * @param result defines the target quaternion
  67002. */
  67003. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67004. /**
  67005. * Returns the dot product (float) between the quaternions "left" and "right"
  67006. * @param left defines the left operand
  67007. * @param right defines the right operand
  67008. * @returns the dot product
  67009. */
  67010. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67011. /**
  67012. * Checks if the two quaternions are close to each other
  67013. * @param quat0 defines the first quaternion to check
  67014. * @param quat1 defines the second quaternion to check
  67015. * @returns true if the two quaternions are close to each other
  67016. */
  67017. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67018. /**
  67019. * Creates an empty quaternion
  67020. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67021. */
  67022. static Zero(): Quaternion;
  67023. /**
  67024. * Inverse a given quaternion
  67025. * @param q defines the source quaternion
  67026. * @returns a new quaternion as the inverted current quaternion
  67027. */
  67028. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67029. /**
  67030. * Inverse a given quaternion
  67031. * @param q defines the source quaternion
  67032. * @param result the quaternion the result will be stored in
  67033. * @returns the result quaternion
  67034. */
  67035. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67036. /**
  67037. * Creates an identity quaternion
  67038. * @returns the identity quaternion
  67039. */
  67040. static Identity(): Quaternion;
  67041. /**
  67042. * Gets a boolean indicating if the given quaternion is identity
  67043. * @param quaternion defines the quaternion to check
  67044. * @returns true if the quaternion is identity
  67045. */
  67046. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67047. /**
  67048. * Creates a quaternion from a rotation around an axis
  67049. * @param axis defines the axis to use
  67050. * @param angle defines the angle to use
  67051. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67052. */
  67053. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67054. /**
  67055. * Creates a rotation around an axis and stores it into the given quaternion
  67056. * @param axis defines the axis to use
  67057. * @param angle defines the angle to use
  67058. * @param result defines the target quaternion
  67059. * @returns the target quaternion
  67060. */
  67061. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67062. /**
  67063. * Creates a new quaternion from data stored into an array
  67064. * @param array defines the data source
  67065. * @param offset defines the offset in the source array where the data starts
  67066. * @returns a new quaternion
  67067. */
  67068. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67069. /**
  67070. * Create a quaternion from Euler rotation angles
  67071. * @param x Pitch
  67072. * @param y Yaw
  67073. * @param z Roll
  67074. * @returns the new Quaternion
  67075. */
  67076. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67077. /**
  67078. * Updates a quaternion from Euler rotation angles
  67079. * @param x Pitch
  67080. * @param y Yaw
  67081. * @param z Roll
  67082. * @param result the quaternion to store the result
  67083. * @returns the updated quaternion
  67084. */
  67085. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67086. /**
  67087. * Create a quaternion from Euler rotation vector
  67088. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67089. * @returns the new Quaternion
  67090. */
  67091. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67092. /**
  67093. * Updates a quaternion from Euler rotation vector
  67094. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67095. * @param result the quaternion to store the result
  67096. * @returns the updated quaternion
  67097. */
  67098. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67099. /**
  67100. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67101. * @param yaw defines the rotation around Y axis
  67102. * @param pitch defines the rotation around X axis
  67103. * @param roll defines the rotation around Z axis
  67104. * @returns the new quaternion
  67105. */
  67106. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67107. /**
  67108. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67109. * @param yaw defines the rotation around Y axis
  67110. * @param pitch defines the rotation around X axis
  67111. * @param roll defines the rotation around Z axis
  67112. * @param result defines the target quaternion
  67113. */
  67114. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67115. /**
  67116. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67117. * @param alpha defines the rotation around first axis
  67118. * @param beta defines the rotation around second axis
  67119. * @param gamma defines the rotation around third axis
  67120. * @returns the new quaternion
  67121. */
  67122. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67123. /**
  67124. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67125. * @param alpha defines the rotation around first axis
  67126. * @param beta defines the rotation around second axis
  67127. * @param gamma defines the rotation around third axis
  67128. * @param result defines the target quaternion
  67129. */
  67130. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67131. /**
  67132. * 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)
  67133. * @param axis1 defines the first axis
  67134. * @param axis2 defines the second axis
  67135. * @param axis3 defines the third axis
  67136. * @returns the new quaternion
  67137. */
  67138. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67139. /**
  67140. * 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
  67141. * @param axis1 defines the first axis
  67142. * @param axis2 defines the second axis
  67143. * @param axis3 defines the third axis
  67144. * @param ref defines the target quaternion
  67145. */
  67146. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67147. /**
  67148. * Interpolates between two quaternions
  67149. * @param left defines first quaternion
  67150. * @param right defines second quaternion
  67151. * @param amount defines the gradient to use
  67152. * @returns the new interpolated quaternion
  67153. */
  67154. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67155. /**
  67156. * Interpolates between two quaternions and stores it into a target quaternion
  67157. * @param left defines first quaternion
  67158. * @param right defines second quaternion
  67159. * @param amount defines the gradient to use
  67160. * @param result defines the target quaternion
  67161. */
  67162. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67163. /**
  67164. * Interpolate between two quaternions using Hermite interpolation
  67165. * @param value1 defines first quaternion
  67166. * @param tangent1 defines the incoming tangent
  67167. * @param value2 defines second quaternion
  67168. * @param tangent2 defines the outgoing tangent
  67169. * @param amount defines the target quaternion
  67170. * @returns the new interpolated quaternion
  67171. */
  67172. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67173. }
  67174. /**
  67175. * Class used to store matrix data (4x4)
  67176. */
  67177. export class Matrix {
  67178. private static _updateFlagSeed;
  67179. private static _identityReadOnly;
  67180. private _isIdentity;
  67181. private _isIdentityDirty;
  67182. private _isIdentity3x2;
  67183. private _isIdentity3x2Dirty;
  67184. /**
  67185. * Gets the update flag of the matrix which is an unique number for the matrix.
  67186. * It will be incremented every time the matrix data change.
  67187. * You can use it to speed the comparison between two versions of the same matrix.
  67188. */
  67189. updateFlag: number;
  67190. private readonly _m;
  67191. /**
  67192. * Gets the internal data of the matrix
  67193. */
  67194. readonly m: DeepImmutable<Float32Array>;
  67195. /** @hidden */
  67196. _markAsUpdated(): void;
  67197. /** @hidden */
  67198. private _updateIdentityStatus;
  67199. /**
  67200. * Creates an empty matrix (filled with zeros)
  67201. */
  67202. constructor();
  67203. /**
  67204. * Check if the current matrix is identity
  67205. * @returns true is the matrix is the identity matrix
  67206. */
  67207. isIdentity(): boolean;
  67208. /**
  67209. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67210. * @returns true is the matrix is the identity matrix
  67211. */
  67212. isIdentityAs3x2(): boolean;
  67213. /**
  67214. * Gets the determinant of the matrix
  67215. * @returns the matrix determinant
  67216. */
  67217. determinant(): number;
  67218. /**
  67219. * Returns the matrix as a Float32Array
  67220. * @returns the matrix underlying array
  67221. */
  67222. toArray(): DeepImmutable<Float32Array>;
  67223. /**
  67224. * Returns the matrix as a Float32Array
  67225. * @returns the matrix underlying array.
  67226. */
  67227. asArray(): DeepImmutable<Float32Array>;
  67228. /**
  67229. * Inverts the current matrix in place
  67230. * @returns the current inverted matrix
  67231. */
  67232. invert(): Matrix;
  67233. /**
  67234. * Sets all the matrix elements to zero
  67235. * @returns the current matrix
  67236. */
  67237. reset(): Matrix;
  67238. /**
  67239. * Adds the current matrix with a second one
  67240. * @param other defines the matrix to add
  67241. * @returns a new matrix as the addition of the current matrix and the given one
  67242. */
  67243. add(other: DeepImmutable<Matrix>): Matrix;
  67244. /**
  67245. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67246. * @param other defines the matrix to add
  67247. * @param result defines the target matrix
  67248. * @returns the current matrix
  67249. */
  67250. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67251. /**
  67252. * Adds in place the given matrix to the current matrix
  67253. * @param other defines the second operand
  67254. * @returns the current updated matrix
  67255. */
  67256. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67257. /**
  67258. * Sets the given matrix to the current inverted Matrix
  67259. * @param other defines the target matrix
  67260. * @returns the unmodified current matrix
  67261. */
  67262. invertToRef(other: Matrix): Matrix;
  67263. /**
  67264. * add a value at the specified position in the current Matrix
  67265. * @param index the index of the value within the matrix. between 0 and 15.
  67266. * @param value the value to be added
  67267. * @returns the current updated matrix
  67268. */
  67269. addAtIndex(index: number, value: number): Matrix;
  67270. /**
  67271. * mutiply the specified position in the current Matrix by a value
  67272. * @param index the index of the value within the matrix. between 0 and 15.
  67273. * @param value the value to be added
  67274. * @returns the current updated matrix
  67275. */
  67276. multiplyAtIndex(index: number, value: number): Matrix;
  67277. /**
  67278. * Inserts the translation vector (using 3 floats) in the current matrix
  67279. * @param x defines the 1st component of the translation
  67280. * @param y defines the 2nd component of the translation
  67281. * @param z defines the 3rd component of the translation
  67282. * @returns the current updated matrix
  67283. */
  67284. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67285. /**
  67286. * Adds the translation vector (using 3 floats) in the current matrix
  67287. * @param x defines the 1st component of the translation
  67288. * @param y defines the 2nd component of the translation
  67289. * @param z defines the 3rd component of the translation
  67290. * @returns the current updated matrix
  67291. */
  67292. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67293. /**
  67294. * Inserts the translation vector in the current matrix
  67295. * @param vector3 defines the translation to insert
  67296. * @returns the current updated matrix
  67297. */
  67298. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67299. /**
  67300. * Gets the translation value of the current matrix
  67301. * @returns a new Vector3 as the extracted translation from the matrix
  67302. */
  67303. getTranslation(): Vector3;
  67304. /**
  67305. * Fill a Vector3 with the extracted translation from the matrix
  67306. * @param result defines the Vector3 where to store the translation
  67307. * @returns the current matrix
  67308. */
  67309. getTranslationToRef(result: Vector3): Matrix;
  67310. /**
  67311. * Remove rotation and scaling part from the matrix
  67312. * @returns the updated matrix
  67313. */
  67314. removeRotationAndScaling(): Matrix;
  67315. /**
  67316. * Multiply two matrices
  67317. * @param other defines the second operand
  67318. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67319. */
  67320. multiply(other: DeepImmutable<Matrix>): Matrix;
  67321. /**
  67322. * Copy the current matrix from the given one
  67323. * @param other defines the source matrix
  67324. * @returns the current updated matrix
  67325. */
  67326. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67327. /**
  67328. * Populates the given array from the starting index with the current matrix values
  67329. * @param array defines the target array
  67330. * @param offset defines the offset in the target array where to start storing values
  67331. * @returns the current matrix
  67332. */
  67333. copyToArray(array: Float32Array, offset?: number): Matrix;
  67334. /**
  67335. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  67336. * @param other defines the second operand
  67337. * @param result defines the matrix where to store the multiplication
  67338. * @returns the current matrix
  67339. */
  67340. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67341. /**
  67342. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  67343. * @param other defines the second operand
  67344. * @param result defines the array where to store the multiplication
  67345. * @param offset defines the offset in the target array where to start storing values
  67346. * @returns the current matrix
  67347. */
  67348. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  67349. /**
  67350. * Check equality between this matrix and a second one
  67351. * @param value defines the second matrix to compare
  67352. * @returns true is the current matrix and the given one values are strictly equal
  67353. */
  67354. equals(value: DeepImmutable<Matrix>): boolean;
  67355. /**
  67356. * Clone the current matrix
  67357. * @returns a new matrix from the current matrix
  67358. */
  67359. clone(): Matrix;
  67360. /**
  67361. * Returns the name of the current matrix class
  67362. * @returns the string "Matrix"
  67363. */
  67364. getClassName(): string;
  67365. /**
  67366. * Gets the hash code of the current matrix
  67367. * @returns the hash code
  67368. */
  67369. getHashCode(): number;
  67370. /**
  67371. * Decomposes the current Matrix into a translation, rotation and scaling components
  67372. * @param scale defines the scale vector3 given as a reference to update
  67373. * @param rotation defines the rotation quaternion given as a reference to update
  67374. * @param translation defines the translation vector3 given as a reference to update
  67375. * @returns true if operation was successful
  67376. */
  67377. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  67378. /**
  67379. * Gets specific row of the matrix
  67380. * @param index defines the number of the row to get
  67381. * @returns the index-th row of the current matrix as a new Vector4
  67382. */
  67383. getRow(index: number): Nullable<Vector4>;
  67384. /**
  67385. * Sets the index-th row of the current matrix to the vector4 values
  67386. * @param index defines the number of the row to set
  67387. * @param row defines the target vector4
  67388. * @returns the updated current matrix
  67389. */
  67390. setRow(index: number, row: Vector4): Matrix;
  67391. /**
  67392. * Compute the transpose of the matrix
  67393. * @returns the new transposed matrix
  67394. */
  67395. transpose(): Matrix;
  67396. /**
  67397. * Compute the transpose of the matrix and store it in a given matrix
  67398. * @param result defines the target matrix
  67399. * @returns the current matrix
  67400. */
  67401. transposeToRef(result: Matrix): Matrix;
  67402. /**
  67403. * Sets the index-th row of the current matrix with the given 4 x float values
  67404. * @param index defines the row index
  67405. * @param x defines the x component to set
  67406. * @param y defines the y component to set
  67407. * @param z defines the z component to set
  67408. * @param w defines the w component to set
  67409. * @returns the updated current matrix
  67410. */
  67411. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  67412. /**
  67413. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  67414. * @param scale defines the scale factor
  67415. * @returns a new matrix
  67416. */
  67417. scale(scale: number): Matrix;
  67418. /**
  67419. * Scale the current matrix values by a factor to a given result matrix
  67420. * @param scale defines the scale factor
  67421. * @param result defines the matrix to store the result
  67422. * @returns the current matrix
  67423. */
  67424. scaleToRef(scale: number, result: Matrix): Matrix;
  67425. /**
  67426. * Scale the current matrix values by a factor and add the result to a given matrix
  67427. * @param scale defines the scale factor
  67428. * @param result defines the Matrix to store the result
  67429. * @returns the current matrix
  67430. */
  67431. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  67432. /**
  67433. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  67434. * @param ref matrix to store the result
  67435. */
  67436. toNormalMatrix(ref: Matrix): void;
  67437. /**
  67438. * Gets only rotation part of the current matrix
  67439. * @returns a new matrix sets to the extracted rotation matrix from the current one
  67440. */
  67441. getRotationMatrix(): Matrix;
  67442. /**
  67443. * Extracts the rotation matrix from the current one and sets it as the given "result"
  67444. * @param result defines the target matrix to store data to
  67445. * @returns the current matrix
  67446. */
  67447. getRotationMatrixToRef(result: Matrix): Matrix;
  67448. /**
  67449. * Toggles model matrix from being right handed to left handed in place and vice versa
  67450. */
  67451. toggleModelMatrixHandInPlace(): void;
  67452. /**
  67453. * Toggles projection matrix from being right handed to left handed in place and vice versa
  67454. */
  67455. toggleProjectionMatrixHandInPlace(): void;
  67456. /**
  67457. * Creates a matrix from an array
  67458. * @param array defines the source array
  67459. * @param offset defines an offset in the source array
  67460. * @returns a new Matrix set from the starting index of the given array
  67461. */
  67462. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  67463. /**
  67464. * Copy the content of an array into a given matrix
  67465. * @param array defines the source array
  67466. * @param offset defines an offset in the source array
  67467. * @param result defines the target matrix
  67468. */
  67469. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  67470. /**
  67471. * Stores an array into a matrix after having multiplied each component by a given factor
  67472. * @param array defines the source array
  67473. * @param offset defines the offset in the source array
  67474. * @param scale defines the scaling factor
  67475. * @param result defines the target matrix
  67476. */
  67477. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  67478. /**
  67479. * Gets an identity matrix that must not be updated
  67480. */
  67481. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  67482. /**
  67483. * Stores a list of values (16) inside a given matrix
  67484. * @param initialM11 defines 1st value of 1st row
  67485. * @param initialM12 defines 2nd value of 1st row
  67486. * @param initialM13 defines 3rd value of 1st row
  67487. * @param initialM14 defines 4th value of 1st row
  67488. * @param initialM21 defines 1st value of 2nd row
  67489. * @param initialM22 defines 2nd value of 2nd row
  67490. * @param initialM23 defines 3rd value of 2nd row
  67491. * @param initialM24 defines 4th value of 2nd row
  67492. * @param initialM31 defines 1st value of 3rd row
  67493. * @param initialM32 defines 2nd value of 3rd row
  67494. * @param initialM33 defines 3rd value of 3rd row
  67495. * @param initialM34 defines 4th value of 3rd row
  67496. * @param initialM41 defines 1st value of 4th row
  67497. * @param initialM42 defines 2nd value of 4th row
  67498. * @param initialM43 defines 3rd value of 4th row
  67499. * @param initialM44 defines 4th value of 4th row
  67500. * @param result defines the target matrix
  67501. */
  67502. 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;
  67503. /**
  67504. * Creates new matrix from a list of values (16)
  67505. * @param initialM11 defines 1st value of 1st row
  67506. * @param initialM12 defines 2nd value of 1st row
  67507. * @param initialM13 defines 3rd value of 1st row
  67508. * @param initialM14 defines 4th value of 1st row
  67509. * @param initialM21 defines 1st value of 2nd row
  67510. * @param initialM22 defines 2nd value of 2nd row
  67511. * @param initialM23 defines 3rd value of 2nd row
  67512. * @param initialM24 defines 4th value of 2nd row
  67513. * @param initialM31 defines 1st value of 3rd row
  67514. * @param initialM32 defines 2nd value of 3rd row
  67515. * @param initialM33 defines 3rd value of 3rd row
  67516. * @param initialM34 defines 4th value of 3rd row
  67517. * @param initialM41 defines 1st value of 4th row
  67518. * @param initialM42 defines 2nd value of 4th row
  67519. * @param initialM43 defines 3rd value of 4th row
  67520. * @param initialM44 defines 4th value of 4th row
  67521. * @returns the new matrix
  67522. */
  67523. 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;
  67524. /**
  67525. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67526. * @param scale defines the scale vector3
  67527. * @param rotation defines the rotation quaternion
  67528. * @param translation defines the translation vector3
  67529. * @returns a new matrix
  67530. */
  67531. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  67532. /**
  67533. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  67534. * @param scale defines the scale vector3
  67535. * @param rotation defines the rotation quaternion
  67536. * @param translation defines the translation vector3
  67537. * @param result defines the target matrix
  67538. */
  67539. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  67540. /**
  67541. * Creates a new identity matrix
  67542. * @returns a new identity matrix
  67543. */
  67544. static Identity(): Matrix;
  67545. /**
  67546. * Creates a new identity matrix and stores the result in a given matrix
  67547. * @param result defines the target matrix
  67548. */
  67549. static IdentityToRef(result: Matrix): void;
  67550. /**
  67551. * Creates a new zero matrix
  67552. * @returns a new zero matrix
  67553. */
  67554. static Zero(): Matrix;
  67555. /**
  67556. * Creates a new rotation matrix for "angle" radians around the X axis
  67557. * @param angle defines the angle (in radians) to use
  67558. * @return the new matrix
  67559. */
  67560. static RotationX(angle: number): Matrix;
  67561. /**
  67562. * Creates a new matrix as the invert of a given matrix
  67563. * @param source defines the source matrix
  67564. * @returns the new matrix
  67565. */
  67566. static Invert(source: DeepImmutable<Matrix>): Matrix;
  67567. /**
  67568. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  67569. * @param angle defines the angle (in radians) to use
  67570. * @param result defines the target matrix
  67571. */
  67572. static RotationXToRef(angle: number, result: Matrix): void;
  67573. /**
  67574. * Creates a new rotation matrix for "angle" radians around the Y axis
  67575. * @param angle defines the angle (in radians) to use
  67576. * @return the new matrix
  67577. */
  67578. static RotationY(angle: number): Matrix;
  67579. /**
  67580. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  67581. * @param angle defines the angle (in radians) to use
  67582. * @param result defines the target matrix
  67583. */
  67584. static RotationYToRef(angle: number, result: Matrix): void;
  67585. /**
  67586. * Creates a new rotation matrix for "angle" radians around the Z axis
  67587. * @param angle defines the angle (in radians) to use
  67588. * @return the new matrix
  67589. */
  67590. static RotationZ(angle: number): Matrix;
  67591. /**
  67592. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  67593. * @param angle defines the angle (in radians) to use
  67594. * @param result defines the target matrix
  67595. */
  67596. static RotationZToRef(angle: number, result: Matrix): void;
  67597. /**
  67598. * Creates a new rotation matrix for "angle" radians around the given axis
  67599. * @param axis defines the axis to use
  67600. * @param angle defines the angle (in radians) to use
  67601. * @return the new matrix
  67602. */
  67603. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  67604. /**
  67605. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  67606. * @param axis defines the axis to use
  67607. * @param angle defines the angle (in radians) to use
  67608. * @param result defines the target matrix
  67609. */
  67610. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  67611. /**
  67612. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  67613. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  67614. * @param from defines the vector to align
  67615. * @param to defines the vector to align to
  67616. * @param result defines the target matrix
  67617. */
  67618. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  67619. /**
  67620. * Creates a rotation matrix
  67621. * @param yaw defines the yaw angle in radians (Y axis)
  67622. * @param pitch defines the pitch angle in radians (X axis)
  67623. * @param roll defines the roll angle in radians (X axis)
  67624. * @returns the new rotation matrix
  67625. */
  67626. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  67627. /**
  67628. * Creates a rotation matrix and stores it in a given matrix
  67629. * @param yaw defines the yaw angle in radians (Y axis)
  67630. * @param pitch defines the pitch angle in radians (X axis)
  67631. * @param roll defines the roll angle in radians (X axis)
  67632. * @param result defines the target matrix
  67633. */
  67634. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  67635. /**
  67636. * Creates a scaling matrix
  67637. * @param x defines the scale factor on X axis
  67638. * @param y defines the scale factor on Y axis
  67639. * @param z defines the scale factor on Z axis
  67640. * @returns the new matrix
  67641. */
  67642. static Scaling(x: number, y: number, z: number): Matrix;
  67643. /**
  67644. * Creates a scaling matrix and stores it in a given matrix
  67645. * @param x defines the scale factor on X axis
  67646. * @param y defines the scale factor on Y axis
  67647. * @param z defines the scale factor on Z axis
  67648. * @param result defines the target matrix
  67649. */
  67650. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  67651. /**
  67652. * Creates a translation matrix
  67653. * @param x defines the translation on X axis
  67654. * @param y defines the translation on Y axis
  67655. * @param z defines the translationon Z axis
  67656. * @returns the new matrix
  67657. */
  67658. static Translation(x: number, y: number, z: number): Matrix;
  67659. /**
  67660. * Creates a translation matrix and stores it in a given matrix
  67661. * @param x defines the translation on X axis
  67662. * @param y defines the translation on Y axis
  67663. * @param z defines the translationon Z axis
  67664. * @param result defines the target matrix
  67665. */
  67666. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  67667. /**
  67668. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67669. * @param startValue defines the start value
  67670. * @param endValue defines the end value
  67671. * @param gradient defines the gradient factor
  67672. * @returns the new matrix
  67673. */
  67674. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67675. /**
  67676. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  67677. * @param startValue defines the start value
  67678. * @param endValue defines the end value
  67679. * @param gradient defines the gradient factor
  67680. * @param result defines the Matrix object where to store data
  67681. */
  67682. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67683. /**
  67684. * Builds a new matrix whose values are computed by:
  67685. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67686. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67687. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67688. * @param startValue defines the first matrix
  67689. * @param endValue defines the second matrix
  67690. * @param gradient defines the gradient between the two matrices
  67691. * @returns the new matrix
  67692. */
  67693. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  67694. /**
  67695. * Update a matrix to values which are computed by:
  67696. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  67697. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  67698. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  67699. * @param startValue defines the first matrix
  67700. * @param endValue defines the second matrix
  67701. * @param gradient defines the gradient between the two matrices
  67702. * @param result defines the target matrix
  67703. */
  67704. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  67705. /**
  67706. * 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"
  67707. * This function works in left handed mode
  67708. * @param eye defines the final position of the entity
  67709. * @param target defines where the entity should look at
  67710. * @param up defines the up vector for the entity
  67711. * @returns the new matrix
  67712. */
  67713. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67714. /**
  67715. * 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".
  67716. * This function works in left handed mode
  67717. * @param eye defines the final position of the entity
  67718. * @param target defines where the entity should look at
  67719. * @param up defines the up vector for the entity
  67720. * @param result defines the target matrix
  67721. */
  67722. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67723. /**
  67724. * 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"
  67725. * This function works in right handed mode
  67726. * @param eye defines the final position of the entity
  67727. * @param target defines where the entity should look at
  67728. * @param up defines the up vector for the entity
  67729. * @returns the new matrix
  67730. */
  67731. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  67732. /**
  67733. * 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".
  67734. * This function works in right handed mode
  67735. * @param eye defines the final position of the entity
  67736. * @param target defines where the entity should look at
  67737. * @param up defines the up vector for the entity
  67738. * @param result defines the target matrix
  67739. */
  67740. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  67741. /**
  67742. * Create a left-handed orthographic projection matrix
  67743. * @param width defines the viewport width
  67744. * @param height defines the viewport height
  67745. * @param znear defines the near clip plane
  67746. * @param zfar defines the far clip plane
  67747. * @returns a new matrix as a left-handed orthographic projection matrix
  67748. */
  67749. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67750. /**
  67751. * Store a left-handed orthographic projection to a given matrix
  67752. * @param width defines the viewport width
  67753. * @param height defines the viewport height
  67754. * @param znear defines the near clip plane
  67755. * @param zfar defines the far clip plane
  67756. * @param result defines the target matrix
  67757. */
  67758. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  67759. /**
  67760. * Create a left-handed orthographic projection matrix
  67761. * @param left defines the viewport left coordinate
  67762. * @param right defines the viewport right coordinate
  67763. * @param bottom defines the viewport bottom coordinate
  67764. * @param top defines the viewport top coordinate
  67765. * @param znear defines the near clip plane
  67766. * @param zfar defines the far clip plane
  67767. * @returns a new matrix as a left-handed orthographic projection matrix
  67768. */
  67769. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67770. /**
  67771. * Stores a left-handed orthographic projection into a given matrix
  67772. * @param left defines the viewport left coordinate
  67773. * @param right defines the viewport right coordinate
  67774. * @param bottom defines the viewport bottom coordinate
  67775. * @param top defines the viewport top coordinate
  67776. * @param znear defines the near clip plane
  67777. * @param zfar defines the far clip plane
  67778. * @param result defines the target matrix
  67779. */
  67780. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67781. /**
  67782. * Creates a right-handed orthographic projection matrix
  67783. * @param left defines the viewport left coordinate
  67784. * @param right defines the viewport right coordinate
  67785. * @param bottom defines the viewport bottom coordinate
  67786. * @param top defines the viewport top coordinate
  67787. * @param znear defines the near clip plane
  67788. * @param zfar defines the far clip plane
  67789. * @returns a new matrix as a right-handed orthographic projection matrix
  67790. */
  67791. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  67792. /**
  67793. * Stores a right-handed orthographic projection into a given matrix
  67794. * @param left defines the viewport left coordinate
  67795. * @param right defines the viewport right coordinate
  67796. * @param bottom defines the viewport bottom coordinate
  67797. * @param top defines the viewport top coordinate
  67798. * @param znear defines the near clip plane
  67799. * @param zfar defines the far clip plane
  67800. * @param result defines the target matrix
  67801. */
  67802. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  67803. /**
  67804. * Creates a left-handed perspective projection matrix
  67805. * @param width defines the viewport width
  67806. * @param height defines the viewport height
  67807. * @param znear defines the near clip plane
  67808. * @param zfar defines the far clip plane
  67809. * @returns a new matrix as a left-handed perspective projection matrix
  67810. */
  67811. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  67812. /**
  67813. * Creates a left-handed perspective projection matrix
  67814. * @param fov defines the horizontal field of view
  67815. * @param aspect defines the aspect ratio
  67816. * @param znear defines the near clip plane
  67817. * @param zfar defines the far clip plane
  67818. * @returns a new matrix as a left-handed perspective projection matrix
  67819. */
  67820. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67821. /**
  67822. * Stores a left-handed perspective projection into a given matrix
  67823. * @param fov defines the horizontal field of view
  67824. * @param aspect defines the aspect ratio
  67825. * @param znear defines the near clip plane
  67826. * @param zfar defines the far clip plane
  67827. * @param result defines the target matrix
  67828. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67829. */
  67830. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67831. /**
  67832. * Creates a right-handed perspective projection matrix
  67833. * @param fov defines the horizontal field of view
  67834. * @param aspect defines the aspect ratio
  67835. * @param znear defines the near clip plane
  67836. * @param zfar defines the far clip plane
  67837. * @returns a new matrix as a right-handed perspective projection matrix
  67838. */
  67839. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  67840. /**
  67841. * Stores a right-handed perspective projection into a given matrix
  67842. * @param fov defines the horizontal field of view
  67843. * @param aspect defines the aspect ratio
  67844. * @param znear defines the near clip plane
  67845. * @param zfar defines the far clip plane
  67846. * @param result defines the target matrix
  67847. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  67848. */
  67849. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  67850. /**
  67851. * Stores a perspective projection for WebVR info a given matrix
  67852. * @param fov defines the field of view
  67853. * @param znear defines the near clip plane
  67854. * @param zfar defines the far clip plane
  67855. * @param result defines the target matrix
  67856. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  67857. */
  67858. static PerspectiveFovWebVRToRef(fov: {
  67859. upDegrees: number;
  67860. downDegrees: number;
  67861. leftDegrees: number;
  67862. rightDegrees: number;
  67863. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  67864. /**
  67865. * Computes a complete transformation matrix
  67866. * @param viewport defines the viewport to use
  67867. * @param world defines the world matrix
  67868. * @param view defines the view matrix
  67869. * @param projection defines the projection matrix
  67870. * @param zmin defines the near clip plane
  67871. * @param zmax defines the far clip plane
  67872. * @returns the transformation matrix
  67873. */
  67874. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  67875. /**
  67876. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  67877. * @param matrix defines the matrix to use
  67878. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  67879. */
  67880. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  67881. /**
  67882. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  67883. * @param matrix defines the matrix to use
  67884. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  67885. */
  67886. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  67887. /**
  67888. * Compute the transpose of a given matrix
  67889. * @param matrix defines the matrix to transpose
  67890. * @returns the new matrix
  67891. */
  67892. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  67893. /**
  67894. * Compute the transpose of a matrix and store it in a target matrix
  67895. * @param matrix defines the matrix to transpose
  67896. * @param result defines the target matrix
  67897. */
  67898. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  67899. /**
  67900. * Computes a reflection matrix from a plane
  67901. * @param plane defines the reflection plane
  67902. * @returns a new matrix
  67903. */
  67904. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  67905. /**
  67906. * Computes a reflection matrix from a plane
  67907. * @param plane defines the reflection plane
  67908. * @param result defines the target matrix
  67909. */
  67910. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  67911. /**
  67912. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  67913. * @param xaxis defines the value of the 1st axis
  67914. * @param yaxis defines the value of the 2nd axis
  67915. * @param zaxis defines the value of the 3rd axis
  67916. * @param result defines the target matrix
  67917. */
  67918. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  67919. /**
  67920. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  67921. * @param quat defines the quaternion to use
  67922. * @param result defines the target matrix
  67923. */
  67924. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  67925. }
  67926. /**
  67927. * @hidden
  67928. */
  67929. export class TmpVectors {
  67930. static Vector2: Vector2[];
  67931. static Vector3: Vector3[];
  67932. static Vector4: Vector4[];
  67933. static Quaternion: Quaternion[];
  67934. static Matrix: Matrix[];
  67935. }
  67936. }
  67937. declare module BABYLON {
  67938. /** Defines the cross module used constants to avoid circular dependncies */
  67939. export class Constants {
  67940. /** Defines that alpha blending is disabled */
  67941. static readonly ALPHA_DISABLE: number;
  67942. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  67943. static readonly ALPHA_ADD: number;
  67944. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  67945. static readonly ALPHA_COMBINE: number;
  67946. /** Defines that alpha blending to DEST - SRC * DEST */
  67947. static readonly ALPHA_SUBTRACT: number;
  67948. /** Defines that alpha blending to SRC * DEST */
  67949. static readonly ALPHA_MULTIPLY: number;
  67950. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  67951. static readonly ALPHA_MAXIMIZED: number;
  67952. /** Defines that alpha blending to SRC + DEST */
  67953. static readonly ALPHA_ONEONE: number;
  67954. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  67955. static readonly ALPHA_PREMULTIPLIED: number;
  67956. /**
  67957. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  67958. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  67959. */
  67960. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  67961. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  67962. static readonly ALPHA_INTERPOLATE: number;
  67963. /**
  67964. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  67965. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  67966. */
  67967. static readonly ALPHA_SCREENMODE: number;
  67968. /** Defines that the ressource is not delayed*/
  67969. static readonly DELAYLOADSTATE_NONE: number;
  67970. /** Defines that the ressource was successfully delay loaded */
  67971. static readonly DELAYLOADSTATE_LOADED: number;
  67972. /** Defines that the ressource is currently delay loading */
  67973. static readonly DELAYLOADSTATE_LOADING: number;
  67974. /** Defines that the ressource is delayed and has not started loading */
  67975. static readonly DELAYLOADSTATE_NOTLOADED: number;
  67976. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  67977. static readonly NEVER: number;
  67978. /** 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 */
  67979. static readonly ALWAYS: number;
  67980. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  67981. static readonly LESS: number;
  67982. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  67983. static readonly EQUAL: number;
  67984. /** 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 */
  67985. static readonly LEQUAL: number;
  67986. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  67987. static readonly GREATER: number;
  67988. /** 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 */
  67989. static readonly GEQUAL: number;
  67990. /** 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 */
  67991. static readonly NOTEQUAL: number;
  67992. /** Passed to stencilOperation to specify that stencil value must be kept */
  67993. static readonly KEEP: number;
  67994. /** Passed to stencilOperation to specify that stencil value must be replaced */
  67995. static readonly REPLACE: number;
  67996. /** Passed to stencilOperation to specify that stencil value must be incremented */
  67997. static readonly INCR: number;
  67998. /** Passed to stencilOperation to specify that stencil value must be decremented */
  67999. static readonly DECR: number;
  68000. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68001. static readonly INVERT: number;
  68002. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68003. static readonly INCR_WRAP: number;
  68004. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68005. static readonly DECR_WRAP: number;
  68006. /** Texture is not repeating outside of 0..1 UVs */
  68007. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68008. /** Texture is repeating outside of 0..1 UVs */
  68009. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68010. /** Texture is repeating and mirrored */
  68011. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68012. /** ALPHA */
  68013. static readonly TEXTUREFORMAT_ALPHA: number;
  68014. /** LUMINANCE */
  68015. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68016. /** LUMINANCE_ALPHA */
  68017. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68018. /** RGB */
  68019. static readonly TEXTUREFORMAT_RGB: number;
  68020. /** RGBA */
  68021. static readonly TEXTUREFORMAT_RGBA: number;
  68022. /** RED */
  68023. static readonly TEXTUREFORMAT_RED: number;
  68024. /** RED (2nd reference) */
  68025. static readonly TEXTUREFORMAT_R: number;
  68026. /** RG */
  68027. static readonly TEXTUREFORMAT_RG: number;
  68028. /** RED_INTEGER */
  68029. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68030. /** RED_INTEGER (2nd reference) */
  68031. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68032. /** RG_INTEGER */
  68033. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68034. /** RGB_INTEGER */
  68035. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68036. /** RGBA_INTEGER */
  68037. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68038. /** UNSIGNED_BYTE */
  68039. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68040. /** UNSIGNED_BYTE (2nd reference) */
  68041. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68042. /** FLOAT */
  68043. static readonly TEXTURETYPE_FLOAT: number;
  68044. /** HALF_FLOAT */
  68045. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68046. /** BYTE */
  68047. static readonly TEXTURETYPE_BYTE: number;
  68048. /** SHORT */
  68049. static readonly TEXTURETYPE_SHORT: number;
  68050. /** UNSIGNED_SHORT */
  68051. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68052. /** INT */
  68053. static readonly TEXTURETYPE_INT: number;
  68054. /** UNSIGNED_INT */
  68055. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68056. /** UNSIGNED_SHORT_4_4_4_4 */
  68057. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68058. /** UNSIGNED_SHORT_5_5_5_1 */
  68059. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68060. /** UNSIGNED_SHORT_5_6_5 */
  68061. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68062. /** UNSIGNED_INT_2_10_10_10_REV */
  68063. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68064. /** UNSIGNED_INT_24_8 */
  68065. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68066. /** UNSIGNED_INT_10F_11F_11F_REV */
  68067. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68068. /** UNSIGNED_INT_5_9_9_9_REV */
  68069. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68070. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68071. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68072. /** nearest is mag = nearest and min = nearest and mip = linear */
  68073. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68074. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68075. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68076. /** Trilinear is mag = linear and min = linear and mip = linear */
  68077. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68078. /** nearest is mag = nearest and min = nearest and mip = linear */
  68079. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68080. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68081. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68082. /** Trilinear is mag = linear and min = linear and mip = linear */
  68083. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68084. /** mag = nearest and min = nearest and mip = nearest */
  68085. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68086. /** mag = nearest and min = linear and mip = nearest */
  68087. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68088. /** mag = nearest and min = linear and mip = linear */
  68089. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68090. /** mag = nearest and min = linear and mip = none */
  68091. static readonly TEXTURE_NEAREST_LINEAR: number;
  68092. /** mag = nearest and min = nearest and mip = none */
  68093. static readonly TEXTURE_NEAREST_NEAREST: number;
  68094. /** mag = linear and min = nearest and mip = nearest */
  68095. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68096. /** mag = linear and min = nearest and mip = linear */
  68097. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68098. /** mag = linear and min = linear and mip = none */
  68099. static readonly TEXTURE_LINEAR_LINEAR: number;
  68100. /** mag = linear and min = nearest and mip = none */
  68101. static readonly TEXTURE_LINEAR_NEAREST: number;
  68102. /** Explicit coordinates mode */
  68103. static readonly TEXTURE_EXPLICIT_MODE: number;
  68104. /** Spherical coordinates mode */
  68105. static readonly TEXTURE_SPHERICAL_MODE: number;
  68106. /** Planar coordinates mode */
  68107. static readonly TEXTURE_PLANAR_MODE: number;
  68108. /** Cubic coordinates mode */
  68109. static readonly TEXTURE_CUBIC_MODE: number;
  68110. /** Projection coordinates mode */
  68111. static readonly TEXTURE_PROJECTION_MODE: number;
  68112. /** Skybox coordinates mode */
  68113. static readonly TEXTURE_SKYBOX_MODE: number;
  68114. /** Inverse Cubic coordinates mode */
  68115. static readonly TEXTURE_INVCUBIC_MODE: number;
  68116. /** Equirectangular coordinates mode */
  68117. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68118. /** Equirectangular Fixed coordinates mode */
  68119. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68120. /** Equirectangular Fixed Mirrored coordinates mode */
  68121. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68122. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68123. static readonly SCALEMODE_FLOOR: number;
  68124. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68125. static readonly SCALEMODE_NEAREST: number;
  68126. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68127. static readonly SCALEMODE_CEILING: number;
  68128. /**
  68129. * The dirty texture flag value
  68130. */
  68131. static readonly MATERIAL_TextureDirtyFlag: number;
  68132. /**
  68133. * The dirty light flag value
  68134. */
  68135. static readonly MATERIAL_LightDirtyFlag: number;
  68136. /**
  68137. * The dirty fresnel flag value
  68138. */
  68139. static readonly MATERIAL_FresnelDirtyFlag: number;
  68140. /**
  68141. * The dirty attribute flag value
  68142. */
  68143. static readonly MATERIAL_AttributesDirtyFlag: number;
  68144. /**
  68145. * The dirty misc flag value
  68146. */
  68147. static readonly MATERIAL_MiscDirtyFlag: number;
  68148. /**
  68149. * The all dirty flag value
  68150. */
  68151. static readonly MATERIAL_AllDirtyFlag: number;
  68152. /**
  68153. * Returns the triangle fill mode
  68154. */
  68155. static readonly MATERIAL_TriangleFillMode: number;
  68156. /**
  68157. * Returns the wireframe mode
  68158. */
  68159. static readonly MATERIAL_WireFrameFillMode: number;
  68160. /**
  68161. * Returns the point fill mode
  68162. */
  68163. static readonly MATERIAL_PointFillMode: number;
  68164. /**
  68165. * Returns the point list draw mode
  68166. */
  68167. static readonly MATERIAL_PointListDrawMode: number;
  68168. /**
  68169. * Returns the line list draw mode
  68170. */
  68171. static readonly MATERIAL_LineListDrawMode: number;
  68172. /**
  68173. * Returns the line loop draw mode
  68174. */
  68175. static readonly MATERIAL_LineLoopDrawMode: number;
  68176. /**
  68177. * Returns the line strip draw mode
  68178. */
  68179. static readonly MATERIAL_LineStripDrawMode: number;
  68180. /**
  68181. * Returns the triangle strip draw mode
  68182. */
  68183. static readonly MATERIAL_TriangleStripDrawMode: number;
  68184. /**
  68185. * Returns the triangle fan draw mode
  68186. */
  68187. static readonly MATERIAL_TriangleFanDrawMode: number;
  68188. /**
  68189. * Stores the clock-wise side orientation
  68190. */
  68191. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68192. /**
  68193. * Stores the counter clock-wise side orientation
  68194. */
  68195. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68196. /**
  68197. * Nothing
  68198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68199. */
  68200. static readonly ACTION_NothingTrigger: number;
  68201. /**
  68202. * On pick
  68203. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68204. */
  68205. static readonly ACTION_OnPickTrigger: number;
  68206. /**
  68207. * On left pick
  68208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68209. */
  68210. static readonly ACTION_OnLeftPickTrigger: number;
  68211. /**
  68212. * On right pick
  68213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68214. */
  68215. static readonly ACTION_OnRightPickTrigger: number;
  68216. /**
  68217. * On center pick
  68218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68219. */
  68220. static readonly ACTION_OnCenterPickTrigger: number;
  68221. /**
  68222. * On pick down
  68223. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68224. */
  68225. static readonly ACTION_OnPickDownTrigger: number;
  68226. /**
  68227. * On double pick
  68228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68229. */
  68230. static readonly ACTION_OnDoublePickTrigger: number;
  68231. /**
  68232. * On pick up
  68233. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68234. */
  68235. static readonly ACTION_OnPickUpTrigger: number;
  68236. /**
  68237. * On pick out.
  68238. * This trigger will only be raised if you also declared a OnPickDown
  68239. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68240. */
  68241. static readonly ACTION_OnPickOutTrigger: number;
  68242. /**
  68243. * On long press
  68244. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68245. */
  68246. static readonly ACTION_OnLongPressTrigger: number;
  68247. /**
  68248. * On pointer over
  68249. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68250. */
  68251. static readonly ACTION_OnPointerOverTrigger: number;
  68252. /**
  68253. * On pointer out
  68254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68255. */
  68256. static readonly ACTION_OnPointerOutTrigger: number;
  68257. /**
  68258. * On every frame
  68259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68260. */
  68261. static readonly ACTION_OnEveryFrameTrigger: number;
  68262. /**
  68263. * On intersection enter
  68264. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68265. */
  68266. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68267. /**
  68268. * On intersection exit
  68269. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68270. */
  68271. static readonly ACTION_OnIntersectionExitTrigger: number;
  68272. /**
  68273. * On key down
  68274. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68275. */
  68276. static readonly ACTION_OnKeyDownTrigger: number;
  68277. /**
  68278. * On key up
  68279. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68280. */
  68281. static readonly ACTION_OnKeyUpTrigger: number;
  68282. /**
  68283. * Billboard mode will only apply to Y axis
  68284. */
  68285. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68286. /**
  68287. * Billboard mode will apply to all axes
  68288. */
  68289. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68290. /**
  68291. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68292. */
  68293. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68294. /**
  68295. * Gets or sets base Assets URL
  68296. */
  68297. static PARTICLES_BaseAssetsUrl: string;
  68298. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68299. * Test order :
  68300. * Is the bounding sphere outside the frustum ?
  68301. * If not, are the bounding box vertices outside the frustum ?
  68302. * It not, then the cullable object is in the frustum.
  68303. */
  68304. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68305. /** Culling strategy : Bounding Sphere Only.
  68306. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68307. * It's also less accurate than the standard because some not visible objects can still be selected.
  68308. * Test : is the bounding sphere outside the frustum ?
  68309. * If not, then the cullable object is in the frustum.
  68310. */
  68311. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68312. /** Culling strategy : Optimistic Inclusion.
  68313. * This in an inclusion test first, then the standard exclusion test.
  68314. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68315. * 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.
  68316. * Anyway, it's as accurate as the standard strategy.
  68317. * Test :
  68318. * Is the cullable object bounding sphere center in the frustum ?
  68319. * If not, apply the default culling strategy.
  68320. */
  68321. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68322. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68323. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68324. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68325. * 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.
  68326. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68327. * Test :
  68328. * Is the cullable object bounding sphere center in the frustum ?
  68329. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68330. */
  68331. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  68332. /**
  68333. * No logging while loading
  68334. */
  68335. static readonly SCENELOADER_NO_LOGGING: number;
  68336. /**
  68337. * Minimal logging while loading
  68338. */
  68339. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  68340. /**
  68341. * Summary logging while loading
  68342. */
  68343. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  68344. /**
  68345. * Detailled logging while loading
  68346. */
  68347. static readonly SCENELOADER_DETAILED_LOGGING: number;
  68348. }
  68349. }
  68350. declare module BABYLON {
  68351. /**
  68352. * Class used to store and describe the pipeline context associated with an effect
  68353. */
  68354. export interface IPipelineContext {
  68355. /**
  68356. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  68357. */
  68358. isAsync: boolean;
  68359. /**
  68360. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  68361. */
  68362. isReady: boolean;
  68363. /** @hidden */
  68364. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  68365. }
  68366. }
  68367. declare module BABYLON {
  68368. /** @hidden */
  68369. export interface IShaderProcessor {
  68370. attributeProcessor?: (attribute: string) => string;
  68371. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  68372. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  68373. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  68374. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  68375. lineProcessor?: (line: string, isFragment: boolean) => string;
  68376. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68377. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  68378. }
  68379. }
  68380. declare module BABYLON {
  68381. /** @hidden */
  68382. export interface ProcessingOptions {
  68383. defines: string[];
  68384. indexParameters: any;
  68385. isFragment: boolean;
  68386. shouldUseHighPrecisionShader: boolean;
  68387. supportsUniformBuffers: boolean;
  68388. shadersRepository: string;
  68389. includesShadersStore: {
  68390. [key: string]: string;
  68391. };
  68392. processor?: IShaderProcessor;
  68393. version: string;
  68394. platformName: string;
  68395. lookForClosingBracketForUniformBuffer?: boolean;
  68396. }
  68397. }
  68398. declare module BABYLON {
  68399. /**
  68400. * Helper to manipulate strings
  68401. */
  68402. export class StringTools {
  68403. /**
  68404. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68405. * @param str Source string
  68406. * @param suffix Suffix to search for in the source string
  68407. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68408. */
  68409. static EndsWith(str: string, suffix: string): boolean;
  68410. /**
  68411. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68412. * @param str Source string
  68413. * @param suffix Suffix to search for in the source string
  68414. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68415. */
  68416. static StartsWith(str: string, suffix: string): boolean;
  68417. }
  68418. }
  68419. declare module BABYLON {
  68420. /** @hidden */
  68421. export class ShaderCodeNode {
  68422. line: string;
  68423. children: ShaderCodeNode[];
  68424. additionalDefineKey?: string;
  68425. additionalDefineValue?: string;
  68426. isValid(preprocessors: {
  68427. [key: string]: string;
  68428. }): boolean;
  68429. process(preprocessors: {
  68430. [key: string]: string;
  68431. }, options: ProcessingOptions): string;
  68432. }
  68433. }
  68434. declare module BABYLON {
  68435. /** @hidden */
  68436. export class ShaderCodeCursor {
  68437. private _lines;
  68438. lineIndex: number;
  68439. readonly currentLine: string;
  68440. readonly canRead: boolean;
  68441. lines: string[];
  68442. }
  68443. }
  68444. declare module BABYLON {
  68445. /** @hidden */
  68446. export class ShaderCodeConditionNode extends ShaderCodeNode {
  68447. process(preprocessors: {
  68448. [key: string]: string;
  68449. }, options: ProcessingOptions): string;
  68450. }
  68451. }
  68452. declare module BABYLON {
  68453. /** @hidden */
  68454. export class ShaderDefineExpression {
  68455. isTrue(preprocessors: {
  68456. [key: string]: string;
  68457. }): boolean;
  68458. }
  68459. }
  68460. declare module BABYLON {
  68461. /** @hidden */
  68462. export class ShaderCodeTestNode extends ShaderCodeNode {
  68463. testExpression: ShaderDefineExpression;
  68464. isValid(preprocessors: {
  68465. [key: string]: string;
  68466. }): boolean;
  68467. }
  68468. }
  68469. declare module BABYLON {
  68470. /** @hidden */
  68471. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  68472. define: string;
  68473. not: boolean;
  68474. constructor(define: string, not?: boolean);
  68475. isTrue(preprocessors: {
  68476. [key: string]: string;
  68477. }): boolean;
  68478. }
  68479. }
  68480. declare module BABYLON {
  68481. /** @hidden */
  68482. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  68483. leftOperand: ShaderDefineExpression;
  68484. rightOperand: ShaderDefineExpression;
  68485. isTrue(preprocessors: {
  68486. [key: string]: string;
  68487. }): boolean;
  68488. }
  68489. }
  68490. declare module BABYLON {
  68491. /** @hidden */
  68492. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  68493. leftOperand: ShaderDefineExpression;
  68494. rightOperand: ShaderDefineExpression;
  68495. isTrue(preprocessors: {
  68496. [key: string]: string;
  68497. }): boolean;
  68498. }
  68499. }
  68500. declare module BABYLON {
  68501. /** @hidden */
  68502. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  68503. define: string;
  68504. operand: string;
  68505. testValue: string;
  68506. constructor(define: string, operand: string, testValue: string);
  68507. isTrue(preprocessors: {
  68508. [key: string]: string;
  68509. }): boolean;
  68510. }
  68511. }
  68512. declare module BABYLON {
  68513. /**
  68514. * @ignore
  68515. * Application error to support additional information when loading a file
  68516. */
  68517. export class LoadFileError extends Error {
  68518. /** defines the optional web request */
  68519. request?: WebRequest | undefined;
  68520. private static _setPrototypeOf;
  68521. /**
  68522. * Creates a new LoadFileError
  68523. * @param message defines the message of the error
  68524. * @param request defines the optional web request
  68525. */
  68526. constructor(message: string,
  68527. /** defines the optional web request */
  68528. request?: WebRequest | undefined);
  68529. }
  68530. }
  68531. declare module BABYLON {
  68532. /**
  68533. * Class used to enable access to offline support
  68534. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  68535. */
  68536. export interface IOfflineProvider {
  68537. /**
  68538. * Gets a boolean indicating if scene must be saved in the database
  68539. */
  68540. enableSceneOffline: boolean;
  68541. /**
  68542. * Gets a boolean indicating if textures must be saved in the database
  68543. */
  68544. enableTexturesOffline: boolean;
  68545. /**
  68546. * Open the offline support and make it available
  68547. * @param successCallback defines the callback to call on success
  68548. * @param errorCallback defines the callback to call on error
  68549. */
  68550. open(successCallback: () => void, errorCallback: () => void): void;
  68551. /**
  68552. * Loads an image from the offline support
  68553. * @param url defines the url to load from
  68554. * @param image defines the target DOM image
  68555. */
  68556. loadImage(url: string, image: HTMLImageElement): void;
  68557. /**
  68558. * Loads a file from offline support
  68559. * @param url defines the URL to load from
  68560. * @param sceneLoaded defines a callback to call on success
  68561. * @param progressCallBack defines a callback to call when progress changed
  68562. * @param errorCallback defines a callback to call on error
  68563. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  68564. */
  68565. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  68566. }
  68567. }
  68568. declare module BABYLON {
  68569. /**
  68570. * Class used to help managing file picking and drag'n'drop
  68571. * File Storage
  68572. */
  68573. export class FilesInputStore {
  68574. /**
  68575. * List of files ready to be loaded
  68576. */
  68577. static FilesToLoad: {
  68578. [key: string]: File;
  68579. };
  68580. }
  68581. }
  68582. declare module BABYLON {
  68583. /**
  68584. * Class used to define a retry strategy when error happens while loading assets
  68585. */
  68586. export class RetryStrategy {
  68587. /**
  68588. * Function used to defines an exponential back off strategy
  68589. * @param maxRetries defines the maximum number of retries (3 by default)
  68590. * @param baseInterval defines the interval between retries
  68591. * @returns the strategy function to use
  68592. */
  68593. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  68594. }
  68595. }
  68596. declare module BABYLON {
  68597. /**
  68598. * @hidden
  68599. */
  68600. export class FileTools {
  68601. /**
  68602. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  68603. */
  68604. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  68605. /**
  68606. * Gets or sets the base URL to use to load assets
  68607. */
  68608. static BaseUrl: string;
  68609. /**
  68610. * Default behaviour for cors in the application.
  68611. * It can be a string if the expected behavior is identical in the entire app.
  68612. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  68613. */
  68614. static CorsBehavior: string | ((url: string | string[]) => string);
  68615. /**
  68616. * Gets or sets a function used to pre-process url before using them to load assets
  68617. */
  68618. static PreprocessUrl: (url: string) => string;
  68619. /**
  68620. * Removes unwanted characters from an url
  68621. * @param url defines the url to clean
  68622. * @returns the cleaned url
  68623. */
  68624. private static _CleanUrl;
  68625. /**
  68626. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  68627. * @param url define the url we are trying
  68628. * @param element define the dom element where to configure the cors policy
  68629. */
  68630. static SetCorsBehavior(url: string | string[], element: {
  68631. crossOrigin: string | null;
  68632. }): void;
  68633. /**
  68634. * Loads an image as an HTMLImageElement.
  68635. * @param input url string, ArrayBuffer, or Blob to load
  68636. * @param onLoad callback called when the image successfully loads
  68637. * @param onError callback called when the image fails to load
  68638. * @param offlineProvider offline provider for caching
  68639. * @returns the HTMLImageElement of the loaded image
  68640. */
  68641. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  68642. /**
  68643. * Loads a file
  68644. * @param fileToLoad defines the file to load
  68645. * @param callback defines the callback to call when data is loaded
  68646. * @param progressCallBack defines the callback to call during loading process
  68647. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  68648. * @returns a file request object
  68649. */
  68650. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  68651. /**
  68652. * Loads a file
  68653. * @param url url string, ArrayBuffer, or Blob to load
  68654. * @param onSuccess callback called when the file successfully loads
  68655. * @param onProgress callback called while file is loading (if the server supports this mode)
  68656. * @param offlineProvider defines the offline provider for caching
  68657. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  68658. * @param onError callback called when the file fails to load
  68659. * @returns a file request object
  68660. */
  68661. 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;
  68662. /**
  68663. * Checks if the loaded document was accessed via `file:`-Protocol.
  68664. * @returns boolean
  68665. */
  68666. static IsFileURL(): boolean;
  68667. }
  68668. }
  68669. declare module BABYLON {
  68670. /** @hidden */
  68671. export class ShaderProcessor {
  68672. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  68673. private static _ProcessPrecision;
  68674. private static _ExtractOperation;
  68675. private static _BuildSubExpression;
  68676. private static _BuildExpression;
  68677. private static _MoveCursorWithinIf;
  68678. private static _MoveCursor;
  68679. private static _EvaluatePreProcessors;
  68680. private static _PreparePreProcessors;
  68681. private static _ProcessShaderConversion;
  68682. private static _ProcessIncludes;
  68683. }
  68684. }
  68685. declare module BABYLON {
  68686. /**
  68687. * Class used to hold a RBG color
  68688. */
  68689. export class Color3 {
  68690. /**
  68691. * Defines the red component (between 0 and 1, default is 0)
  68692. */
  68693. r: number;
  68694. /**
  68695. * Defines the green component (between 0 and 1, default is 0)
  68696. */
  68697. g: number;
  68698. /**
  68699. * Defines the blue component (between 0 and 1, default is 0)
  68700. */
  68701. b: number;
  68702. /**
  68703. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  68704. * @param r defines the red component (between 0 and 1, default is 0)
  68705. * @param g defines the green component (between 0 and 1, default is 0)
  68706. * @param b defines the blue component (between 0 and 1, default is 0)
  68707. */
  68708. constructor(
  68709. /**
  68710. * Defines the red component (between 0 and 1, default is 0)
  68711. */
  68712. r?: number,
  68713. /**
  68714. * Defines the green component (between 0 and 1, default is 0)
  68715. */
  68716. g?: number,
  68717. /**
  68718. * Defines the blue component (between 0 and 1, default is 0)
  68719. */
  68720. b?: number);
  68721. /**
  68722. * Creates a string with the Color3 current values
  68723. * @returns the string representation of the Color3 object
  68724. */
  68725. toString(): string;
  68726. /**
  68727. * Returns the string "Color3"
  68728. * @returns "Color3"
  68729. */
  68730. getClassName(): string;
  68731. /**
  68732. * Compute the Color3 hash code
  68733. * @returns an unique number that can be used to hash Color3 objects
  68734. */
  68735. getHashCode(): number;
  68736. /**
  68737. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  68738. * @param array defines the array where to store the r,g,b components
  68739. * @param index defines an optional index in the target array to define where to start storing values
  68740. * @returns the current Color3 object
  68741. */
  68742. toArray(array: FloatArray, index?: number): Color3;
  68743. /**
  68744. * Returns a new Color4 object from the current Color3 and the given alpha
  68745. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  68746. * @returns a new Color4 object
  68747. */
  68748. toColor4(alpha?: number): Color4;
  68749. /**
  68750. * Returns a new array populated with 3 numeric elements : red, green and blue values
  68751. * @returns the new array
  68752. */
  68753. asArray(): number[];
  68754. /**
  68755. * Returns the luminance value
  68756. * @returns a float value
  68757. */
  68758. toLuminance(): number;
  68759. /**
  68760. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  68761. * @param otherColor defines the second operand
  68762. * @returns the new Color3 object
  68763. */
  68764. multiply(otherColor: DeepImmutable<Color3>): Color3;
  68765. /**
  68766. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  68767. * @param otherColor defines the second operand
  68768. * @param result defines the Color3 object where to store the result
  68769. * @returns the current Color3
  68770. */
  68771. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68772. /**
  68773. * Determines equality between Color3 objects
  68774. * @param otherColor defines the second operand
  68775. * @returns true if the rgb values are equal to the given ones
  68776. */
  68777. equals(otherColor: DeepImmutable<Color3>): boolean;
  68778. /**
  68779. * Determines equality between the current Color3 object and a set of r,b,g values
  68780. * @param r defines the red component to check
  68781. * @param g defines the green component to check
  68782. * @param b defines the blue component to check
  68783. * @returns true if the rgb values are equal to the given ones
  68784. */
  68785. equalsFloats(r: number, g: number, b: number): boolean;
  68786. /**
  68787. * Multiplies in place each rgb value by scale
  68788. * @param scale defines the scaling factor
  68789. * @returns the updated Color3
  68790. */
  68791. scale(scale: number): Color3;
  68792. /**
  68793. * Multiplies the rgb values by scale and stores the result into "result"
  68794. * @param scale defines the scaling factor
  68795. * @param result defines the Color3 object where to store the result
  68796. * @returns the unmodified current Color3
  68797. */
  68798. scaleToRef(scale: number, result: Color3): Color3;
  68799. /**
  68800. * Scale the current Color3 values by a factor and add the result to a given Color3
  68801. * @param scale defines the scale factor
  68802. * @param result defines color to store the result into
  68803. * @returns the unmodified current Color3
  68804. */
  68805. scaleAndAddToRef(scale: number, result: Color3): Color3;
  68806. /**
  68807. * Clamps the rgb values by the min and max values and stores the result into "result"
  68808. * @param min defines minimum clamping value (default is 0)
  68809. * @param max defines maximum clamping value (default is 1)
  68810. * @param result defines color to store the result into
  68811. * @returns the original Color3
  68812. */
  68813. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  68814. /**
  68815. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  68816. * @param otherColor defines the second operand
  68817. * @returns the new Color3
  68818. */
  68819. add(otherColor: DeepImmutable<Color3>): Color3;
  68820. /**
  68821. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  68822. * @param otherColor defines the second operand
  68823. * @param result defines Color3 object to store the result into
  68824. * @returns the unmodified current Color3
  68825. */
  68826. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68827. /**
  68828. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  68829. * @param otherColor defines the second operand
  68830. * @returns the new Color3
  68831. */
  68832. subtract(otherColor: DeepImmutable<Color3>): Color3;
  68833. /**
  68834. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  68835. * @param otherColor defines the second operand
  68836. * @param result defines Color3 object to store the result into
  68837. * @returns the unmodified current Color3
  68838. */
  68839. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  68840. /**
  68841. * Copy the current object
  68842. * @returns a new Color3 copied the current one
  68843. */
  68844. clone(): Color3;
  68845. /**
  68846. * Copies the rgb values from the source in the current Color3
  68847. * @param source defines the source Color3 object
  68848. * @returns the updated Color3 object
  68849. */
  68850. copyFrom(source: DeepImmutable<Color3>): Color3;
  68851. /**
  68852. * Updates the Color3 rgb values from the given floats
  68853. * @param r defines the red component to read from
  68854. * @param g defines the green component to read from
  68855. * @param b defines the blue component to read from
  68856. * @returns the current Color3 object
  68857. */
  68858. copyFromFloats(r: number, g: number, b: number): Color3;
  68859. /**
  68860. * Updates the Color3 rgb values from the given floats
  68861. * @param r defines the red component to read from
  68862. * @param g defines the green component to read from
  68863. * @param b defines the blue component to read from
  68864. * @returns the current Color3 object
  68865. */
  68866. set(r: number, g: number, b: number): Color3;
  68867. /**
  68868. * Compute the Color3 hexadecimal code as a string
  68869. * @returns a string containing the hexadecimal representation of the Color3 object
  68870. */
  68871. toHexString(): string;
  68872. /**
  68873. * Computes a new Color3 converted from the current one to linear space
  68874. * @returns a new Color3 object
  68875. */
  68876. toLinearSpace(): Color3;
  68877. /**
  68878. * Converts current color in rgb space to HSV values
  68879. * @returns a new color3 representing the HSV values
  68880. */
  68881. toHSV(): Color3;
  68882. /**
  68883. * Converts current color in rgb space to HSV values
  68884. * @param result defines the Color3 where to store the HSV values
  68885. */
  68886. toHSVToRef(result: Color3): void;
  68887. /**
  68888. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  68889. * @param convertedColor defines the Color3 object where to store the linear space version
  68890. * @returns the unmodified Color3
  68891. */
  68892. toLinearSpaceToRef(convertedColor: Color3): Color3;
  68893. /**
  68894. * Computes a new Color3 converted from the current one to gamma space
  68895. * @returns a new Color3 object
  68896. */
  68897. toGammaSpace(): Color3;
  68898. /**
  68899. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  68900. * @param convertedColor defines the Color3 object where to store the gamma space version
  68901. * @returns the unmodified Color3
  68902. */
  68903. toGammaSpaceToRef(convertedColor: Color3): Color3;
  68904. private static _BlackReadOnly;
  68905. /**
  68906. * Convert Hue, saturation and value to a Color3 (RGB)
  68907. * @param hue defines the hue
  68908. * @param saturation defines the saturation
  68909. * @param value defines the value
  68910. * @param result defines the Color3 where to store the RGB values
  68911. */
  68912. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  68913. /**
  68914. * Creates a new Color3 from the string containing valid hexadecimal values
  68915. * @param hex defines a string containing valid hexadecimal values
  68916. * @returns a new Color3 object
  68917. */
  68918. static FromHexString(hex: string): Color3;
  68919. /**
  68920. * Creates a new Color3 from the starting index of the given array
  68921. * @param array defines the source array
  68922. * @param offset defines an offset in the source array
  68923. * @returns a new Color3 object
  68924. */
  68925. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  68926. /**
  68927. * Creates a new Color3 from integer values (< 256)
  68928. * @param r defines the red component to read from (value between 0 and 255)
  68929. * @param g defines the green component to read from (value between 0 and 255)
  68930. * @param b defines the blue component to read from (value between 0 and 255)
  68931. * @returns a new Color3 object
  68932. */
  68933. static FromInts(r: number, g: number, b: number): Color3;
  68934. /**
  68935. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68936. * @param start defines the start Color3 value
  68937. * @param end defines the end Color3 value
  68938. * @param amount defines the gradient value between start and end
  68939. * @returns a new Color3 object
  68940. */
  68941. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  68942. /**
  68943. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  68944. * @param left defines the start value
  68945. * @param right defines the end value
  68946. * @param amount defines the gradient factor
  68947. * @param result defines the Color3 object where to store the result
  68948. */
  68949. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  68950. /**
  68951. * Returns a Color3 value containing a red color
  68952. * @returns a new Color3 object
  68953. */
  68954. static Red(): Color3;
  68955. /**
  68956. * Returns a Color3 value containing a green color
  68957. * @returns a new Color3 object
  68958. */
  68959. static Green(): Color3;
  68960. /**
  68961. * Returns a Color3 value containing a blue color
  68962. * @returns a new Color3 object
  68963. */
  68964. static Blue(): Color3;
  68965. /**
  68966. * Returns a Color3 value containing a black color
  68967. * @returns a new Color3 object
  68968. */
  68969. static Black(): Color3;
  68970. /**
  68971. * Gets a Color3 value containing a black color that must not be updated
  68972. */
  68973. static readonly BlackReadOnly: DeepImmutable<Color3>;
  68974. /**
  68975. * Returns a Color3 value containing a white color
  68976. * @returns a new Color3 object
  68977. */
  68978. static White(): Color3;
  68979. /**
  68980. * Returns a Color3 value containing a purple color
  68981. * @returns a new Color3 object
  68982. */
  68983. static Purple(): Color3;
  68984. /**
  68985. * Returns a Color3 value containing a magenta color
  68986. * @returns a new Color3 object
  68987. */
  68988. static Magenta(): Color3;
  68989. /**
  68990. * Returns a Color3 value containing a yellow color
  68991. * @returns a new Color3 object
  68992. */
  68993. static Yellow(): Color3;
  68994. /**
  68995. * Returns a Color3 value containing a gray color
  68996. * @returns a new Color3 object
  68997. */
  68998. static Gray(): Color3;
  68999. /**
  69000. * Returns a Color3 value containing a teal color
  69001. * @returns a new Color3 object
  69002. */
  69003. static Teal(): Color3;
  69004. /**
  69005. * Returns a Color3 value containing a random color
  69006. * @returns a new Color3 object
  69007. */
  69008. static Random(): Color3;
  69009. }
  69010. /**
  69011. * Class used to hold a RBGA color
  69012. */
  69013. export class Color4 {
  69014. /**
  69015. * Defines the red component (between 0 and 1, default is 0)
  69016. */
  69017. r: number;
  69018. /**
  69019. * Defines the green component (between 0 and 1, default is 0)
  69020. */
  69021. g: number;
  69022. /**
  69023. * Defines the blue component (between 0 and 1, default is 0)
  69024. */
  69025. b: number;
  69026. /**
  69027. * Defines the alpha component (between 0 and 1, default is 1)
  69028. */
  69029. a: number;
  69030. /**
  69031. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69032. * @param r defines the red component (between 0 and 1, default is 0)
  69033. * @param g defines the green component (between 0 and 1, default is 0)
  69034. * @param b defines the blue component (between 0 and 1, default is 0)
  69035. * @param a defines the alpha component (between 0 and 1, default is 1)
  69036. */
  69037. constructor(
  69038. /**
  69039. * Defines the red component (between 0 and 1, default is 0)
  69040. */
  69041. r?: number,
  69042. /**
  69043. * Defines the green component (between 0 and 1, default is 0)
  69044. */
  69045. g?: number,
  69046. /**
  69047. * Defines the blue component (between 0 and 1, default is 0)
  69048. */
  69049. b?: number,
  69050. /**
  69051. * Defines the alpha component (between 0 and 1, default is 1)
  69052. */
  69053. a?: number);
  69054. /**
  69055. * Adds in place the given Color4 values to the current Color4 object
  69056. * @param right defines the second operand
  69057. * @returns the current updated Color4 object
  69058. */
  69059. addInPlace(right: DeepImmutable<Color4>): Color4;
  69060. /**
  69061. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69062. * @returns the new array
  69063. */
  69064. asArray(): number[];
  69065. /**
  69066. * Stores from the starting index in the given array the Color4 successive values
  69067. * @param array defines the array where to store the r,g,b components
  69068. * @param index defines an optional index in the target array to define where to start storing values
  69069. * @returns the current Color4 object
  69070. */
  69071. toArray(array: number[], index?: number): Color4;
  69072. /**
  69073. * Determines equality between Color4 objects
  69074. * @param otherColor defines the second operand
  69075. * @returns true if the rgba values are equal to the given ones
  69076. */
  69077. equals(otherColor: DeepImmutable<Color4>): boolean;
  69078. /**
  69079. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69080. * @param right defines the second operand
  69081. * @returns a new Color4 object
  69082. */
  69083. add(right: DeepImmutable<Color4>): Color4;
  69084. /**
  69085. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69086. * @param right defines the second operand
  69087. * @returns a new Color4 object
  69088. */
  69089. subtract(right: DeepImmutable<Color4>): Color4;
  69090. /**
  69091. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69092. * @param right defines the second operand
  69093. * @param result defines the Color4 object where to store the result
  69094. * @returns the current Color4 object
  69095. */
  69096. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69097. /**
  69098. * Creates a new Color4 with the current Color4 values multiplied by scale
  69099. * @param scale defines the scaling factor to apply
  69100. * @returns a new Color4 object
  69101. */
  69102. scale(scale: number): Color4;
  69103. /**
  69104. * Multiplies the current Color4 values by scale and stores the result in "result"
  69105. * @param scale defines the scaling factor to apply
  69106. * @param result defines the Color4 object where to store the result
  69107. * @returns the current unmodified Color4
  69108. */
  69109. scaleToRef(scale: number, result: Color4): Color4;
  69110. /**
  69111. * Scale the current Color4 values by a factor and add the result to a given Color4
  69112. * @param scale defines the scale factor
  69113. * @param result defines the Color4 object where to store the result
  69114. * @returns the unmodified current Color4
  69115. */
  69116. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69117. /**
  69118. * Clamps the rgb values by the min and max values and stores the result into "result"
  69119. * @param min defines minimum clamping value (default is 0)
  69120. * @param max defines maximum clamping value (default is 1)
  69121. * @param result defines color to store the result into.
  69122. * @returns the cuurent Color4
  69123. */
  69124. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69125. /**
  69126. * Multipy an Color4 value by another and return a new Color4 object
  69127. * @param color defines the Color4 value to multiply by
  69128. * @returns a new Color4 object
  69129. */
  69130. multiply(color: Color4): Color4;
  69131. /**
  69132. * Multipy a Color4 value by another and push the result in a reference value
  69133. * @param color defines the Color4 value to multiply by
  69134. * @param result defines the Color4 to fill the result in
  69135. * @returns the result Color4
  69136. */
  69137. multiplyToRef(color: Color4, result: Color4): Color4;
  69138. /**
  69139. * Creates a string with the Color4 current values
  69140. * @returns the string representation of the Color4 object
  69141. */
  69142. toString(): string;
  69143. /**
  69144. * Returns the string "Color4"
  69145. * @returns "Color4"
  69146. */
  69147. getClassName(): string;
  69148. /**
  69149. * Compute the Color4 hash code
  69150. * @returns an unique number that can be used to hash Color4 objects
  69151. */
  69152. getHashCode(): number;
  69153. /**
  69154. * Creates a new Color4 copied from the current one
  69155. * @returns a new Color4 object
  69156. */
  69157. clone(): Color4;
  69158. /**
  69159. * Copies the given Color4 values into the current one
  69160. * @param source defines the source Color4 object
  69161. * @returns the current updated Color4 object
  69162. */
  69163. copyFrom(source: Color4): Color4;
  69164. /**
  69165. * Copies the given float values into the current one
  69166. * @param r defines the red component to read from
  69167. * @param g defines the green component to read from
  69168. * @param b defines the blue component to read from
  69169. * @param a defines the alpha component to read from
  69170. * @returns the current updated Color4 object
  69171. */
  69172. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69173. /**
  69174. * Copies the given float values into the current one
  69175. * @param r defines the red component to read from
  69176. * @param g defines the green component to read from
  69177. * @param b defines the blue component to read from
  69178. * @param a defines the alpha component to read from
  69179. * @returns the current updated Color4 object
  69180. */
  69181. set(r: number, g: number, b: number, a: number): Color4;
  69182. /**
  69183. * Compute the Color4 hexadecimal code as a string
  69184. * @returns a string containing the hexadecimal representation of the Color4 object
  69185. */
  69186. toHexString(): string;
  69187. /**
  69188. * Computes a new Color4 converted from the current one to linear space
  69189. * @returns a new Color4 object
  69190. */
  69191. toLinearSpace(): Color4;
  69192. /**
  69193. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69194. * @param convertedColor defines the Color4 object where to store the linear space version
  69195. * @returns the unmodified Color4
  69196. */
  69197. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69198. /**
  69199. * Computes a new Color4 converted from the current one to gamma space
  69200. * @returns a new Color4 object
  69201. */
  69202. toGammaSpace(): Color4;
  69203. /**
  69204. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69205. * @param convertedColor defines the Color4 object where to store the gamma space version
  69206. * @returns the unmodified Color4
  69207. */
  69208. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69209. /**
  69210. * Creates a new Color4 from the string containing valid hexadecimal values
  69211. * @param hex defines a string containing valid hexadecimal values
  69212. * @returns a new Color4 object
  69213. */
  69214. static FromHexString(hex: string): Color4;
  69215. /**
  69216. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69217. * @param left defines the start value
  69218. * @param right defines the end value
  69219. * @param amount defines the gradient factor
  69220. * @returns a new Color4 object
  69221. */
  69222. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69223. /**
  69224. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69225. * @param left defines the start value
  69226. * @param right defines the end value
  69227. * @param amount defines the gradient factor
  69228. * @param result defines the Color4 object where to store data
  69229. */
  69230. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69231. /**
  69232. * Creates a new Color4 from a Color3 and an alpha value
  69233. * @param color3 defines the source Color3 to read from
  69234. * @param alpha defines the alpha component (1.0 by default)
  69235. * @returns a new Color4 object
  69236. */
  69237. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69238. /**
  69239. * Creates a new Color4 from the starting index element of the given array
  69240. * @param array defines the source array to read from
  69241. * @param offset defines the offset in the source array
  69242. * @returns a new Color4 object
  69243. */
  69244. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69245. /**
  69246. * Creates a new Color3 from integer values (< 256)
  69247. * @param r defines the red component to read from (value between 0 and 255)
  69248. * @param g defines the green component to read from (value between 0 and 255)
  69249. * @param b defines the blue component to read from (value between 0 and 255)
  69250. * @param a defines the alpha component to read from (value between 0 and 255)
  69251. * @returns a new Color3 object
  69252. */
  69253. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69254. /**
  69255. * Check the content of a given array and convert it to an array containing RGBA data
  69256. * If the original array was already containing count * 4 values then it is returned directly
  69257. * @param colors defines the array to check
  69258. * @param count defines the number of RGBA data to expect
  69259. * @returns an array containing count * 4 values (RGBA)
  69260. */
  69261. static CheckColors4(colors: number[], count: number): number[];
  69262. }
  69263. /**
  69264. * @hidden
  69265. */
  69266. export class TmpColors {
  69267. static Color3: Color3[];
  69268. static Color4: Color4[];
  69269. }
  69270. }
  69271. declare module BABYLON {
  69272. /**
  69273. * Class representing spherical harmonics coefficients to the 3rd degree
  69274. */
  69275. export class SphericalHarmonics {
  69276. /**
  69277. * Defines whether or not the harmonics have been prescaled for rendering.
  69278. */
  69279. preScaled: boolean;
  69280. /**
  69281. * The l0,0 coefficients of the spherical harmonics
  69282. */
  69283. l00: Vector3;
  69284. /**
  69285. * The l1,-1 coefficients of the spherical harmonics
  69286. */
  69287. l1_1: Vector3;
  69288. /**
  69289. * The l1,0 coefficients of the spherical harmonics
  69290. */
  69291. l10: Vector3;
  69292. /**
  69293. * The l1,1 coefficients of the spherical harmonics
  69294. */
  69295. l11: Vector3;
  69296. /**
  69297. * The l2,-2 coefficients of the spherical harmonics
  69298. */
  69299. l2_2: Vector3;
  69300. /**
  69301. * The l2,-1 coefficients of the spherical harmonics
  69302. */
  69303. l2_1: Vector3;
  69304. /**
  69305. * The l2,0 coefficients of the spherical harmonics
  69306. */
  69307. l20: Vector3;
  69308. /**
  69309. * The l2,1 coefficients of the spherical harmonics
  69310. */
  69311. l21: Vector3;
  69312. /**
  69313. * The l2,2 coefficients of the spherical harmonics
  69314. */
  69315. l22: Vector3;
  69316. /**
  69317. * Adds a light to the spherical harmonics
  69318. * @param direction the direction of the light
  69319. * @param color the color of the light
  69320. * @param deltaSolidAngle the delta solid angle of the light
  69321. */
  69322. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69323. /**
  69324. * Scales the spherical harmonics by the given amount
  69325. * @param scale the amount to scale
  69326. */
  69327. scaleInPlace(scale: number): void;
  69328. /**
  69329. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69330. *
  69331. * ```
  69332. * E_lm = A_l * L_lm
  69333. * ```
  69334. *
  69335. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  69336. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  69337. * the scaling factors are given in equation 9.
  69338. */
  69339. convertIncidentRadianceToIrradiance(): void;
  69340. /**
  69341. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  69342. *
  69343. * ```
  69344. * L = (1/pi) * E * rho
  69345. * ```
  69346. *
  69347. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  69348. */
  69349. convertIrradianceToLambertianRadiance(): void;
  69350. /**
  69351. * Integrates the reconstruction coefficients directly in to the SH preventing further
  69352. * required operations at run time.
  69353. *
  69354. * This is simply done by scaling back the SH with Ylm constants parameter.
  69355. * The trigonometric part being applied by the shader at run time.
  69356. */
  69357. preScaleForRendering(): void;
  69358. /**
  69359. * Constructs a spherical harmonics from an array.
  69360. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  69361. * @returns the spherical harmonics
  69362. */
  69363. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  69364. /**
  69365. * Gets the spherical harmonics from polynomial
  69366. * @param polynomial the spherical polynomial
  69367. * @returns the spherical harmonics
  69368. */
  69369. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  69370. }
  69371. /**
  69372. * Class representing spherical polynomial coefficients to the 3rd degree
  69373. */
  69374. export class SphericalPolynomial {
  69375. private _harmonics;
  69376. /**
  69377. * The spherical harmonics used to create the polynomials.
  69378. */
  69379. readonly preScaledHarmonics: SphericalHarmonics;
  69380. /**
  69381. * The x coefficients of the spherical polynomial
  69382. */
  69383. x: Vector3;
  69384. /**
  69385. * The y coefficients of the spherical polynomial
  69386. */
  69387. y: Vector3;
  69388. /**
  69389. * The z coefficients of the spherical polynomial
  69390. */
  69391. z: Vector3;
  69392. /**
  69393. * The xx coefficients of the spherical polynomial
  69394. */
  69395. xx: Vector3;
  69396. /**
  69397. * The yy coefficients of the spherical polynomial
  69398. */
  69399. yy: Vector3;
  69400. /**
  69401. * The zz coefficients of the spherical polynomial
  69402. */
  69403. zz: Vector3;
  69404. /**
  69405. * The xy coefficients of the spherical polynomial
  69406. */
  69407. xy: Vector3;
  69408. /**
  69409. * The yz coefficients of the spherical polynomial
  69410. */
  69411. yz: Vector3;
  69412. /**
  69413. * The zx coefficients of the spherical polynomial
  69414. */
  69415. zx: Vector3;
  69416. /**
  69417. * Adds an ambient color to the spherical polynomial
  69418. * @param color the color to add
  69419. */
  69420. addAmbient(color: Color3): void;
  69421. /**
  69422. * Scales the spherical polynomial by the given amount
  69423. * @param scale the amount to scale
  69424. */
  69425. scaleInPlace(scale: number): void;
  69426. /**
  69427. * Gets the spherical polynomial from harmonics
  69428. * @param harmonics the spherical harmonics
  69429. * @returns the spherical polynomial
  69430. */
  69431. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  69432. /**
  69433. * Constructs a spherical polynomial from an array.
  69434. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  69435. * @returns the spherical polynomial
  69436. */
  69437. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  69438. }
  69439. }
  69440. declare module BABYLON {
  69441. /**
  69442. * Define options used to create a render target texture
  69443. */
  69444. export class RenderTargetCreationOptions {
  69445. /**
  69446. * Specifies is mipmaps must be generated
  69447. */
  69448. generateMipMaps?: boolean;
  69449. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  69450. generateDepthBuffer?: boolean;
  69451. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  69452. generateStencilBuffer?: boolean;
  69453. /** Defines texture type (int by default) */
  69454. type?: number;
  69455. /** Defines sampling mode (trilinear by default) */
  69456. samplingMode?: number;
  69457. /** Defines format (RGBA by default) */
  69458. format?: number;
  69459. }
  69460. }
  69461. declare module BABYLON {
  69462. /**
  69463. * @hidden
  69464. **/
  69465. export class _AlphaState {
  69466. private _isAlphaBlendDirty;
  69467. private _isBlendFunctionParametersDirty;
  69468. private _isBlendEquationParametersDirty;
  69469. private _isBlendConstantsDirty;
  69470. private _alphaBlend;
  69471. private _blendFunctionParameters;
  69472. private _blendEquationParameters;
  69473. private _blendConstants;
  69474. /**
  69475. * Initializes the state.
  69476. */
  69477. constructor();
  69478. readonly isDirty: boolean;
  69479. alphaBlend: boolean;
  69480. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  69481. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  69482. setAlphaEquationParameters(rgb: number, alpha: number): void;
  69483. reset(): void;
  69484. apply(gl: WebGLRenderingContext): void;
  69485. }
  69486. }
  69487. declare module BABYLON {
  69488. /**
  69489. * @hidden
  69490. **/
  69491. export class _DepthCullingState {
  69492. private _isDepthTestDirty;
  69493. private _isDepthMaskDirty;
  69494. private _isDepthFuncDirty;
  69495. private _isCullFaceDirty;
  69496. private _isCullDirty;
  69497. private _isZOffsetDirty;
  69498. private _isFrontFaceDirty;
  69499. private _depthTest;
  69500. private _depthMask;
  69501. private _depthFunc;
  69502. private _cull;
  69503. private _cullFace;
  69504. private _zOffset;
  69505. private _frontFace;
  69506. /**
  69507. * Initializes the state.
  69508. */
  69509. constructor();
  69510. readonly isDirty: boolean;
  69511. zOffset: number;
  69512. cullFace: Nullable<number>;
  69513. cull: Nullable<boolean>;
  69514. depthFunc: Nullable<number>;
  69515. depthMask: boolean;
  69516. depthTest: boolean;
  69517. frontFace: Nullable<number>;
  69518. reset(): void;
  69519. apply(gl: WebGLRenderingContext): void;
  69520. }
  69521. }
  69522. declare module BABYLON {
  69523. /**
  69524. * @hidden
  69525. **/
  69526. export class _StencilState {
  69527. /** 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 */
  69528. static readonly ALWAYS: number;
  69529. /** Passed to stencilOperation to specify that stencil value must be kept */
  69530. static readonly KEEP: number;
  69531. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69532. static readonly REPLACE: number;
  69533. private _isStencilTestDirty;
  69534. private _isStencilMaskDirty;
  69535. private _isStencilFuncDirty;
  69536. private _isStencilOpDirty;
  69537. private _stencilTest;
  69538. private _stencilMask;
  69539. private _stencilFunc;
  69540. private _stencilFuncRef;
  69541. private _stencilFuncMask;
  69542. private _stencilOpStencilFail;
  69543. private _stencilOpDepthFail;
  69544. private _stencilOpStencilDepthPass;
  69545. readonly isDirty: boolean;
  69546. stencilFunc: number;
  69547. stencilFuncRef: number;
  69548. stencilFuncMask: number;
  69549. stencilOpStencilFail: number;
  69550. stencilOpDepthFail: number;
  69551. stencilOpStencilDepthPass: number;
  69552. stencilMask: number;
  69553. stencilTest: boolean;
  69554. constructor();
  69555. reset(): void;
  69556. apply(gl: WebGLRenderingContext): void;
  69557. }
  69558. }
  69559. declare module BABYLON {
  69560. /**
  69561. * @hidden
  69562. **/
  69563. export class _TimeToken {
  69564. _startTimeQuery: Nullable<WebGLQuery>;
  69565. _endTimeQuery: Nullable<WebGLQuery>;
  69566. _timeElapsedQuery: Nullable<WebGLQuery>;
  69567. _timeElapsedQueryEnded: boolean;
  69568. }
  69569. }
  69570. declare module BABYLON {
  69571. /**
  69572. * Class used to evalaute queries containing `and` and `or` operators
  69573. */
  69574. export class AndOrNotEvaluator {
  69575. /**
  69576. * Evaluate a query
  69577. * @param query defines the query to evaluate
  69578. * @param evaluateCallback defines the callback used to filter result
  69579. * @returns true if the query matches
  69580. */
  69581. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69582. private static _HandleParenthesisContent;
  69583. private static _SimplifyNegation;
  69584. }
  69585. }
  69586. declare module BABYLON {
  69587. /**
  69588. * Class used to store custom tags
  69589. */
  69590. export class Tags {
  69591. /**
  69592. * Adds support for tags on the given object
  69593. * @param obj defines the object to use
  69594. */
  69595. static EnableFor(obj: any): void;
  69596. /**
  69597. * Removes tags support
  69598. * @param obj defines the object to use
  69599. */
  69600. static DisableFor(obj: any): void;
  69601. /**
  69602. * Gets a boolean indicating if the given object has tags
  69603. * @param obj defines the object to use
  69604. * @returns a boolean
  69605. */
  69606. static HasTags(obj: any): boolean;
  69607. /**
  69608. * Gets the tags available on a given object
  69609. * @param obj defines the object to use
  69610. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69611. * @returns the tags
  69612. */
  69613. static GetTags(obj: any, asString?: boolean): any;
  69614. /**
  69615. * Adds tags to an object
  69616. * @param obj defines the object to use
  69617. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69618. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69619. */
  69620. static AddTagsTo(obj: any, tagsString: string): void;
  69621. /**
  69622. * @hidden
  69623. */
  69624. static _AddTagTo(obj: any, tag: string): void;
  69625. /**
  69626. * Removes specific tags from a specific object
  69627. * @param obj defines the object to use
  69628. * @param tagsString defines the tags to remove
  69629. */
  69630. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69631. /**
  69632. * @hidden
  69633. */
  69634. static _RemoveTagFrom(obj: any, tag: string): void;
  69635. /**
  69636. * Defines if tags hosted on an object match a given query
  69637. * @param obj defines the object to use
  69638. * @param tagsQuery defines the tag query
  69639. * @returns a boolean
  69640. */
  69641. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69642. }
  69643. }
  69644. declare module BABYLON {
  69645. /**
  69646. * Defines potential orientation for back face culling
  69647. */
  69648. export enum Orientation {
  69649. /**
  69650. * Clockwise
  69651. */
  69652. CW = 0,
  69653. /** Counter clockwise */
  69654. CCW = 1
  69655. }
  69656. /** Class used to represent a Bezier curve */
  69657. export class BezierCurve {
  69658. /**
  69659. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  69660. * @param t defines the time
  69661. * @param x1 defines the left coordinate on X axis
  69662. * @param y1 defines the left coordinate on Y axis
  69663. * @param x2 defines the right coordinate on X axis
  69664. * @param y2 defines the right coordinate on Y axis
  69665. * @returns the interpolated value
  69666. */
  69667. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  69668. }
  69669. /**
  69670. * Defines angle representation
  69671. */
  69672. export class Angle {
  69673. private _radians;
  69674. /**
  69675. * Creates an Angle object of "radians" radians (float).
  69676. * @param radians the angle in radians
  69677. */
  69678. constructor(radians: number);
  69679. /**
  69680. * Get value in degrees
  69681. * @returns the Angle value in degrees (float)
  69682. */
  69683. degrees(): number;
  69684. /**
  69685. * Get value in radians
  69686. * @returns the Angle value in radians (float)
  69687. */
  69688. radians(): number;
  69689. /**
  69690. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  69691. * @param a defines first vector
  69692. * @param b defines second vector
  69693. * @returns a new Angle
  69694. */
  69695. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  69696. /**
  69697. * Gets a new Angle object from the given float in radians
  69698. * @param radians defines the angle value in radians
  69699. * @returns a new Angle
  69700. */
  69701. static FromRadians(radians: number): Angle;
  69702. /**
  69703. * Gets a new Angle object from the given float in degrees
  69704. * @param degrees defines the angle value in degrees
  69705. * @returns a new Angle
  69706. */
  69707. static FromDegrees(degrees: number): Angle;
  69708. }
  69709. /**
  69710. * This represents an arc in a 2d space.
  69711. */
  69712. export class Arc2 {
  69713. /** Defines the start point of the arc */
  69714. startPoint: Vector2;
  69715. /** Defines the mid point of the arc */
  69716. midPoint: Vector2;
  69717. /** Defines the end point of the arc */
  69718. endPoint: Vector2;
  69719. /**
  69720. * Defines the center point of the arc.
  69721. */
  69722. centerPoint: Vector2;
  69723. /**
  69724. * Defines the radius of the arc.
  69725. */
  69726. radius: number;
  69727. /**
  69728. * Defines the angle of the arc (from mid point to end point).
  69729. */
  69730. angle: Angle;
  69731. /**
  69732. * Defines the start angle of the arc (from start point to middle point).
  69733. */
  69734. startAngle: Angle;
  69735. /**
  69736. * Defines the orientation of the arc (clock wise/counter clock wise).
  69737. */
  69738. orientation: Orientation;
  69739. /**
  69740. * Creates an Arc object from the three given points : start, middle and end.
  69741. * @param startPoint Defines the start point of the arc
  69742. * @param midPoint Defines the midlle point of the arc
  69743. * @param endPoint Defines the end point of the arc
  69744. */
  69745. constructor(
  69746. /** Defines the start point of the arc */
  69747. startPoint: Vector2,
  69748. /** Defines the mid point of the arc */
  69749. midPoint: Vector2,
  69750. /** Defines the end point of the arc */
  69751. endPoint: Vector2);
  69752. }
  69753. /**
  69754. * Represents a 2D path made up of multiple 2D points
  69755. */
  69756. export class Path2 {
  69757. private _points;
  69758. private _length;
  69759. /**
  69760. * If the path start and end point are the same
  69761. */
  69762. closed: boolean;
  69763. /**
  69764. * Creates a Path2 object from the starting 2D coordinates x and y.
  69765. * @param x the starting points x value
  69766. * @param y the starting points y value
  69767. */
  69768. constructor(x: number, y: number);
  69769. /**
  69770. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  69771. * @param x the added points x value
  69772. * @param y the added points y value
  69773. * @returns the updated Path2.
  69774. */
  69775. addLineTo(x: number, y: number): Path2;
  69776. /**
  69777. * 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.
  69778. * @param midX middle point x value
  69779. * @param midY middle point y value
  69780. * @param endX end point x value
  69781. * @param endY end point y value
  69782. * @param numberOfSegments (default: 36)
  69783. * @returns the updated Path2.
  69784. */
  69785. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  69786. /**
  69787. * Closes the Path2.
  69788. * @returns the Path2.
  69789. */
  69790. close(): Path2;
  69791. /**
  69792. * Gets the sum of the distance between each sequential point in the path
  69793. * @returns the Path2 total length (float).
  69794. */
  69795. length(): number;
  69796. /**
  69797. * Gets the points which construct the path
  69798. * @returns the Path2 internal array of points.
  69799. */
  69800. getPoints(): Vector2[];
  69801. /**
  69802. * Retreives the point at the distance aways from the starting point
  69803. * @param normalizedLengthPosition the length along the path to retreive the point from
  69804. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  69805. */
  69806. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  69807. /**
  69808. * Creates a new path starting from an x and y position
  69809. * @param x starting x value
  69810. * @param y starting y value
  69811. * @returns a new Path2 starting at the coordinates (x, y).
  69812. */
  69813. static StartingAt(x: number, y: number): Path2;
  69814. }
  69815. /**
  69816. * Represents a 3D path made up of multiple 3D points
  69817. */
  69818. export class Path3D {
  69819. /**
  69820. * an array of Vector3, the curve axis of the Path3D
  69821. */
  69822. path: Vector3[];
  69823. private _curve;
  69824. private _distances;
  69825. private _tangents;
  69826. private _normals;
  69827. private _binormals;
  69828. private _raw;
  69829. /**
  69830. * new Path3D(path, normal, raw)
  69831. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  69832. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  69833. * @param path an array of Vector3, the curve axis of the Path3D
  69834. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  69835. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  69836. */
  69837. constructor(
  69838. /**
  69839. * an array of Vector3, the curve axis of the Path3D
  69840. */
  69841. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  69842. /**
  69843. * Returns the Path3D array of successive Vector3 designing its curve.
  69844. * @returns the Path3D array of successive Vector3 designing its curve.
  69845. */
  69846. getCurve(): Vector3[];
  69847. /**
  69848. * Returns an array populated with tangent vectors on each Path3D curve point.
  69849. * @returns an array populated with tangent vectors on each Path3D curve point.
  69850. */
  69851. getTangents(): Vector3[];
  69852. /**
  69853. * Returns an array populated with normal vectors on each Path3D curve point.
  69854. * @returns an array populated with normal vectors on each Path3D curve point.
  69855. */
  69856. getNormals(): Vector3[];
  69857. /**
  69858. * Returns an array populated with binormal vectors on each Path3D curve point.
  69859. * @returns an array populated with binormal vectors on each Path3D curve point.
  69860. */
  69861. getBinormals(): Vector3[];
  69862. /**
  69863. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  69864. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  69865. */
  69866. getDistances(): number[];
  69867. /**
  69868. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  69869. * @param path path which all values are copied into the curves points
  69870. * @param firstNormal which should be projected onto the curve
  69871. * @returns the same object updated.
  69872. */
  69873. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  69874. private _compute;
  69875. private _getFirstNonNullVector;
  69876. private _getLastNonNullVector;
  69877. private _normalVector;
  69878. }
  69879. /**
  69880. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69881. * A Curve3 is designed from a series of successive Vector3.
  69882. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  69883. */
  69884. export class Curve3 {
  69885. private _points;
  69886. private _length;
  69887. /**
  69888. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  69889. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  69890. * @param v1 (Vector3) the control point
  69891. * @param v2 (Vector3) the end point of the Quadratic Bezier
  69892. * @param nbPoints (integer) the wanted number of points in the curve
  69893. * @returns the created Curve3
  69894. */
  69895. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69896. /**
  69897. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  69898. * @param v0 (Vector3) the origin point of the Cubic Bezier
  69899. * @param v1 (Vector3) the first control point
  69900. * @param v2 (Vector3) the second control point
  69901. * @param v3 (Vector3) the end point of the Cubic Bezier
  69902. * @param nbPoints (integer) the wanted number of points in the curve
  69903. * @returns the created Curve3
  69904. */
  69905. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69906. /**
  69907. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  69908. * @param p1 (Vector3) the origin point of the Hermite Spline
  69909. * @param t1 (Vector3) the tangent vector at the origin point
  69910. * @param p2 (Vector3) the end point of the Hermite Spline
  69911. * @param t2 (Vector3) the tangent vector at the end point
  69912. * @param nbPoints (integer) the wanted number of points in the curve
  69913. * @returns the created Curve3
  69914. */
  69915. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  69916. /**
  69917. * Returns a Curve3 object along a CatmullRom Spline curve :
  69918. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  69919. * @param nbPoints (integer) the wanted number of points between each curve control points
  69920. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  69921. * @returns the created Curve3
  69922. */
  69923. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  69924. /**
  69925. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  69926. * A Curve3 is designed from a series of successive Vector3.
  69927. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  69928. * @param points points which make up the curve
  69929. */
  69930. constructor(points: Vector3[]);
  69931. /**
  69932. * @returns the Curve3 stored array of successive Vector3
  69933. */
  69934. getPoints(): Vector3[];
  69935. /**
  69936. * @returns the computed length (float) of the curve.
  69937. */
  69938. length(): number;
  69939. /**
  69940. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  69941. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  69942. * curveA and curveB keep unchanged.
  69943. * @param curve the curve to continue from this curve
  69944. * @returns the newly constructed curve
  69945. */
  69946. continue(curve: DeepImmutable<Curve3>): Curve3;
  69947. private _computeLength;
  69948. }
  69949. }
  69950. declare module BABYLON {
  69951. /**
  69952. * This represents the main contract an easing function should follow.
  69953. * Easing functions are used throughout the animation system.
  69954. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69955. */
  69956. export interface IEasingFunction {
  69957. /**
  69958. * Given an input gradient between 0 and 1, this returns the corrseponding value
  69959. * of the easing function.
  69960. * The link below provides some of the most common examples of easing functions.
  69961. * @see https://easings.net/
  69962. * @param gradient Defines the value between 0 and 1 we want the easing value for
  69963. * @returns the corresponding value on the curve defined by the easing function
  69964. */
  69965. ease(gradient: number): number;
  69966. }
  69967. /**
  69968. * Base class used for every default easing function.
  69969. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  69970. */
  69971. export class EasingFunction implements IEasingFunction {
  69972. /**
  69973. * Interpolation follows the mathematical formula associated with the easing function.
  69974. */
  69975. static readonly EASINGMODE_EASEIN: number;
  69976. /**
  69977. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  69978. */
  69979. static readonly EASINGMODE_EASEOUT: number;
  69980. /**
  69981. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  69982. */
  69983. static readonly EASINGMODE_EASEINOUT: number;
  69984. private _easingMode;
  69985. /**
  69986. * Sets the easing mode of the current function.
  69987. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  69988. */
  69989. setEasingMode(easingMode: number): void;
  69990. /**
  69991. * Gets the current easing mode.
  69992. * @returns the easing mode
  69993. */
  69994. getEasingMode(): number;
  69995. /**
  69996. * @hidden
  69997. */
  69998. easeInCore(gradient: number): number;
  69999. /**
  70000. * Given an input gradient between 0 and 1, this returns the corresponding value
  70001. * of the easing function.
  70002. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70003. * @returns the corresponding value on the curve defined by the easing function
  70004. */
  70005. ease(gradient: number): number;
  70006. }
  70007. /**
  70008. * Easing function with a circle shape (see link below).
  70009. * @see https://easings.net/#easeInCirc
  70010. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70011. */
  70012. export class CircleEase extends EasingFunction implements IEasingFunction {
  70013. /** @hidden */
  70014. easeInCore(gradient: number): number;
  70015. }
  70016. /**
  70017. * Easing function with a ease back shape (see link below).
  70018. * @see https://easings.net/#easeInBack
  70019. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70020. */
  70021. export class BackEase extends EasingFunction implements IEasingFunction {
  70022. /** Defines the amplitude of the function */
  70023. amplitude: number;
  70024. /**
  70025. * Instantiates a back ease easing
  70026. * @see https://easings.net/#easeInBack
  70027. * @param amplitude Defines the amplitude of the function
  70028. */
  70029. constructor(
  70030. /** Defines the amplitude of the function */
  70031. amplitude?: number);
  70032. /** @hidden */
  70033. easeInCore(gradient: number): number;
  70034. }
  70035. /**
  70036. * Easing function with a bouncing shape (see link below).
  70037. * @see https://easings.net/#easeInBounce
  70038. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70039. */
  70040. export class BounceEase extends EasingFunction implements IEasingFunction {
  70041. /** Defines the number of bounces */
  70042. bounces: number;
  70043. /** Defines the amplitude of the bounce */
  70044. bounciness: number;
  70045. /**
  70046. * Instantiates a bounce easing
  70047. * @see https://easings.net/#easeInBounce
  70048. * @param bounces Defines the number of bounces
  70049. * @param bounciness Defines the amplitude of the bounce
  70050. */
  70051. constructor(
  70052. /** Defines the number of bounces */
  70053. bounces?: number,
  70054. /** Defines the amplitude of the bounce */
  70055. bounciness?: number);
  70056. /** @hidden */
  70057. easeInCore(gradient: number): number;
  70058. }
  70059. /**
  70060. * Easing function with a power of 3 shape (see link below).
  70061. * @see https://easings.net/#easeInCubic
  70062. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70063. */
  70064. export class CubicEase extends EasingFunction implements IEasingFunction {
  70065. /** @hidden */
  70066. easeInCore(gradient: number): number;
  70067. }
  70068. /**
  70069. * Easing function with an elastic shape (see link below).
  70070. * @see https://easings.net/#easeInElastic
  70071. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70072. */
  70073. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70074. /** Defines the number of oscillations*/
  70075. oscillations: number;
  70076. /** Defines the amplitude of the oscillations*/
  70077. springiness: number;
  70078. /**
  70079. * Instantiates an elastic easing function
  70080. * @see https://easings.net/#easeInElastic
  70081. * @param oscillations Defines the number of oscillations
  70082. * @param springiness Defines the amplitude of the oscillations
  70083. */
  70084. constructor(
  70085. /** Defines the number of oscillations*/
  70086. oscillations?: number,
  70087. /** Defines the amplitude of the oscillations*/
  70088. springiness?: number);
  70089. /** @hidden */
  70090. easeInCore(gradient: number): number;
  70091. }
  70092. /**
  70093. * Easing function with an exponential shape (see link below).
  70094. * @see https://easings.net/#easeInExpo
  70095. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70096. */
  70097. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70098. /** Defines the exponent of the function */
  70099. exponent: number;
  70100. /**
  70101. * Instantiates an exponential easing function
  70102. * @see https://easings.net/#easeInExpo
  70103. * @param exponent Defines the exponent of the function
  70104. */
  70105. constructor(
  70106. /** Defines the exponent of the function */
  70107. exponent?: number);
  70108. /** @hidden */
  70109. easeInCore(gradient: number): number;
  70110. }
  70111. /**
  70112. * Easing function with a power shape (see link below).
  70113. * @see https://easings.net/#easeInQuad
  70114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70115. */
  70116. export class PowerEase extends EasingFunction implements IEasingFunction {
  70117. /** Defines the power of the function */
  70118. power: number;
  70119. /**
  70120. * Instantiates an power base easing function
  70121. * @see https://easings.net/#easeInQuad
  70122. * @param power Defines the power of the function
  70123. */
  70124. constructor(
  70125. /** Defines the power of the function */
  70126. power?: number);
  70127. /** @hidden */
  70128. easeInCore(gradient: number): number;
  70129. }
  70130. /**
  70131. * Easing function with a power of 2 shape (see link below).
  70132. * @see https://easings.net/#easeInQuad
  70133. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70134. */
  70135. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70136. /** @hidden */
  70137. easeInCore(gradient: number): number;
  70138. }
  70139. /**
  70140. * Easing function with a power of 4 shape (see link below).
  70141. * @see https://easings.net/#easeInQuart
  70142. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70143. */
  70144. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70145. /** @hidden */
  70146. easeInCore(gradient: number): number;
  70147. }
  70148. /**
  70149. * Easing function with a power of 5 shape (see link below).
  70150. * @see https://easings.net/#easeInQuint
  70151. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70152. */
  70153. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70154. /** @hidden */
  70155. easeInCore(gradient: number): number;
  70156. }
  70157. /**
  70158. * Easing function with a sin shape (see link below).
  70159. * @see https://easings.net/#easeInSine
  70160. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70161. */
  70162. export class SineEase extends EasingFunction implements IEasingFunction {
  70163. /** @hidden */
  70164. easeInCore(gradient: number): number;
  70165. }
  70166. /**
  70167. * Easing function with a bezier shape (see link below).
  70168. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70169. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70170. */
  70171. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70172. /** Defines the x component of the start tangent in the bezier curve */
  70173. x1: number;
  70174. /** Defines the y component of the start tangent in the bezier curve */
  70175. y1: number;
  70176. /** Defines the x component of the end tangent in the bezier curve */
  70177. x2: number;
  70178. /** Defines the y component of the end tangent in the bezier curve */
  70179. y2: number;
  70180. /**
  70181. * Instantiates a bezier function
  70182. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70183. * @param x1 Defines the x component of the start tangent in the bezier curve
  70184. * @param y1 Defines the y component of the start tangent in the bezier curve
  70185. * @param x2 Defines the x component of the end tangent in the bezier curve
  70186. * @param y2 Defines the y component of the end tangent in the bezier curve
  70187. */
  70188. constructor(
  70189. /** Defines the x component of the start tangent in the bezier curve */
  70190. x1?: number,
  70191. /** Defines the y component of the start tangent in the bezier curve */
  70192. y1?: number,
  70193. /** Defines the x component of the end tangent in the bezier curve */
  70194. x2?: number,
  70195. /** Defines the y component of the end tangent in the bezier curve */
  70196. y2?: number);
  70197. /** @hidden */
  70198. easeInCore(gradient: number): number;
  70199. }
  70200. }
  70201. declare module BABYLON {
  70202. /**
  70203. * Defines an interface which represents an animation key frame
  70204. */
  70205. export interface IAnimationKey {
  70206. /**
  70207. * Frame of the key frame
  70208. */
  70209. frame: number;
  70210. /**
  70211. * Value at the specifies key frame
  70212. */
  70213. value: any;
  70214. /**
  70215. * The input tangent for the cubic hermite spline
  70216. */
  70217. inTangent?: any;
  70218. /**
  70219. * The output tangent for the cubic hermite spline
  70220. */
  70221. outTangent?: any;
  70222. /**
  70223. * The animation interpolation type
  70224. */
  70225. interpolation?: AnimationKeyInterpolation;
  70226. }
  70227. /**
  70228. * Enum for the animation key frame interpolation type
  70229. */
  70230. export enum AnimationKeyInterpolation {
  70231. /**
  70232. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70233. */
  70234. STEP = 1
  70235. }
  70236. }
  70237. declare module BABYLON {
  70238. /**
  70239. * Represents the range of an animation
  70240. */
  70241. export class AnimationRange {
  70242. /**The name of the animation range**/
  70243. name: string;
  70244. /**The starting frame of the animation */
  70245. from: number;
  70246. /**The ending frame of the animation*/
  70247. to: number;
  70248. /**
  70249. * Initializes the range of an animation
  70250. * @param name The name of the animation range
  70251. * @param from The starting frame of the animation
  70252. * @param to The ending frame of the animation
  70253. */
  70254. constructor(
  70255. /**The name of the animation range**/
  70256. name: string,
  70257. /**The starting frame of the animation */
  70258. from: number,
  70259. /**The ending frame of the animation*/
  70260. to: number);
  70261. /**
  70262. * Makes a copy of the animation range
  70263. * @returns A copy of the animation range
  70264. */
  70265. clone(): AnimationRange;
  70266. }
  70267. }
  70268. declare module BABYLON {
  70269. /**
  70270. * Composed of a frame, and an action function
  70271. */
  70272. export class AnimationEvent {
  70273. /** The frame for which the event is triggered **/
  70274. frame: number;
  70275. /** The event to perform when triggered **/
  70276. action: (currentFrame: number) => void;
  70277. /** Specifies if the event should be triggered only once**/
  70278. onlyOnce?: boolean | undefined;
  70279. /**
  70280. * Specifies if the animation event is done
  70281. */
  70282. isDone: boolean;
  70283. /**
  70284. * Initializes the animation event
  70285. * @param frame The frame for which the event is triggered
  70286. * @param action The event to perform when triggered
  70287. * @param onlyOnce Specifies if the event should be triggered only once
  70288. */
  70289. constructor(
  70290. /** The frame for which the event is triggered **/
  70291. frame: number,
  70292. /** The event to perform when triggered **/
  70293. action: (currentFrame: number) => void,
  70294. /** Specifies if the event should be triggered only once**/
  70295. onlyOnce?: boolean | undefined);
  70296. /** @hidden */
  70297. _clone(): AnimationEvent;
  70298. }
  70299. }
  70300. declare module BABYLON {
  70301. /**
  70302. * Interface used to define a behavior
  70303. */
  70304. export interface Behavior<T> {
  70305. /** gets or sets behavior's name */
  70306. name: string;
  70307. /**
  70308. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70309. */
  70310. init(): void;
  70311. /**
  70312. * Called when the behavior is attached to a target
  70313. * @param target defines the target where the behavior is attached to
  70314. */
  70315. attach(target: T): void;
  70316. /**
  70317. * Called when the behavior is detached from its target
  70318. */
  70319. detach(): void;
  70320. }
  70321. /**
  70322. * Interface implemented by classes supporting behaviors
  70323. */
  70324. export interface IBehaviorAware<T> {
  70325. /**
  70326. * Attach a behavior
  70327. * @param behavior defines the behavior to attach
  70328. * @returns the current host
  70329. */
  70330. addBehavior(behavior: Behavior<T>): T;
  70331. /**
  70332. * Remove a behavior from the current object
  70333. * @param behavior defines the behavior to detach
  70334. * @returns the current host
  70335. */
  70336. removeBehavior(behavior: Behavior<T>): T;
  70337. /**
  70338. * Gets a behavior using its name to search
  70339. * @param name defines the name to search
  70340. * @returns the behavior or null if not found
  70341. */
  70342. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  70343. }
  70344. }
  70345. declare module BABYLON {
  70346. /**
  70347. * Defines an array and its length.
  70348. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  70349. */
  70350. export interface ISmartArrayLike<T> {
  70351. /**
  70352. * The data of the array.
  70353. */
  70354. data: Array<T>;
  70355. /**
  70356. * The active length of the array.
  70357. */
  70358. length: number;
  70359. }
  70360. /**
  70361. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70362. */
  70363. export class SmartArray<T> implements ISmartArrayLike<T> {
  70364. /**
  70365. * The full set of data from the array.
  70366. */
  70367. data: Array<T>;
  70368. /**
  70369. * The active length of the array.
  70370. */
  70371. length: number;
  70372. protected _id: number;
  70373. /**
  70374. * Instantiates a Smart Array.
  70375. * @param capacity defines the default capacity of the array.
  70376. */
  70377. constructor(capacity: number);
  70378. /**
  70379. * Pushes a value at the end of the active data.
  70380. * @param value defines the object to push in the array.
  70381. */
  70382. push(value: T): void;
  70383. /**
  70384. * Iterates over the active data and apply the lambda to them.
  70385. * @param func defines the action to apply on each value.
  70386. */
  70387. forEach(func: (content: T) => void): void;
  70388. /**
  70389. * Sorts the full sets of data.
  70390. * @param compareFn defines the comparison function to apply.
  70391. */
  70392. sort(compareFn: (a: T, b: T) => number): void;
  70393. /**
  70394. * Resets the active data to an empty array.
  70395. */
  70396. reset(): void;
  70397. /**
  70398. * Releases all the data from the array as well as the array.
  70399. */
  70400. dispose(): void;
  70401. /**
  70402. * Concats the active data with a given array.
  70403. * @param array defines the data to concatenate with.
  70404. */
  70405. concat(array: any): void;
  70406. /**
  70407. * Returns the position of a value in the active data.
  70408. * @param value defines the value to find the index for
  70409. * @returns the index if found in the active data otherwise -1
  70410. */
  70411. indexOf(value: T): number;
  70412. /**
  70413. * Returns whether an element is part of the active data.
  70414. * @param value defines the value to look for
  70415. * @returns true if found in the active data otherwise false
  70416. */
  70417. contains(value: T): boolean;
  70418. private static _GlobalId;
  70419. }
  70420. /**
  70421. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  70422. * The data in this array can only be present once
  70423. */
  70424. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  70425. private _duplicateId;
  70426. /**
  70427. * Pushes a value at the end of the active data.
  70428. * THIS DOES NOT PREVENT DUPPLICATE DATA
  70429. * @param value defines the object to push in the array.
  70430. */
  70431. push(value: T): void;
  70432. /**
  70433. * Pushes a value at the end of the active data.
  70434. * If the data is already present, it won t be added again
  70435. * @param value defines the object to push in the array.
  70436. * @returns true if added false if it was already present
  70437. */
  70438. pushNoDuplicate(value: T): boolean;
  70439. /**
  70440. * Resets the active data to an empty array.
  70441. */
  70442. reset(): void;
  70443. /**
  70444. * Concats the active data with a given array.
  70445. * This ensures no dupplicate will be present in the result.
  70446. * @param array defines the data to concatenate with.
  70447. */
  70448. concatWithNoDuplicate(array: any): void;
  70449. }
  70450. }
  70451. declare module BABYLON {
  70452. /**
  70453. * @ignore
  70454. * This is a list of all the different input types that are available in the application.
  70455. * Fo instance: ArcRotateCameraGamepadInput...
  70456. */
  70457. export var CameraInputTypes: {};
  70458. /**
  70459. * This is the contract to implement in order to create a new input class.
  70460. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  70461. */
  70462. export interface ICameraInput<TCamera extends Camera> {
  70463. /**
  70464. * Defines the camera the input is attached to.
  70465. */
  70466. camera: Nullable<TCamera>;
  70467. /**
  70468. * Gets the class name of the current intput.
  70469. * @returns the class name
  70470. */
  70471. getClassName(): string;
  70472. /**
  70473. * Get the friendly name associated with the input class.
  70474. * @returns the input friendly name
  70475. */
  70476. getSimpleName(): string;
  70477. /**
  70478. * Attach the input controls to a specific dom element to get the input from.
  70479. * @param element Defines the element the controls should be listened from
  70480. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70481. */
  70482. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  70483. /**
  70484. * Detach the current controls from the specified dom element.
  70485. * @param element Defines the element to stop listening the inputs from
  70486. */
  70487. detachControl(element: Nullable<HTMLElement>): void;
  70488. /**
  70489. * Update the current camera state depending on the inputs that have been used this frame.
  70490. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70491. */
  70492. checkInputs?: () => void;
  70493. }
  70494. /**
  70495. * Represents a map of input types to input instance or input index to input instance.
  70496. */
  70497. export interface CameraInputsMap<TCamera extends Camera> {
  70498. /**
  70499. * Accessor to the input by input type.
  70500. */
  70501. [name: string]: ICameraInput<TCamera>;
  70502. /**
  70503. * Accessor to the input by input index.
  70504. */
  70505. [idx: number]: ICameraInput<TCamera>;
  70506. }
  70507. /**
  70508. * This represents the input manager used within a camera.
  70509. * It helps dealing with all the different kind of input attached to a camera.
  70510. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70511. */
  70512. export class CameraInputsManager<TCamera extends Camera> {
  70513. /**
  70514. * Defines the list of inputs attahed to the camera.
  70515. */
  70516. attached: CameraInputsMap<TCamera>;
  70517. /**
  70518. * Defines the dom element the camera is collecting inputs from.
  70519. * This is null if the controls have not been attached.
  70520. */
  70521. attachedElement: Nullable<HTMLElement>;
  70522. /**
  70523. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70524. */
  70525. noPreventDefault: boolean;
  70526. /**
  70527. * Defined the camera the input manager belongs to.
  70528. */
  70529. camera: TCamera;
  70530. /**
  70531. * Update the current camera state depending on the inputs that have been used this frame.
  70532. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  70533. */
  70534. checkInputs: () => void;
  70535. /**
  70536. * Instantiate a new Camera Input Manager.
  70537. * @param camera Defines the camera the input manager blongs to
  70538. */
  70539. constructor(camera: TCamera);
  70540. /**
  70541. * Add an input method to a camera
  70542. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  70543. * @param input camera input method
  70544. */
  70545. add(input: ICameraInput<TCamera>): void;
  70546. /**
  70547. * Remove a specific input method from a camera
  70548. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  70549. * @param inputToRemove camera input method
  70550. */
  70551. remove(inputToRemove: ICameraInput<TCamera>): void;
  70552. /**
  70553. * Remove a specific input type from a camera
  70554. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  70555. * @param inputType the type of the input to remove
  70556. */
  70557. removeByType(inputType: string): void;
  70558. private _addCheckInputs;
  70559. /**
  70560. * Attach the input controls to the currently attached dom element to listen the events from.
  70561. * @param input Defines the input to attach
  70562. */
  70563. attachInput(input: ICameraInput<TCamera>): void;
  70564. /**
  70565. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  70566. * @param element Defines the dom element to collect the events from
  70567. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  70568. */
  70569. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  70570. /**
  70571. * Detach the current manager inputs controls from a specific dom element.
  70572. * @param element Defines the dom element to collect the events from
  70573. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  70574. */
  70575. detachElement(element: HTMLElement, disconnect?: boolean): void;
  70576. /**
  70577. * Rebuild the dynamic inputCheck function from the current list of
  70578. * defined inputs in the manager.
  70579. */
  70580. rebuildInputCheck(): void;
  70581. /**
  70582. * Remove all attached input methods from a camera
  70583. */
  70584. clear(): void;
  70585. /**
  70586. * Serialize the current input manager attached to a camera.
  70587. * This ensures than once parsed,
  70588. * the input associated to the camera will be identical to the current ones
  70589. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  70590. */
  70591. serialize(serializedCamera: any): void;
  70592. /**
  70593. * Parses an input manager serialized JSON to restore the previous list of inputs
  70594. * and states associated to a camera.
  70595. * @param parsedCamera Defines the JSON to parse
  70596. */
  70597. parse(parsedCamera: any): void;
  70598. }
  70599. }
  70600. declare module BABYLON {
  70601. /**
  70602. * @hidden
  70603. */
  70604. export class IntersectionInfo {
  70605. bu: Nullable<number>;
  70606. bv: Nullable<number>;
  70607. distance: number;
  70608. faceId: number;
  70609. subMeshId: number;
  70610. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  70611. }
  70612. }
  70613. declare module BABYLON {
  70614. /**
  70615. * Represens a plane by the equation ax + by + cz + d = 0
  70616. */
  70617. export class Plane {
  70618. private static _TmpMatrix;
  70619. /**
  70620. * Normal of the plane (a,b,c)
  70621. */
  70622. normal: Vector3;
  70623. /**
  70624. * d component of the plane
  70625. */
  70626. d: number;
  70627. /**
  70628. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  70629. * @param a a component of the plane
  70630. * @param b b component of the plane
  70631. * @param c c component of the plane
  70632. * @param d d component of the plane
  70633. */
  70634. constructor(a: number, b: number, c: number, d: number);
  70635. /**
  70636. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  70637. */
  70638. asArray(): number[];
  70639. /**
  70640. * @returns a new plane copied from the current Plane.
  70641. */
  70642. clone(): Plane;
  70643. /**
  70644. * @returns the string "Plane".
  70645. */
  70646. getClassName(): string;
  70647. /**
  70648. * @returns the Plane hash code.
  70649. */
  70650. getHashCode(): number;
  70651. /**
  70652. * Normalize the current Plane in place.
  70653. * @returns the updated Plane.
  70654. */
  70655. normalize(): Plane;
  70656. /**
  70657. * Applies a transformation the plane and returns the result
  70658. * @param transformation the transformation matrix to be applied to the plane
  70659. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  70660. */
  70661. transform(transformation: DeepImmutable<Matrix>): Plane;
  70662. /**
  70663. * Calcualtte the dot product between the point and the plane normal
  70664. * @param point point to calculate the dot product with
  70665. * @returns the dot product (float) of the point coordinates and the plane normal.
  70666. */
  70667. dotCoordinate(point: DeepImmutable<Vector3>): number;
  70668. /**
  70669. * Updates the current Plane from the plane defined by the three given points.
  70670. * @param point1 one of the points used to contruct the plane
  70671. * @param point2 one of the points used to contruct the plane
  70672. * @param point3 one of the points used to contruct the plane
  70673. * @returns the updated Plane.
  70674. */
  70675. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70676. /**
  70677. * Checks if the plane is facing a given direction
  70678. * @param direction the direction to check if the plane is facing
  70679. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  70680. * @returns True is the vector "direction" is the same side than the plane normal.
  70681. */
  70682. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  70683. /**
  70684. * Calculates the distance to a point
  70685. * @param point point to calculate distance to
  70686. * @returns the signed distance (float) from the given point to the Plane.
  70687. */
  70688. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  70689. /**
  70690. * Creates a plane from an array
  70691. * @param array the array to create a plane from
  70692. * @returns a new Plane from the given array.
  70693. */
  70694. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  70695. /**
  70696. * Creates a plane from three points
  70697. * @param point1 point used to create the plane
  70698. * @param point2 point used to create the plane
  70699. * @param point3 point used to create the plane
  70700. * @returns a new Plane defined by the three given points.
  70701. */
  70702. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  70703. /**
  70704. * Creates a plane from an origin point and a normal
  70705. * @param origin origin of the plane to be constructed
  70706. * @param normal normal of the plane to be constructed
  70707. * @returns a new Plane the normal vector to this plane at the given origin point.
  70708. * Note : the vector "normal" is updated because normalized.
  70709. */
  70710. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  70711. /**
  70712. * Calculates the distance from a plane and a point
  70713. * @param origin origin of the plane to be constructed
  70714. * @param normal normal of the plane to be constructed
  70715. * @param point point to calculate distance to
  70716. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  70717. */
  70718. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  70719. }
  70720. }
  70721. declare module BABYLON {
  70722. /**
  70723. * Class used to store bounding sphere information
  70724. */
  70725. export class BoundingSphere {
  70726. /**
  70727. * Gets the center of the bounding sphere in local space
  70728. */
  70729. readonly center: Vector3;
  70730. /**
  70731. * Radius of the bounding sphere in local space
  70732. */
  70733. radius: number;
  70734. /**
  70735. * Gets the center of the bounding sphere in world space
  70736. */
  70737. readonly centerWorld: Vector3;
  70738. /**
  70739. * Radius of the bounding sphere in world space
  70740. */
  70741. radiusWorld: number;
  70742. /**
  70743. * Gets the minimum vector in local space
  70744. */
  70745. readonly minimum: Vector3;
  70746. /**
  70747. * Gets the maximum vector in local space
  70748. */
  70749. readonly maximum: Vector3;
  70750. private _worldMatrix;
  70751. private static readonly TmpVector3;
  70752. /**
  70753. * Creates a new bounding sphere
  70754. * @param min defines the minimum vector (in local space)
  70755. * @param max defines the maximum vector (in local space)
  70756. * @param worldMatrix defines the new world matrix
  70757. */
  70758. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70759. /**
  70760. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  70761. * @param min defines the new minimum vector (in local space)
  70762. * @param max defines the new maximum vector (in local space)
  70763. * @param worldMatrix defines the new world matrix
  70764. */
  70765. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70766. /**
  70767. * Scale the current bounding sphere by applying a scale factor
  70768. * @param factor defines the scale factor to apply
  70769. * @returns the current bounding box
  70770. */
  70771. scale(factor: number): BoundingSphere;
  70772. /**
  70773. * Gets the world matrix of the bounding box
  70774. * @returns a matrix
  70775. */
  70776. getWorldMatrix(): DeepImmutable<Matrix>;
  70777. /** @hidden */
  70778. _update(worldMatrix: DeepImmutable<Matrix>): void;
  70779. /**
  70780. * Tests if the bounding sphere is intersecting the frustum planes
  70781. * @param frustumPlanes defines the frustum planes to test
  70782. * @returns true if there is an intersection
  70783. */
  70784. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70785. /**
  70786. * Tests if the bounding sphere center is in between the frustum planes.
  70787. * Used for optimistic fast inclusion.
  70788. * @param frustumPlanes defines the frustum planes to test
  70789. * @returns true if the sphere center is in between the frustum planes
  70790. */
  70791. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70792. /**
  70793. * Tests if a point is inside the bounding sphere
  70794. * @param point defines the point to test
  70795. * @returns true if the point is inside the bounding sphere
  70796. */
  70797. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70798. /**
  70799. * Checks if two sphere intersct
  70800. * @param sphere0 sphere 0
  70801. * @param sphere1 sphere 1
  70802. * @returns true if the speres intersect
  70803. */
  70804. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  70805. }
  70806. }
  70807. declare module BABYLON {
  70808. /**
  70809. * Class used to store bounding box information
  70810. */
  70811. export class BoundingBox implements ICullable {
  70812. /**
  70813. * Gets the 8 vectors representing the bounding box in local space
  70814. */
  70815. readonly vectors: Vector3[];
  70816. /**
  70817. * Gets the center of the bounding box in local space
  70818. */
  70819. readonly center: Vector3;
  70820. /**
  70821. * Gets the center of the bounding box in world space
  70822. */
  70823. readonly centerWorld: Vector3;
  70824. /**
  70825. * Gets the extend size in local space
  70826. */
  70827. readonly extendSize: Vector3;
  70828. /**
  70829. * Gets the extend size in world space
  70830. */
  70831. readonly extendSizeWorld: Vector3;
  70832. /**
  70833. * Gets the OBB (object bounding box) directions
  70834. */
  70835. readonly directions: Vector3[];
  70836. /**
  70837. * Gets the 8 vectors representing the bounding box in world space
  70838. */
  70839. readonly vectorsWorld: Vector3[];
  70840. /**
  70841. * Gets the minimum vector in world space
  70842. */
  70843. readonly minimumWorld: Vector3;
  70844. /**
  70845. * Gets the maximum vector in world space
  70846. */
  70847. readonly maximumWorld: Vector3;
  70848. /**
  70849. * Gets the minimum vector in local space
  70850. */
  70851. readonly minimum: Vector3;
  70852. /**
  70853. * Gets the maximum vector in local space
  70854. */
  70855. readonly maximum: Vector3;
  70856. private _worldMatrix;
  70857. private static readonly TmpVector3;
  70858. /**
  70859. * @hidden
  70860. */
  70861. _tag: number;
  70862. /**
  70863. * Creates a new bounding box
  70864. * @param min defines the minimum vector (in local space)
  70865. * @param max defines the maximum vector (in local space)
  70866. * @param worldMatrix defines the new world matrix
  70867. */
  70868. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  70869. /**
  70870. * Recreates the entire bounding box from scratch as if we call the constructor in place
  70871. * @param min defines the new minimum vector (in local space)
  70872. * @param max defines the new maximum vector (in local space)
  70873. * @param worldMatrix defines the new world matrix
  70874. */
  70875. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  70876. /**
  70877. * Scale the current bounding box by applying a scale factor
  70878. * @param factor defines the scale factor to apply
  70879. * @returns the current bounding box
  70880. */
  70881. scale(factor: number): BoundingBox;
  70882. /**
  70883. * Gets the world matrix of the bounding box
  70884. * @returns a matrix
  70885. */
  70886. getWorldMatrix(): DeepImmutable<Matrix>;
  70887. /** @hidden */
  70888. _update(world: DeepImmutable<Matrix>): void;
  70889. /**
  70890. * Tests if the bounding box is intersecting the frustum planes
  70891. * @param frustumPlanes defines the frustum planes to test
  70892. * @returns true if there is an intersection
  70893. */
  70894. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70895. /**
  70896. * Tests if the bounding box is entirely inside the frustum planes
  70897. * @param frustumPlanes defines the frustum planes to test
  70898. * @returns true if there is an inclusion
  70899. */
  70900. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70901. /**
  70902. * Tests if a point is inside the bounding box
  70903. * @param point defines the point to test
  70904. * @returns true if the point is inside the bounding box
  70905. */
  70906. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  70907. /**
  70908. * Tests if the bounding box intersects with a bounding sphere
  70909. * @param sphere defines the sphere to test
  70910. * @returns true if there is an intersection
  70911. */
  70912. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  70913. /**
  70914. * Tests if the bounding box intersects with a box defined by a min and max vectors
  70915. * @param min defines the min vector to use
  70916. * @param max defines the max vector to use
  70917. * @returns true if there is an intersection
  70918. */
  70919. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  70920. /**
  70921. * Tests if two bounding boxes are intersections
  70922. * @param box0 defines the first box to test
  70923. * @param box1 defines the second box to test
  70924. * @returns true if there is an intersection
  70925. */
  70926. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  70927. /**
  70928. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  70929. * @param minPoint defines the minimum vector of the bounding box
  70930. * @param maxPoint defines the maximum vector of the bounding box
  70931. * @param sphereCenter defines the sphere center
  70932. * @param sphereRadius defines the sphere radius
  70933. * @returns true if there is an intersection
  70934. */
  70935. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  70936. /**
  70937. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  70938. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70939. * @param frustumPlanes defines the frustum planes to test
  70940. * @return true if there is an inclusion
  70941. */
  70942. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70943. /**
  70944. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  70945. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  70946. * @param frustumPlanes defines the frustum planes to test
  70947. * @return true if there is an intersection
  70948. */
  70949. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  70950. }
  70951. }
  70952. declare module BABYLON {
  70953. /** @hidden */
  70954. export class Collider {
  70955. /** Define if a collision was found */
  70956. collisionFound: boolean;
  70957. /**
  70958. * Define last intersection point in local space
  70959. */
  70960. intersectionPoint: Vector3;
  70961. /**
  70962. * Define last collided mesh
  70963. */
  70964. collidedMesh: Nullable<AbstractMesh>;
  70965. private _collisionPoint;
  70966. private _planeIntersectionPoint;
  70967. private _tempVector;
  70968. private _tempVector2;
  70969. private _tempVector3;
  70970. private _tempVector4;
  70971. private _edge;
  70972. private _baseToVertex;
  70973. private _destinationPoint;
  70974. private _slidePlaneNormal;
  70975. private _displacementVector;
  70976. /** @hidden */
  70977. _radius: Vector3;
  70978. /** @hidden */
  70979. _retry: number;
  70980. private _velocity;
  70981. private _basePoint;
  70982. private _epsilon;
  70983. /** @hidden */
  70984. _velocityWorldLength: number;
  70985. /** @hidden */
  70986. _basePointWorld: Vector3;
  70987. private _velocityWorld;
  70988. private _normalizedVelocity;
  70989. /** @hidden */
  70990. _initialVelocity: Vector3;
  70991. /** @hidden */
  70992. _initialPosition: Vector3;
  70993. private _nearestDistance;
  70994. private _collisionMask;
  70995. collisionMask: number;
  70996. /**
  70997. * Gets the plane normal used to compute the sliding response (in local space)
  70998. */
  70999. readonly slidePlaneNormal: Vector3;
  71000. /** @hidden */
  71001. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71002. /** @hidden */
  71003. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71004. /** @hidden */
  71005. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71006. /** @hidden */
  71007. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71008. /** @hidden */
  71009. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71010. /** @hidden */
  71011. _getResponse(pos: Vector3, vel: Vector3): void;
  71012. }
  71013. }
  71014. declare module BABYLON {
  71015. /**
  71016. * Interface for cullable objects
  71017. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71018. */
  71019. export interface ICullable {
  71020. /**
  71021. * Checks if the object or part of the object is in the frustum
  71022. * @param frustumPlanes Camera near/planes
  71023. * @returns true if the object is in frustum otherwise false
  71024. */
  71025. isInFrustum(frustumPlanes: Plane[]): boolean;
  71026. /**
  71027. * Checks if a cullable object (mesh...) is in the camera frustum
  71028. * Unlike isInFrustum this cheks the full bounding box
  71029. * @param frustumPlanes Camera near/planes
  71030. * @returns true if the object is in frustum otherwise false
  71031. */
  71032. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71033. }
  71034. /**
  71035. * Info for a bounding data of a mesh
  71036. */
  71037. export class BoundingInfo implements ICullable {
  71038. /**
  71039. * Bounding box for the mesh
  71040. */
  71041. readonly boundingBox: BoundingBox;
  71042. /**
  71043. * Bounding sphere for the mesh
  71044. */
  71045. readonly boundingSphere: BoundingSphere;
  71046. private _isLocked;
  71047. private static readonly TmpVector3;
  71048. /**
  71049. * Constructs bounding info
  71050. * @param minimum min vector of the bounding box/sphere
  71051. * @param maximum max vector of the bounding box/sphere
  71052. * @param worldMatrix defines the new world matrix
  71053. */
  71054. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71055. /**
  71056. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71057. * @param min defines the new minimum vector (in local space)
  71058. * @param max defines the new maximum vector (in local space)
  71059. * @param worldMatrix defines the new world matrix
  71060. */
  71061. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71062. /**
  71063. * min vector of the bounding box/sphere
  71064. */
  71065. readonly minimum: Vector3;
  71066. /**
  71067. * max vector of the bounding box/sphere
  71068. */
  71069. readonly maximum: Vector3;
  71070. /**
  71071. * If the info is locked and won't be updated to avoid perf overhead
  71072. */
  71073. isLocked: boolean;
  71074. /**
  71075. * Updates the bounding sphere and box
  71076. * @param world world matrix to be used to update
  71077. */
  71078. update(world: DeepImmutable<Matrix>): void;
  71079. /**
  71080. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71081. * @param center New center of the bounding info
  71082. * @param extend New extend of the bounding info
  71083. * @returns the current bounding info
  71084. */
  71085. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71086. /**
  71087. * Scale the current bounding info by applying a scale factor
  71088. * @param factor defines the scale factor to apply
  71089. * @returns the current bounding info
  71090. */
  71091. scale(factor: number): BoundingInfo;
  71092. /**
  71093. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71094. * @param frustumPlanes defines the frustum to test
  71095. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71096. * @returns true if the bounding info is in the frustum planes
  71097. */
  71098. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71099. /**
  71100. * Gets the world distance between the min and max points of the bounding box
  71101. */
  71102. readonly diagonalLength: number;
  71103. /**
  71104. * Checks if a cullable object (mesh...) is in the camera frustum
  71105. * Unlike isInFrustum this cheks the full bounding box
  71106. * @param frustumPlanes Camera near/planes
  71107. * @returns true if the object is in frustum otherwise false
  71108. */
  71109. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71110. /** @hidden */
  71111. _checkCollision(collider: Collider): boolean;
  71112. /**
  71113. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71114. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71115. * @param point the point to check intersection with
  71116. * @returns if the point intersects
  71117. */
  71118. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71119. /**
  71120. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71121. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71122. * @param boundingInfo the bounding info to check intersection with
  71123. * @param precise if the intersection should be done using OBB
  71124. * @returns if the bounding info intersects
  71125. */
  71126. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71127. }
  71128. }
  71129. declare module BABYLON {
  71130. /**
  71131. * Extracts minimum and maximum values from a list of indexed positions
  71132. * @param positions defines the positions to use
  71133. * @param indices defines the indices to the positions
  71134. * @param indexStart defines the start index
  71135. * @param indexCount defines the end index
  71136. * @param bias defines bias value to add to the result
  71137. * @return minimum and maximum values
  71138. */
  71139. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71140. minimum: Vector3;
  71141. maximum: Vector3;
  71142. };
  71143. /**
  71144. * Extracts minimum and maximum values from a list of positions
  71145. * @param positions defines the positions to use
  71146. * @param start defines the start index in the positions array
  71147. * @param count defines the number of positions to handle
  71148. * @param bias defines bias value to add to the result
  71149. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71150. * @return minimum and maximum values
  71151. */
  71152. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71153. minimum: Vector3;
  71154. maximum: Vector3;
  71155. };
  71156. }
  71157. declare module BABYLON {
  71158. /**
  71159. * Enum that determines the text-wrapping mode to use.
  71160. */
  71161. export enum InspectableType {
  71162. /**
  71163. * Checkbox for booleans
  71164. */
  71165. Checkbox = 0,
  71166. /**
  71167. * Sliders for numbers
  71168. */
  71169. Slider = 1,
  71170. /**
  71171. * Vector3
  71172. */
  71173. Vector3 = 2,
  71174. /**
  71175. * Quaternions
  71176. */
  71177. Quaternion = 3,
  71178. /**
  71179. * Color3
  71180. */
  71181. Color3 = 4,
  71182. /**
  71183. * String
  71184. */
  71185. String = 5
  71186. }
  71187. /**
  71188. * Interface used to define custom inspectable properties.
  71189. * This interface is used by the inspector to display custom property grids
  71190. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71191. */
  71192. export interface IInspectable {
  71193. /**
  71194. * Gets the label to display
  71195. */
  71196. label: string;
  71197. /**
  71198. * Gets the name of the property to edit
  71199. */
  71200. propertyName: string;
  71201. /**
  71202. * Gets the type of the editor to use
  71203. */
  71204. type: InspectableType;
  71205. /**
  71206. * Gets the minimum value of the property when using in "slider" mode
  71207. */
  71208. min?: number;
  71209. /**
  71210. * Gets the maximum value of the property when using in "slider" mode
  71211. */
  71212. max?: number;
  71213. /**
  71214. * Gets the setp to use when using in "slider" mode
  71215. */
  71216. step?: number;
  71217. }
  71218. }
  71219. declare module BABYLON {
  71220. /**
  71221. * Class used to provide helper for timing
  71222. */
  71223. export class TimingTools {
  71224. /**
  71225. * Polyfill for setImmediate
  71226. * @param action defines the action to execute after the current execution block
  71227. */
  71228. static SetImmediate(action: () => void): void;
  71229. }
  71230. }
  71231. declare module BABYLON {
  71232. /**
  71233. * Class used to enable instatition of objects by class name
  71234. */
  71235. export class InstantiationTools {
  71236. /**
  71237. * Use this object to register external classes like custom textures or material
  71238. * to allow the laoders to instantiate them
  71239. */
  71240. static RegisteredExternalClasses: {
  71241. [key: string]: Object;
  71242. };
  71243. /**
  71244. * Tries to instantiate a new object from a given class name
  71245. * @param className defines the class name to instantiate
  71246. * @returns the new object or null if the system was not able to do the instantiation
  71247. */
  71248. static Instantiate(className: string): any;
  71249. }
  71250. }
  71251. declare module BABYLON {
  71252. /**
  71253. * This represents the required contract to create a new type of texture loader.
  71254. */
  71255. export interface IInternalTextureLoader {
  71256. /**
  71257. * Defines wether the loader supports cascade loading the different faces.
  71258. */
  71259. supportCascades: boolean;
  71260. /**
  71261. * This returns if the loader support the current file information.
  71262. * @param extension defines the file extension of the file being loaded
  71263. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71264. * @param fallback defines the fallback internal texture if any
  71265. * @param isBase64 defines whether the texture is encoded as a base64
  71266. * @param isBuffer defines whether the texture data are stored as a buffer
  71267. * @returns true if the loader can load the specified file
  71268. */
  71269. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71270. /**
  71271. * Transform the url before loading if required.
  71272. * @param rootUrl the url of the texture
  71273. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71274. * @returns the transformed texture
  71275. */
  71276. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71277. /**
  71278. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71279. * @param rootUrl the url of the texture
  71280. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71281. * @returns the fallback texture
  71282. */
  71283. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71284. /**
  71285. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71286. * @param data contains the texture data
  71287. * @param texture defines the BabylonJS internal texture
  71288. * @param createPolynomials will be true if polynomials have been requested
  71289. * @param onLoad defines the callback to trigger once the texture is ready
  71290. * @param onError defines the callback to trigger in case of error
  71291. */
  71292. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71293. /**
  71294. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71295. * @param data contains the texture data
  71296. * @param texture defines the BabylonJS internal texture
  71297. * @param callback defines the method to call once ready to upload
  71298. */
  71299. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71300. }
  71301. }
  71302. declare module BABYLON {
  71303. interface Engine {
  71304. /**
  71305. * Creates a depth stencil cube texture.
  71306. * This is only available in WebGL 2.
  71307. * @param size The size of face edge in the cube texture.
  71308. * @param options The options defining the cube texture.
  71309. * @returns The cube texture
  71310. */
  71311. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71312. /**
  71313. * Creates a cube texture
  71314. * @param rootUrl defines the url where the files to load is located
  71315. * @param scene defines the current scene
  71316. * @param files defines the list of files to load (1 per face)
  71317. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71318. * @param onLoad defines an optional callback raised when the texture is loaded
  71319. * @param onError defines an optional callback raised if there is an issue to load the texture
  71320. * @param format defines the format of the data
  71321. * @param forcedExtension defines the extension to use to pick the right loader
  71322. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71323. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71324. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71325. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71326. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71327. * @returns the cube texture as an InternalTexture
  71328. */
  71329. 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;
  71330. /**
  71331. * Creates a cube texture
  71332. * @param rootUrl defines the url where the files to load is located
  71333. * @param scene defines the current scene
  71334. * @param files defines the list of files to load (1 per face)
  71335. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71336. * @param onLoad defines an optional callback raised when the texture is loaded
  71337. * @param onError defines an optional callback raised if there is an issue to load the texture
  71338. * @param format defines the format of the data
  71339. * @param forcedExtension defines the extension to use to pick the right loader
  71340. * @returns the cube texture as an InternalTexture
  71341. */
  71342. 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;
  71343. /**
  71344. * Creates a cube texture
  71345. * @param rootUrl defines the url where the files to load is located
  71346. * @param scene defines the current scene
  71347. * @param files defines the list of files to load (1 per face)
  71348. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71349. * @param onLoad defines an optional callback raised when the texture is loaded
  71350. * @param onError defines an optional callback raised if there is an issue to load the texture
  71351. * @param format defines the format of the data
  71352. * @param forcedExtension defines the extension to use to pick the right loader
  71353. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71354. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71355. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71356. * @returns the cube texture as an InternalTexture
  71357. */
  71358. 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;
  71359. /** @hidden */
  71360. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71361. /** @hidden */
  71362. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71363. /** @hidden */
  71364. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  71365. /** @hidden */
  71366. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  71367. }
  71368. }
  71369. declare module BABYLON {
  71370. /**
  71371. * Class for creating a cube texture
  71372. */
  71373. export class CubeTexture extends BaseTexture {
  71374. private _delayedOnLoad;
  71375. /**
  71376. * The url of the texture
  71377. */
  71378. url: string;
  71379. /**
  71380. * Gets or sets the center of the bounding box associated with the cube texture.
  71381. * It must define where the camera used to render the texture was set
  71382. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71383. */
  71384. boundingBoxPosition: Vector3;
  71385. private _boundingBoxSize;
  71386. /**
  71387. * Gets or sets the size of the bounding box associated with the cube texture
  71388. * When defined, the cubemap will switch to local mode
  71389. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  71390. * @example https://www.babylonjs-playground.com/#RNASML
  71391. */
  71392. /**
  71393. * Returns the bounding box size
  71394. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  71395. */
  71396. boundingBoxSize: Vector3;
  71397. protected _rotationY: number;
  71398. /**
  71399. * Sets texture matrix rotation angle around Y axis in radians.
  71400. */
  71401. /**
  71402. * Gets texture matrix rotation angle around Y axis radians.
  71403. */
  71404. rotationY: number;
  71405. /**
  71406. * Are mip maps generated for this texture or not.
  71407. */
  71408. readonly noMipmap: boolean;
  71409. private _noMipmap;
  71410. private _files;
  71411. private _extensions;
  71412. private _textureMatrix;
  71413. private _format;
  71414. private _createPolynomials;
  71415. /** @hidden */
  71416. _prefiltered: boolean;
  71417. /**
  71418. * Creates a cube texture from an array of image urls
  71419. * @param files defines an array of image urls
  71420. * @param scene defines the hosting scene
  71421. * @param noMipmap specifies if mip maps are not used
  71422. * @returns a cube texture
  71423. */
  71424. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  71425. /**
  71426. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  71427. * @param url defines the url of the prefiltered texture
  71428. * @param scene defines the scene the texture is attached to
  71429. * @param forcedExtension defines the extension of the file if different from the url
  71430. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71431. * @return the prefiltered texture
  71432. */
  71433. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  71434. /**
  71435. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  71436. * as prefiltered data.
  71437. * @param rootUrl defines the url of the texture or the root name of the six images
  71438. * @param scene defines the scene the texture is attached to
  71439. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  71440. * @param noMipmap defines if mipmaps should be created or not
  71441. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  71442. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  71443. * @param onError defines a callback triggered in case of error during load
  71444. * @param format defines the internal format to use for the texture once loaded
  71445. * @param prefiltered defines whether or not the texture is created from prefiltered data
  71446. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  71447. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  71448. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71449. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71450. * @return the cube texture
  71451. */
  71452. 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);
  71453. /**
  71454. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  71455. */
  71456. readonly isPrefiltered: boolean;
  71457. /**
  71458. * Get the current class name of the texture useful for serialization or dynamic coding.
  71459. * @returns "CubeTexture"
  71460. */
  71461. getClassName(): string;
  71462. /**
  71463. * Update the url (and optional buffer) of this texture if url was null during construction.
  71464. * @param url the url of the texture
  71465. * @param forcedExtension defines the extension to use
  71466. * @param onLoad callback called when the texture is loaded (defaults to null)
  71467. */
  71468. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  71469. /**
  71470. * Delays loading of the cube texture
  71471. * @param forcedExtension defines the extension to use
  71472. */
  71473. delayLoad(forcedExtension?: string): void;
  71474. /**
  71475. * Returns the reflection texture matrix
  71476. * @returns the reflection texture matrix
  71477. */
  71478. getReflectionTextureMatrix(): Matrix;
  71479. /**
  71480. * Sets the reflection texture matrix
  71481. * @param value Reflection texture matrix
  71482. */
  71483. setReflectionTextureMatrix(value: Matrix): void;
  71484. /**
  71485. * Parses text to create a cube texture
  71486. * @param parsedTexture define the serialized text to read from
  71487. * @param scene defines the hosting scene
  71488. * @param rootUrl defines the root url of the cube texture
  71489. * @returns a cube texture
  71490. */
  71491. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  71492. /**
  71493. * Makes a clone, or deep copy, of the cube texture
  71494. * @returns a new cube texture
  71495. */
  71496. clone(): CubeTexture;
  71497. }
  71498. }
  71499. declare module BABYLON {
  71500. /**
  71501. * Manages the defines for the Material
  71502. */
  71503. export class MaterialDefines {
  71504. /** @hidden */
  71505. protected _keys: string[];
  71506. private _isDirty;
  71507. /** @hidden */
  71508. _renderId: number;
  71509. /** @hidden */
  71510. _areLightsDirty: boolean;
  71511. /** @hidden */
  71512. _areAttributesDirty: boolean;
  71513. /** @hidden */
  71514. _areTexturesDirty: boolean;
  71515. /** @hidden */
  71516. _areFresnelDirty: boolean;
  71517. /** @hidden */
  71518. _areMiscDirty: boolean;
  71519. /** @hidden */
  71520. _areImageProcessingDirty: boolean;
  71521. /** @hidden */
  71522. _normals: boolean;
  71523. /** @hidden */
  71524. _uvs: boolean;
  71525. /** @hidden */
  71526. _needNormals: boolean;
  71527. /** @hidden */
  71528. _needUVs: boolean;
  71529. [id: string]: any;
  71530. /**
  71531. * Specifies if the material needs to be re-calculated
  71532. */
  71533. readonly isDirty: boolean;
  71534. /**
  71535. * Marks the material to indicate that it has been re-calculated
  71536. */
  71537. markAsProcessed(): void;
  71538. /**
  71539. * Marks the material to indicate that it needs to be re-calculated
  71540. */
  71541. markAsUnprocessed(): void;
  71542. /**
  71543. * Marks the material to indicate all of its defines need to be re-calculated
  71544. */
  71545. markAllAsDirty(): void;
  71546. /**
  71547. * Marks the material to indicate that image processing needs to be re-calculated
  71548. */
  71549. markAsImageProcessingDirty(): void;
  71550. /**
  71551. * Marks the material to indicate the lights need to be re-calculated
  71552. */
  71553. markAsLightDirty(): void;
  71554. /**
  71555. * Marks the attribute state as changed
  71556. */
  71557. markAsAttributesDirty(): void;
  71558. /**
  71559. * Marks the texture state as changed
  71560. */
  71561. markAsTexturesDirty(): void;
  71562. /**
  71563. * Marks the fresnel state as changed
  71564. */
  71565. markAsFresnelDirty(): void;
  71566. /**
  71567. * Marks the misc state as changed
  71568. */
  71569. markAsMiscDirty(): void;
  71570. /**
  71571. * Rebuilds the material defines
  71572. */
  71573. rebuild(): void;
  71574. /**
  71575. * Specifies if two material defines are equal
  71576. * @param other - A material define instance to compare to
  71577. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  71578. */
  71579. isEqual(other: MaterialDefines): boolean;
  71580. /**
  71581. * Clones this instance's defines to another instance
  71582. * @param other - material defines to clone values to
  71583. */
  71584. cloneTo(other: MaterialDefines): void;
  71585. /**
  71586. * Resets the material define values
  71587. */
  71588. reset(): void;
  71589. /**
  71590. * Converts the material define values to a string
  71591. * @returns - String of material define information
  71592. */
  71593. toString(): string;
  71594. }
  71595. }
  71596. declare module BABYLON {
  71597. /**
  71598. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  71599. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  71600. * 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;
  71601. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  71602. */
  71603. export class ColorCurves {
  71604. private _dirty;
  71605. private _tempColor;
  71606. private _globalCurve;
  71607. private _highlightsCurve;
  71608. private _midtonesCurve;
  71609. private _shadowsCurve;
  71610. private _positiveCurve;
  71611. private _negativeCurve;
  71612. private _globalHue;
  71613. private _globalDensity;
  71614. private _globalSaturation;
  71615. private _globalExposure;
  71616. /**
  71617. * Gets the global Hue value.
  71618. * 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).
  71619. */
  71620. /**
  71621. * Sets the global Hue value.
  71622. * 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).
  71623. */
  71624. globalHue: number;
  71625. /**
  71626. * Gets the global Density value.
  71627. * 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.
  71628. * Values less than zero provide a filter of opposite hue.
  71629. */
  71630. /**
  71631. * Sets the global Density value.
  71632. * 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.
  71633. * Values less than zero provide a filter of opposite hue.
  71634. */
  71635. globalDensity: number;
  71636. /**
  71637. * Gets the global Saturation value.
  71638. * 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.
  71639. */
  71640. /**
  71641. * Sets the global Saturation value.
  71642. * 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.
  71643. */
  71644. globalSaturation: number;
  71645. /**
  71646. * Gets the global Exposure value.
  71647. * 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.
  71648. */
  71649. /**
  71650. * Sets the global Exposure value.
  71651. * 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.
  71652. */
  71653. globalExposure: number;
  71654. private _highlightsHue;
  71655. private _highlightsDensity;
  71656. private _highlightsSaturation;
  71657. private _highlightsExposure;
  71658. /**
  71659. * Gets the highlights Hue value.
  71660. * 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).
  71661. */
  71662. /**
  71663. * Sets the highlights Hue value.
  71664. * 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).
  71665. */
  71666. highlightsHue: number;
  71667. /**
  71668. * Gets the highlights Density value.
  71669. * 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.
  71670. * Values less than zero provide a filter of opposite hue.
  71671. */
  71672. /**
  71673. * Sets the highlights Density value.
  71674. * 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.
  71675. * Values less than zero provide a filter of opposite hue.
  71676. */
  71677. highlightsDensity: number;
  71678. /**
  71679. * Gets the highlights Saturation value.
  71680. * 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.
  71681. */
  71682. /**
  71683. * Sets the highlights Saturation value.
  71684. * 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.
  71685. */
  71686. highlightsSaturation: number;
  71687. /**
  71688. * Gets the highlights Exposure value.
  71689. * 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.
  71690. */
  71691. /**
  71692. * Sets the highlights Exposure value.
  71693. * 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.
  71694. */
  71695. highlightsExposure: number;
  71696. private _midtonesHue;
  71697. private _midtonesDensity;
  71698. private _midtonesSaturation;
  71699. private _midtonesExposure;
  71700. /**
  71701. * Gets the midtones Hue value.
  71702. * 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).
  71703. */
  71704. /**
  71705. * Sets the midtones Hue value.
  71706. * 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).
  71707. */
  71708. midtonesHue: number;
  71709. /**
  71710. * Gets the midtones Density value.
  71711. * 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.
  71712. * Values less than zero provide a filter of opposite hue.
  71713. */
  71714. /**
  71715. * Sets the midtones Density value.
  71716. * 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.
  71717. * Values less than zero provide a filter of opposite hue.
  71718. */
  71719. midtonesDensity: number;
  71720. /**
  71721. * Gets the midtones Saturation value.
  71722. * 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.
  71723. */
  71724. /**
  71725. * Sets the midtones Saturation value.
  71726. * 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.
  71727. */
  71728. midtonesSaturation: number;
  71729. /**
  71730. * Gets the midtones Exposure value.
  71731. * 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.
  71732. */
  71733. /**
  71734. * Sets the midtones Exposure value.
  71735. * 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.
  71736. */
  71737. midtonesExposure: number;
  71738. private _shadowsHue;
  71739. private _shadowsDensity;
  71740. private _shadowsSaturation;
  71741. private _shadowsExposure;
  71742. /**
  71743. * Gets the shadows Hue value.
  71744. * 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).
  71745. */
  71746. /**
  71747. * Sets the shadows Hue value.
  71748. * 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).
  71749. */
  71750. shadowsHue: number;
  71751. /**
  71752. * Gets the shadows Density value.
  71753. * 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.
  71754. * Values less than zero provide a filter of opposite hue.
  71755. */
  71756. /**
  71757. * Sets the shadows Density value.
  71758. * 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.
  71759. * Values less than zero provide a filter of opposite hue.
  71760. */
  71761. shadowsDensity: number;
  71762. /**
  71763. * Gets the shadows Saturation value.
  71764. * 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.
  71765. */
  71766. /**
  71767. * Sets the shadows Saturation value.
  71768. * 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.
  71769. */
  71770. shadowsSaturation: number;
  71771. /**
  71772. * Gets the shadows Exposure value.
  71773. * 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.
  71774. */
  71775. /**
  71776. * Sets the shadows Exposure value.
  71777. * 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.
  71778. */
  71779. shadowsExposure: number;
  71780. /**
  71781. * Returns the class name
  71782. * @returns The class name
  71783. */
  71784. getClassName(): string;
  71785. /**
  71786. * Binds the color curves to the shader.
  71787. * @param colorCurves The color curve to bind
  71788. * @param effect The effect to bind to
  71789. * @param positiveUniform The positive uniform shader parameter
  71790. * @param neutralUniform The neutral uniform shader parameter
  71791. * @param negativeUniform The negative uniform shader parameter
  71792. */
  71793. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  71794. /**
  71795. * Prepare the list of uniforms associated with the ColorCurves effects.
  71796. * @param uniformsList The list of uniforms used in the effect
  71797. */
  71798. static PrepareUniforms(uniformsList: string[]): void;
  71799. /**
  71800. * Returns color grading data based on a hue, density, saturation and exposure value.
  71801. * @param filterHue The hue of the color filter.
  71802. * @param filterDensity The density of the color filter.
  71803. * @param saturation The saturation.
  71804. * @param exposure The exposure.
  71805. * @param result The result data container.
  71806. */
  71807. private getColorGradingDataToRef;
  71808. /**
  71809. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  71810. * @param value The input slider value in range [-100,100].
  71811. * @returns Adjusted value.
  71812. */
  71813. private static applyColorGradingSliderNonlinear;
  71814. /**
  71815. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  71816. * @param hue The hue (H) input.
  71817. * @param saturation The saturation (S) input.
  71818. * @param brightness The brightness (B) input.
  71819. * @result An RGBA color represented as Vector4.
  71820. */
  71821. private static fromHSBToRef;
  71822. /**
  71823. * Returns a value clamped between min and max
  71824. * @param value The value to clamp
  71825. * @param min The minimum of value
  71826. * @param max The maximum of value
  71827. * @returns The clamped value.
  71828. */
  71829. private static clamp;
  71830. /**
  71831. * Clones the current color curve instance.
  71832. * @return The cloned curves
  71833. */
  71834. clone(): ColorCurves;
  71835. /**
  71836. * Serializes the current color curve instance to a json representation.
  71837. * @return a JSON representation
  71838. */
  71839. serialize(): any;
  71840. /**
  71841. * Parses the color curve from a json representation.
  71842. * @param source the JSON source to parse
  71843. * @return The parsed curves
  71844. */
  71845. static Parse(source: any): ColorCurves;
  71846. }
  71847. }
  71848. declare module BABYLON {
  71849. /**
  71850. * Interface to follow in your material defines to integrate easily the
  71851. * Image proccessing functions.
  71852. * @hidden
  71853. */
  71854. export interface IImageProcessingConfigurationDefines {
  71855. IMAGEPROCESSING: boolean;
  71856. VIGNETTE: boolean;
  71857. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71858. VIGNETTEBLENDMODEOPAQUE: boolean;
  71859. TONEMAPPING: boolean;
  71860. TONEMAPPING_ACES: boolean;
  71861. CONTRAST: boolean;
  71862. EXPOSURE: boolean;
  71863. COLORCURVES: boolean;
  71864. COLORGRADING: boolean;
  71865. COLORGRADING3D: boolean;
  71866. SAMPLER3DGREENDEPTH: boolean;
  71867. SAMPLER3DBGRMAP: boolean;
  71868. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71869. }
  71870. /**
  71871. * @hidden
  71872. */
  71873. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  71874. IMAGEPROCESSING: boolean;
  71875. VIGNETTE: boolean;
  71876. VIGNETTEBLENDMODEMULTIPLY: boolean;
  71877. VIGNETTEBLENDMODEOPAQUE: boolean;
  71878. TONEMAPPING: boolean;
  71879. TONEMAPPING_ACES: boolean;
  71880. CONTRAST: boolean;
  71881. COLORCURVES: boolean;
  71882. COLORGRADING: boolean;
  71883. COLORGRADING3D: boolean;
  71884. SAMPLER3DGREENDEPTH: boolean;
  71885. SAMPLER3DBGRMAP: boolean;
  71886. IMAGEPROCESSINGPOSTPROCESS: boolean;
  71887. EXPOSURE: boolean;
  71888. constructor();
  71889. }
  71890. /**
  71891. * This groups together the common properties used for image processing either in direct forward pass
  71892. * or through post processing effect depending on the use of the image processing pipeline in your scene
  71893. * or not.
  71894. */
  71895. export class ImageProcessingConfiguration {
  71896. /**
  71897. * Default tone mapping applied in BabylonJS.
  71898. */
  71899. static readonly TONEMAPPING_STANDARD: number;
  71900. /**
  71901. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  71902. * to other engines rendering to increase portability.
  71903. */
  71904. static readonly TONEMAPPING_ACES: number;
  71905. /**
  71906. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  71907. */
  71908. colorCurves: Nullable<ColorCurves>;
  71909. private _colorCurvesEnabled;
  71910. /**
  71911. * Gets wether the color curves effect is enabled.
  71912. */
  71913. /**
  71914. * Sets wether the color curves effect is enabled.
  71915. */
  71916. colorCurvesEnabled: boolean;
  71917. private _colorGradingTexture;
  71918. /**
  71919. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71920. */
  71921. /**
  71922. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  71923. */
  71924. colorGradingTexture: Nullable<BaseTexture>;
  71925. private _colorGradingEnabled;
  71926. /**
  71927. * Gets wether the color grading effect is enabled.
  71928. */
  71929. /**
  71930. * Sets wether the color grading effect is enabled.
  71931. */
  71932. colorGradingEnabled: boolean;
  71933. private _colorGradingWithGreenDepth;
  71934. /**
  71935. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  71936. */
  71937. /**
  71938. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  71939. */
  71940. colorGradingWithGreenDepth: boolean;
  71941. private _colorGradingBGR;
  71942. /**
  71943. * Gets wether the color grading texture contains BGR values.
  71944. */
  71945. /**
  71946. * Sets wether the color grading texture contains BGR values.
  71947. */
  71948. colorGradingBGR: boolean;
  71949. /** @hidden */
  71950. _exposure: number;
  71951. /**
  71952. * Gets the Exposure used in the effect.
  71953. */
  71954. /**
  71955. * Sets the Exposure used in the effect.
  71956. */
  71957. exposure: number;
  71958. private _toneMappingEnabled;
  71959. /**
  71960. * Gets wether the tone mapping effect is enabled.
  71961. */
  71962. /**
  71963. * Sets wether the tone mapping effect is enabled.
  71964. */
  71965. toneMappingEnabled: boolean;
  71966. private _toneMappingType;
  71967. /**
  71968. * Gets the type of tone mapping effect.
  71969. */
  71970. /**
  71971. * Sets the type of tone mapping effect used in BabylonJS.
  71972. */
  71973. toneMappingType: number;
  71974. protected _contrast: number;
  71975. /**
  71976. * Gets the contrast used in the effect.
  71977. */
  71978. /**
  71979. * Sets the contrast used in the effect.
  71980. */
  71981. contrast: number;
  71982. /**
  71983. * Vignette stretch size.
  71984. */
  71985. vignetteStretch: number;
  71986. /**
  71987. * Vignette centre X Offset.
  71988. */
  71989. vignetteCentreX: number;
  71990. /**
  71991. * Vignette centre Y Offset.
  71992. */
  71993. vignetteCentreY: number;
  71994. /**
  71995. * Vignette weight or intensity of the vignette effect.
  71996. */
  71997. vignetteWeight: number;
  71998. /**
  71999. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72000. * if vignetteEnabled is set to true.
  72001. */
  72002. vignetteColor: Color4;
  72003. /**
  72004. * Camera field of view used by the Vignette effect.
  72005. */
  72006. vignetteCameraFov: number;
  72007. private _vignetteBlendMode;
  72008. /**
  72009. * Gets the vignette blend mode allowing different kind of effect.
  72010. */
  72011. /**
  72012. * Sets the vignette blend mode allowing different kind of effect.
  72013. */
  72014. vignetteBlendMode: number;
  72015. private _vignetteEnabled;
  72016. /**
  72017. * Gets wether the vignette effect is enabled.
  72018. */
  72019. /**
  72020. * Sets wether the vignette effect is enabled.
  72021. */
  72022. vignetteEnabled: boolean;
  72023. private _applyByPostProcess;
  72024. /**
  72025. * Gets wether the image processing is applied through a post process or not.
  72026. */
  72027. /**
  72028. * Sets wether the image processing is applied through a post process or not.
  72029. */
  72030. applyByPostProcess: boolean;
  72031. private _isEnabled;
  72032. /**
  72033. * Gets wether the image processing is enabled or not.
  72034. */
  72035. /**
  72036. * Sets wether the image processing is enabled or not.
  72037. */
  72038. isEnabled: boolean;
  72039. /**
  72040. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72041. */
  72042. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72043. /**
  72044. * Method called each time the image processing information changes requires to recompile the effect.
  72045. */
  72046. protected _updateParameters(): void;
  72047. /**
  72048. * Gets the current class name.
  72049. * @return "ImageProcessingConfiguration"
  72050. */
  72051. getClassName(): string;
  72052. /**
  72053. * Prepare the list of uniforms associated with the Image Processing effects.
  72054. * @param uniforms The list of uniforms used in the effect
  72055. * @param defines the list of defines currently in use
  72056. */
  72057. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72058. /**
  72059. * Prepare the list of samplers associated with the Image Processing effects.
  72060. * @param samplersList The list of uniforms used in the effect
  72061. * @param defines the list of defines currently in use
  72062. */
  72063. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72064. /**
  72065. * Prepare the list of defines associated to the shader.
  72066. * @param defines the list of defines to complete
  72067. * @param forPostProcess Define if we are currently in post process mode or not
  72068. */
  72069. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72070. /**
  72071. * Returns true if all the image processing information are ready.
  72072. * @returns True if ready, otherwise, false
  72073. */
  72074. isReady(): boolean;
  72075. /**
  72076. * Binds the image processing to the shader.
  72077. * @param effect The effect to bind to
  72078. * @param aspectRatio Define the current aspect ratio of the effect
  72079. */
  72080. bind(effect: Effect, aspectRatio?: number): void;
  72081. /**
  72082. * Clones the current image processing instance.
  72083. * @return The cloned image processing
  72084. */
  72085. clone(): ImageProcessingConfiguration;
  72086. /**
  72087. * Serializes the current image processing instance to a json representation.
  72088. * @return a JSON representation
  72089. */
  72090. serialize(): any;
  72091. /**
  72092. * Parses the image processing from a json representation.
  72093. * @param source the JSON source to parse
  72094. * @return The parsed image processing
  72095. */
  72096. static Parse(source: any): ImageProcessingConfiguration;
  72097. private static _VIGNETTEMODE_MULTIPLY;
  72098. private static _VIGNETTEMODE_OPAQUE;
  72099. /**
  72100. * Used to apply the vignette as a mix with the pixel color.
  72101. */
  72102. static readonly VIGNETTEMODE_MULTIPLY: number;
  72103. /**
  72104. * Used to apply the vignette as a replacement of the pixel color.
  72105. */
  72106. static readonly VIGNETTEMODE_OPAQUE: number;
  72107. }
  72108. }
  72109. declare module BABYLON {
  72110. /** @hidden */
  72111. export var postprocessVertexShader: {
  72112. name: string;
  72113. shader: string;
  72114. };
  72115. }
  72116. declare module BABYLON {
  72117. /** Defines supported spaces */
  72118. export enum Space {
  72119. /** Local (object) space */
  72120. LOCAL = 0,
  72121. /** World space */
  72122. WORLD = 1,
  72123. /** Bone space */
  72124. BONE = 2
  72125. }
  72126. /** Defines the 3 main axes */
  72127. export class Axis {
  72128. /** X axis */
  72129. static X: Vector3;
  72130. /** Y axis */
  72131. static Y: Vector3;
  72132. /** Z axis */
  72133. static Z: Vector3;
  72134. }
  72135. }
  72136. declare module BABYLON {
  72137. /**
  72138. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72139. * This is the base of the follow, arc rotate cameras and Free camera
  72140. * @see http://doc.babylonjs.com/features/cameras
  72141. */
  72142. export class TargetCamera extends Camera {
  72143. private static _RigCamTransformMatrix;
  72144. private static _TargetTransformMatrix;
  72145. private static _TargetFocalPoint;
  72146. /**
  72147. * Define the current direction the camera is moving to
  72148. */
  72149. cameraDirection: Vector3;
  72150. /**
  72151. * Define the current rotation the camera is rotating to
  72152. */
  72153. cameraRotation: Vector2;
  72154. /**
  72155. * When set, the up vector of the camera will be updated by the rotation of the camera
  72156. */
  72157. updateUpVectorFromRotation: boolean;
  72158. private _tmpQuaternion;
  72159. /**
  72160. * Define the current rotation of the camera
  72161. */
  72162. rotation: Vector3;
  72163. /**
  72164. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72165. */
  72166. rotationQuaternion: Quaternion;
  72167. /**
  72168. * Define the current speed of the camera
  72169. */
  72170. speed: number;
  72171. /**
  72172. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72173. * around all axis.
  72174. */
  72175. noRotationConstraint: boolean;
  72176. /**
  72177. * Define the current target of the camera as an object or a position.
  72178. */
  72179. lockedTarget: any;
  72180. /** @hidden */
  72181. _currentTarget: Vector3;
  72182. /** @hidden */
  72183. _initialFocalDistance: number;
  72184. /** @hidden */
  72185. _viewMatrix: Matrix;
  72186. /** @hidden */
  72187. _camMatrix: Matrix;
  72188. /** @hidden */
  72189. _cameraTransformMatrix: Matrix;
  72190. /** @hidden */
  72191. _cameraRotationMatrix: Matrix;
  72192. /** @hidden */
  72193. _referencePoint: Vector3;
  72194. /** @hidden */
  72195. _transformedReferencePoint: Vector3;
  72196. protected _globalCurrentTarget: Vector3;
  72197. protected _globalCurrentUpVector: Vector3;
  72198. /** @hidden */
  72199. _reset: () => void;
  72200. private _defaultUp;
  72201. /**
  72202. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72203. * This is the base of the follow, arc rotate cameras and Free camera
  72204. * @see http://doc.babylonjs.com/features/cameras
  72205. * @param name Defines the name of the camera in the scene
  72206. * @param position Defines the start position of the camera in the scene
  72207. * @param scene Defines the scene the camera belongs to
  72208. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72209. */
  72210. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72211. /**
  72212. * Gets the position in front of the camera at a given distance.
  72213. * @param distance The distance from the camera we want the position to be
  72214. * @returns the position
  72215. */
  72216. getFrontPosition(distance: number): Vector3;
  72217. /** @hidden */
  72218. _getLockedTargetPosition(): Nullable<Vector3>;
  72219. private _storedPosition;
  72220. private _storedRotation;
  72221. private _storedRotationQuaternion;
  72222. /**
  72223. * Store current camera state of the camera (fov, position, rotation, etc..)
  72224. * @returns the camera
  72225. */
  72226. storeState(): Camera;
  72227. /**
  72228. * Restored camera state. You must call storeState() first
  72229. * @returns whether it was successful or not
  72230. * @hidden
  72231. */
  72232. _restoreStateValues(): boolean;
  72233. /** @hidden */
  72234. _initCache(): void;
  72235. /** @hidden */
  72236. _updateCache(ignoreParentClass?: boolean): void;
  72237. /** @hidden */
  72238. _isSynchronizedViewMatrix(): boolean;
  72239. /** @hidden */
  72240. _computeLocalCameraSpeed(): number;
  72241. /**
  72242. * Defines the target the camera should look at.
  72243. * @param target Defines the new target as a Vector or a mesh
  72244. */
  72245. setTarget(target: Vector3): void;
  72246. /**
  72247. * Return the current target position of the camera. This value is expressed in local space.
  72248. * @returns the target position
  72249. */
  72250. getTarget(): Vector3;
  72251. /** @hidden */
  72252. _decideIfNeedsToMove(): boolean;
  72253. /** @hidden */
  72254. _updatePosition(): void;
  72255. /** @hidden */
  72256. _checkInputs(): void;
  72257. protected _updateCameraRotationMatrix(): void;
  72258. /**
  72259. * 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)
  72260. * @returns the current camera
  72261. */
  72262. private _rotateUpVectorWithCameraRotationMatrix;
  72263. private _cachedRotationZ;
  72264. private _cachedQuaternionRotationZ;
  72265. /** @hidden */
  72266. _getViewMatrix(): Matrix;
  72267. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72268. /**
  72269. * @hidden
  72270. */
  72271. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72272. /**
  72273. * @hidden
  72274. */
  72275. _updateRigCameras(): void;
  72276. private _getRigCamPositionAndTarget;
  72277. /**
  72278. * Gets the current object class name.
  72279. * @return the class name
  72280. */
  72281. getClassName(): string;
  72282. }
  72283. }
  72284. declare module BABYLON {
  72285. /**
  72286. * Gather the list of keyboard event types as constants.
  72287. */
  72288. export class KeyboardEventTypes {
  72289. /**
  72290. * The keydown event is fired when a key becomes active (pressed).
  72291. */
  72292. static readonly KEYDOWN: number;
  72293. /**
  72294. * The keyup event is fired when a key has been released.
  72295. */
  72296. static readonly KEYUP: number;
  72297. }
  72298. /**
  72299. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72300. */
  72301. export class KeyboardInfo {
  72302. /**
  72303. * Defines the type of event (KeyboardEventTypes)
  72304. */
  72305. type: number;
  72306. /**
  72307. * Defines the related dom event
  72308. */
  72309. event: KeyboardEvent;
  72310. /**
  72311. * Instantiates a new keyboard info.
  72312. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72313. * @param type Defines the type of event (KeyboardEventTypes)
  72314. * @param event Defines the related dom event
  72315. */
  72316. constructor(
  72317. /**
  72318. * Defines the type of event (KeyboardEventTypes)
  72319. */
  72320. type: number,
  72321. /**
  72322. * Defines the related dom event
  72323. */
  72324. event: KeyboardEvent);
  72325. }
  72326. /**
  72327. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72328. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72329. */
  72330. export class KeyboardInfoPre extends KeyboardInfo {
  72331. /**
  72332. * Defines the type of event (KeyboardEventTypes)
  72333. */
  72334. type: number;
  72335. /**
  72336. * Defines the related dom event
  72337. */
  72338. event: KeyboardEvent;
  72339. /**
  72340. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  72341. */
  72342. skipOnPointerObservable: boolean;
  72343. /**
  72344. * Instantiates a new keyboard pre info.
  72345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72346. * @param type Defines the type of event (KeyboardEventTypes)
  72347. * @param event Defines the related dom event
  72348. */
  72349. constructor(
  72350. /**
  72351. * Defines the type of event (KeyboardEventTypes)
  72352. */
  72353. type: number,
  72354. /**
  72355. * Defines the related dom event
  72356. */
  72357. event: KeyboardEvent);
  72358. }
  72359. }
  72360. declare module BABYLON {
  72361. /**
  72362. * Manage the keyboard inputs to control the movement of a free camera.
  72363. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72364. */
  72365. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  72366. /**
  72367. * Defines the camera the input is attached to.
  72368. */
  72369. camera: FreeCamera;
  72370. /**
  72371. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  72372. */
  72373. keysUp: number[];
  72374. /**
  72375. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  72376. */
  72377. keysDown: number[];
  72378. /**
  72379. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  72380. */
  72381. keysLeft: number[];
  72382. /**
  72383. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  72384. */
  72385. keysRight: number[];
  72386. private _keys;
  72387. private _onCanvasBlurObserver;
  72388. private _onKeyboardObserver;
  72389. private _engine;
  72390. private _scene;
  72391. /**
  72392. * Attach the input controls to a specific dom element to get the input from.
  72393. * @param element Defines the element the controls should be listened from
  72394. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72395. */
  72396. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72397. /**
  72398. * Detach the current controls from the specified dom element.
  72399. * @param element Defines the element to stop listening the inputs from
  72400. */
  72401. detachControl(element: Nullable<HTMLElement>): void;
  72402. /**
  72403. * Update the current camera state depending on the inputs that have been used this frame.
  72404. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72405. */
  72406. checkInputs(): void;
  72407. /**
  72408. * Gets the class name of the current intput.
  72409. * @returns the class name
  72410. */
  72411. getClassName(): string;
  72412. /** @hidden */
  72413. _onLostFocus(): void;
  72414. /**
  72415. * Get the friendly name associated with the input class.
  72416. * @returns the input friendly name
  72417. */
  72418. getSimpleName(): string;
  72419. }
  72420. }
  72421. declare module BABYLON {
  72422. /**
  72423. * Interface describing all the common properties and methods a shadow light needs to implement.
  72424. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  72425. * as well as binding the different shadow properties to the effects.
  72426. */
  72427. export interface IShadowLight extends Light {
  72428. /**
  72429. * The light id in the scene (used in scene.findLighById for instance)
  72430. */
  72431. id: string;
  72432. /**
  72433. * The position the shdow will be casted from.
  72434. */
  72435. position: Vector3;
  72436. /**
  72437. * In 2d mode (needCube being false), the direction used to cast the shadow.
  72438. */
  72439. direction: Vector3;
  72440. /**
  72441. * The transformed position. Position of the light in world space taking parenting in account.
  72442. */
  72443. transformedPosition: Vector3;
  72444. /**
  72445. * The transformed direction. Direction of the light in world space taking parenting in account.
  72446. */
  72447. transformedDirection: Vector3;
  72448. /**
  72449. * The friendly name of the light in the scene.
  72450. */
  72451. name: string;
  72452. /**
  72453. * Defines the shadow projection clipping minimum z value.
  72454. */
  72455. shadowMinZ: number;
  72456. /**
  72457. * Defines the shadow projection clipping maximum z value.
  72458. */
  72459. shadowMaxZ: number;
  72460. /**
  72461. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72462. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72463. */
  72464. computeTransformedInformation(): boolean;
  72465. /**
  72466. * Gets the scene the light belongs to.
  72467. * @returns The scene
  72468. */
  72469. getScene(): Scene;
  72470. /**
  72471. * Callback defining a custom Projection Matrix Builder.
  72472. * This can be used to override the default projection matrix computation.
  72473. */
  72474. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72475. /**
  72476. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72477. * @param matrix The materix to updated with the projection information
  72478. * @param viewMatrix The transform matrix of the light
  72479. * @param renderList The list of mesh to render in the map
  72480. * @returns The current light
  72481. */
  72482. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72483. /**
  72484. * Gets the current depth scale used in ESM.
  72485. * @returns The scale
  72486. */
  72487. getDepthScale(): number;
  72488. /**
  72489. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72490. * @returns true if a cube texture needs to be use
  72491. */
  72492. needCube(): boolean;
  72493. /**
  72494. * Detects if the projection matrix requires to be recomputed this frame.
  72495. * @returns true if it requires to be recomputed otherwise, false.
  72496. */
  72497. needProjectionMatrixCompute(): boolean;
  72498. /**
  72499. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72500. */
  72501. forceProjectionMatrixCompute(): void;
  72502. /**
  72503. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72504. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72505. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72506. */
  72507. getShadowDirection(faceIndex?: number): Vector3;
  72508. /**
  72509. * Gets the minZ used for shadow according to both the scene and the light.
  72510. * @param activeCamera The camera we are returning the min for
  72511. * @returns the depth min z
  72512. */
  72513. getDepthMinZ(activeCamera: Camera): number;
  72514. /**
  72515. * Gets the maxZ used for shadow according to both the scene and the light.
  72516. * @param activeCamera The camera we are returning the max for
  72517. * @returns the depth max z
  72518. */
  72519. getDepthMaxZ(activeCamera: Camera): number;
  72520. }
  72521. /**
  72522. * Base implementation IShadowLight
  72523. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  72524. */
  72525. export abstract class ShadowLight extends Light implements IShadowLight {
  72526. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  72527. protected _position: Vector3;
  72528. protected _setPosition(value: Vector3): void;
  72529. /**
  72530. * Sets the position the shadow will be casted from. Also use as the light position for both
  72531. * point and spot lights.
  72532. */
  72533. /**
  72534. * Sets the position the shadow will be casted from. Also use as the light position for both
  72535. * point and spot lights.
  72536. */
  72537. position: Vector3;
  72538. protected _direction: Vector3;
  72539. protected _setDirection(value: Vector3): void;
  72540. /**
  72541. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  72542. * Also use as the light direction on spot and directional lights.
  72543. */
  72544. /**
  72545. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  72546. * Also use as the light direction on spot and directional lights.
  72547. */
  72548. direction: Vector3;
  72549. private _shadowMinZ;
  72550. /**
  72551. * Gets the shadow projection clipping minimum z value.
  72552. */
  72553. /**
  72554. * Sets the shadow projection clipping minimum z value.
  72555. */
  72556. shadowMinZ: number;
  72557. private _shadowMaxZ;
  72558. /**
  72559. * Sets the shadow projection clipping maximum z value.
  72560. */
  72561. /**
  72562. * Gets the shadow projection clipping maximum z value.
  72563. */
  72564. shadowMaxZ: number;
  72565. /**
  72566. * Callback defining a custom Projection Matrix Builder.
  72567. * This can be used to override the default projection matrix computation.
  72568. */
  72569. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  72570. /**
  72571. * The transformed position. Position of the light in world space taking parenting in account.
  72572. */
  72573. transformedPosition: Vector3;
  72574. /**
  72575. * The transformed direction. Direction of the light in world space taking parenting in account.
  72576. */
  72577. transformedDirection: Vector3;
  72578. private _needProjectionMatrixCompute;
  72579. /**
  72580. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  72581. * @returns true if the information has been computed, false if it does not need to (no parenting)
  72582. */
  72583. computeTransformedInformation(): boolean;
  72584. /**
  72585. * Return the depth scale used for the shadow map.
  72586. * @returns the depth scale.
  72587. */
  72588. getDepthScale(): number;
  72589. /**
  72590. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  72591. * @param faceIndex The index of the face we are computed the direction to generate shadow
  72592. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  72593. */
  72594. getShadowDirection(faceIndex?: number): Vector3;
  72595. /**
  72596. * Returns the ShadowLight absolute position in the World.
  72597. * @returns the position vector in world space
  72598. */
  72599. getAbsolutePosition(): Vector3;
  72600. /**
  72601. * Sets the ShadowLight direction toward the passed target.
  72602. * @param target The point to target in local space
  72603. * @returns the updated ShadowLight direction
  72604. */
  72605. setDirectionToTarget(target: Vector3): Vector3;
  72606. /**
  72607. * Returns the light rotation in euler definition.
  72608. * @returns the x y z rotation in local space.
  72609. */
  72610. getRotation(): Vector3;
  72611. /**
  72612. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  72613. * @returns true if a cube texture needs to be use
  72614. */
  72615. needCube(): boolean;
  72616. /**
  72617. * Detects if the projection matrix requires to be recomputed this frame.
  72618. * @returns true if it requires to be recomputed otherwise, false.
  72619. */
  72620. needProjectionMatrixCompute(): boolean;
  72621. /**
  72622. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  72623. */
  72624. forceProjectionMatrixCompute(): void;
  72625. /** @hidden */
  72626. _initCache(): void;
  72627. /** @hidden */
  72628. _isSynchronized(): boolean;
  72629. /**
  72630. * Computes the world matrix of the node
  72631. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  72632. * @returns the world matrix
  72633. */
  72634. computeWorldMatrix(force?: boolean): Matrix;
  72635. /**
  72636. * Gets the minZ used for shadow according to both the scene and the light.
  72637. * @param activeCamera The camera we are returning the min for
  72638. * @returns the depth min z
  72639. */
  72640. getDepthMinZ(activeCamera: Camera): number;
  72641. /**
  72642. * Gets the maxZ used for shadow according to both the scene and the light.
  72643. * @param activeCamera The camera we are returning the max for
  72644. * @returns the depth max z
  72645. */
  72646. getDepthMaxZ(activeCamera: Camera): number;
  72647. /**
  72648. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  72649. * @param matrix The materix to updated with the projection information
  72650. * @param viewMatrix The transform matrix of the light
  72651. * @param renderList The list of mesh to render in the map
  72652. * @returns The current light
  72653. */
  72654. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  72655. }
  72656. }
  72657. declare module BABYLON {
  72658. /**
  72659. * "Static Class" containing the most commonly used helper while dealing with material for
  72660. * rendering purpose.
  72661. *
  72662. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  72663. *
  72664. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  72665. */
  72666. export class MaterialHelper {
  72667. /**
  72668. * Bind the current view position to an effect.
  72669. * @param effect The effect to be bound
  72670. * @param scene The scene the eyes position is used from
  72671. */
  72672. static BindEyePosition(effect: Effect, scene: Scene): void;
  72673. /**
  72674. * Helps preparing the defines values about the UVs in used in the effect.
  72675. * UVs are shared as much as we can accross channels in the shaders.
  72676. * @param texture The texture we are preparing the UVs for
  72677. * @param defines The defines to update
  72678. * @param key The channel key "diffuse", "specular"... used in the shader
  72679. */
  72680. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  72681. /**
  72682. * Binds a texture matrix value to its corrsponding uniform
  72683. * @param texture The texture to bind the matrix for
  72684. * @param uniformBuffer The uniform buffer receivin the data
  72685. * @param key The channel key "diffuse", "specular"... used in the shader
  72686. */
  72687. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  72688. /**
  72689. * Gets the current status of the fog (should it be enabled?)
  72690. * @param mesh defines the mesh to evaluate for fog support
  72691. * @param scene defines the hosting scene
  72692. * @returns true if fog must be enabled
  72693. */
  72694. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  72695. /**
  72696. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  72697. * @param mesh defines the current mesh
  72698. * @param scene defines the current scene
  72699. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  72700. * @param pointsCloud defines if point cloud rendering has to be turned on
  72701. * @param fogEnabled defines if fog has to be turned on
  72702. * @param alphaTest defines if alpha testing has to be turned on
  72703. * @param defines defines the current list of defines
  72704. */
  72705. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  72706. /**
  72707. * Helper used to prepare the list of defines associated with frame values for shader compilation
  72708. * @param scene defines the current scene
  72709. * @param engine defines the current engine
  72710. * @param defines specifies the list of active defines
  72711. * @param useInstances defines if instances have to be turned on
  72712. * @param useClipPlane defines if clip plane have to be turned on
  72713. */
  72714. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  72715. /**
  72716. * Prepares the defines for bones
  72717. * @param mesh The mesh containing the geometry data we will draw
  72718. * @param defines The defines to update
  72719. */
  72720. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  72721. /**
  72722. * Prepares the defines for morph targets
  72723. * @param mesh The mesh containing the geometry data we will draw
  72724. * @param defines The defines to update
  72725. */
  72726. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  72727. /**
  72728. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  72729. * @param mesh The mesh containing the geometry data we will draw
  72730. * @param defines The defines to update
  72731. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  72732. * @param useBones Precise whether bones should be used or not (override mesh info)
  72733. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  72734. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  72735. * @returns false if defines are considered not dirty and have not been checked
  72736. */
  72737. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  72738. /**
  72739. * Prepares the defines related to multiview
  72740. * @param scene The scene we are intending to draw
  72741. * @param defines The defines to update
  72742. */
  72743. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  72744. /**
  72745. * Prepares the defines related to the light information passed in parameter
  72746. * @param scene The scene we are intending to draw
  72747. * @param mesh The mesh the effect is compiling for
  72748. * @param light The light the effect is compiling for
  72749. * @param lightIndex The index of the light
  72750. * @param defines The defines to update
  72751. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72752. * @param state Defines the current state regarding what is needed (normals, etc...)
  72753. */
  72754. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  72755. needNormals: boolean;
  72756. needRebuild: boolean;
  72757. shadowEnabled: boolean;
  72758. specularEnabled: boolean;
  72759. lightmapMode: boolean;
  72760. }): void;
  72761. /**
  72762. * Prepares the defines related to the light information passed in parameter
  72763. * @param scene The scene we are intending to draw
  72764. * @param mesh The mesh the effect is compiling for
  72765. * @param defines The defines to update
  72766. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  72767. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  72768. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  72769. * @returns true if normals will be required for the rest of the effect
  72770. */
  72771. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  72772. /**
  72773. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  72774. * @param lightIndex defines the light index
  72775. * @param uniformsList The uniform list
  72776. * @param samplersList The sampler list
  72777. * @param projectedLightTexture defines if projected texture must be used
  72778. * @param uniformBuffersList defines an optional list of uniform buffers
  72779. */
  72780. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  72781. /**
  72782. * Prepares the uniforms and samplers list to be used in the effect
  72783. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  72784. * @param samplersList The sampler list
  72785. * @param defines The defines helping in the list generation
  72786. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  72787. */
  72788. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  72789. /**
  72790. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  72791. * @param defines The defines to update while falling back
  72792. * @param fallbacks The authorized effect fallbacks
  72793. * @param maxSimultaneousLights The maximum number of lights allowed
  72794. * @param rank the current rank of the Effect
  72795. * @returns The newly affected rank
  72796. */
  72797. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  72798. private static _TmpMorphInfluencers;
  72799. /**
  72800. * Prepares the list of attributes required for morph targets according to the effect defines.
  72801. * @param attribs The current list of supported attribs
  72802. * @param mesh The mesh to prepare the morph targets attributes for
  72803. * @param influencers The number of influencers
  72804. */
  72805. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  72806. /**
  72807. * Prepares the list of attributes required for morph targets according to the effect defines.
  72808. * @param attribs The current list of supported attribs
  72809. * @param mesh The mesh to prepare the morph targets attributes for
  72810. * @param defines The current Defines of the effect
  72811. */
  72812. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  72813. /**
  72814. * Prepares the list of attributes required for bones according to the effect defines.
  72815. * @param attribs The current list of supported attribs
  72816. * @param mesh The mesh to prepare the bones attributes for
  72817. * @param defines The current Defines of the effect
  72818. * @param fallbacks The current efffect fallback strategy
  72819. */
  72820. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  72821. /**
  72822. * Check and prepare the list of attributes required for instances according to the effect defines.
  72823. * @param attribs The current list of supported attribs
  72824. * @param defines The current MaterialDefines of the effect
  72825. */
  72826. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  72827. /**
  72828. * Add the list of attributes required for instances to the attribs array.
  72829. * @param attribs The current list of supported attribs
  72830. */
  72831. static PushAttributesForInstances(attribs: string[]): void;
  72832. /**
  72833. * Binds the light shadow information to the effect for the given mesh.
  72834. * @param light The light containing the generator
  72835. * @param scene The scene the lights belongs to
  72836. * @param mesh The mesh we are binding the information to render
  72837. * @param lightIndex The light index in the effect used to render the mesh
  72838. * @param effect The effect we are binding the data to
  72839. */
  72840. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  72841. /**
  72842. * Binds the light information to the effect.
  72843. * @param light The light containing the generator
  72844. * @param effect The effect we are binding the data to
  72845. * @param lightIndex The light index in the effect used to render
  72846. */
  72847. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  72848. /**
  72849. * Binds the lights information from the scene to the effect for the given mesh.
  72850. * @param light Light to bind
  72851. * @param lightIndex Light index
  72852. * @param scene The scene where the light belongs to
  72853. * @param mesh The mesh we are binding the information to render
  72854. * @param effect The effect we are binding the data to
  72855. * @param useSpecular Defines if specular is supported
  72856. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72857. */
  72858. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  72859. /**
  72860. * Binds the lights information from the scene to the effect for the given mesh.
  72861. * @param scene The scene the lights belongs to
  72862. * @param mesh The mesh we are binding the information to render
  72863. * @param effect The effect we are binding the data to
  72864. * @param defines The generated defines for the effect
  72865. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  72866. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  72867. */
  72868. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  72869. private static _tempFogColor;
  72870. /**
  72871. * Binds the fog information from the scene to the effect for the given mesh.
  72872. * @param scene The scene the lights belongs to
  72873. * @param mesh The mesh we are binding the information to render
  72874. * @param effect The effect we are binding the data to
  72875. * @param linearSpace Defines if the fog effect is applied in linear space
  72876. */
  72877. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  72878. /**
  72879. * Binds the bones information from the mesh to the effect.
  72880. * @param mesh The mesh we are binding the information to render
  72881. * @param effect The effect we are binding the data to
  72882. */
  72883. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  72884. /**
  72885. * Binds the morph targets information from the mesh to the effect.
  72886. * @param abstractMesh The mesh we are binding the information to render
  72887. * @param effect The effect we are binding the data to
  72888. */
  72889. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  72890. /**
  72891. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  72892. * @param defines The generated defines used in the effect
  72893. * @param effect The effect we are binding the data to
  72894. * @param scene The scene we are willing to render with logarithmic scale for
  72895. */
  72896. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  72897. /**
  72898. * Binds the clip plane information from the scene to the effect.
  72899. * @param scene The scene the clip plane information are extracted from
  72900. * @param effect The effect we are binding the data to
  72901. */
  72902. static BindClipPlane(effect: Effect, scene: Scene): void;
  72903. }
  72904. }
  72905. declare module BABYLON {
  72906. /** @hidden */
  72907. export var packingFunctions: {
  72908. name: string;
  72909. shader: string;
  72910. };
  72911. }
  72912. declare module BABYLON {
  72913. /** @hidden */
  72914. export var shadowMapPixelShader: {
  72915. name: string;
  72916. shader: string;
  72917. };
  72918. }
  72919. declare module BABYLON {
  72920. /** @hidden */
  72921. export var bonesDeclaration: {
  72922. name: string;
  72923. shader: string;
  72924. };
  72925. }
  72926. declare module BABYLON {
  72927. /** @hidden */
  72928. export var morphTargetsVertexGlobalDeclaration: {
  72929. name: string;
  72930. shader: string;
  72931. };
  72932. }
  72933. declare module BABYLON {
  72934. /** @hidden */
  72935. export var morphTargetsVertexDeclaration: {
  72936. name: string;
  72937. shader: string;
  72938. };
  72939. }
  72940. declare module BABYLON {
  72941. /** @hidden */
  72942. export var instancesDeclaration: {
  72943. name: string;
  72944. shader: string;
  72945. };
  72946. }
  72947. declare module BABYLON {
  72948. /** @hidden */
  72949. export var helperFunctions: {
  72950. name: string;
  72951. shader: string;
  72952. };
  72953. }
  72954. declare module BABYLON {
  72955. /** @hidden */
  72956. export var morphTargetsVertex: {
  72957. name: string;
  72958. shader: string;
  72959. };
  72960. }
  72961. declare module BABYLON {
  72962. /** @hidden */
  72963. export var instancesVertex: {
  72964. name: string;
  72965. shader: string;
  72966. };
  72967. }
  72968. declare module BABYLON {
  72969. /** @hidden */
  72970. export var bonesVertex: {
  72971. name: string;
  72972. shader: string;
  72973. };
  72974. }
  72975. declare module BABYLON {
  72976. /** @hidden */
  72977. export var shadowMapVertexShader: {
  72978. name: string;
  72979. shader: string;
  72980. };
  72981. }
  72982. declare module BABYLON {
  72983. /** @hidden */
  72984. export var depthBoxBlurPixelShader: {
  72985. name: string;
  72986. shader: string;
  72987. };
  72988. }
  72989. declare module BABYLON {
  72990. /**
  72991. * Defines the options associated with the creation of a custom shader for a shadow generator.
  72992. */
  72993. export interface ICustomShaderOptions {
  72994. /**
  72995. * Gets or sets the custom shader name to use
  72996. */
  72997. shaderName: string;
  72998. /**
  72999. * The list of attribute names used in the shader
  73000. */
  73001. attributes?: string[];
  73002. /**
  73003. * The list of unifrom names used in the shader
  73004. */
  73005. uniforms?: string[];
  73006. /**
  73007. * The list of sampler names used in the shader
  73008. */
  73009. samplers?: string[];
  73010. /**
  73011. * The list of defines used in the shader
  73012. */
  73013. defines?: string[];
  73014. }
  73015. /**
  73016. * Interface to implement to create a shadow generator compatible with BJS.
  73017. */
  73018. export interface IShadowGenerator {
  73019. /**
  73020. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73021. * @returns The render target texture if present otherwise, null
  73022. */
  73023. getShadowMap(): Nullable<RenderTargetTexture>;
  73024. /**
  73025. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73026. * @returns The render target texture if the shadow map is present otherwise, null
  73027. */
  73028. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73029. /**
  73030. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73031. * @param subMesh The submesh we want to render in the shadow map
  73032. * @param useInstances Defines wether will draw in the map using instances
  73033. * @returns true if ready otherwise, false
  73034. */
  73035. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73036. /**
  73037. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73038. * @param defines Defines of the material we want to update
  73039. * @param lightIndex Index of the light in the enabled light list of the material
  73040. */
  73041. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73042. /**
  73043. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73044. * defined in the generator but impacting the effect).
  73045. * It implies the unifroms available on the materials are the standard BJS ones.
  73046. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73047. * @param effect The effect we are binfing the information for
  73048. */
  73049. bindShadowLight(lightIndex: string, effect: Effect): void;
  73050. /**
  73051. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73052. * (eq to shadow prjection matrix * light transform matrix)
  73053. * @returns The transform matrix used to create the shadow map
  73054. */
  73055. getTransformMatrix(): Matrix;
  73056. /**
  73057. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73058. * Cube and 2D textures for instance.
  73059. */
  73060. recreateShadowMap(): void;
  73061. /**
  73062. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73063. * @param onCompiled Callback triggered at the and of the effects compilation
  73064. * @param options Sets of optional options forcing the compilation with different modes
  73065. */
  73066. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73067. useInstances: boolean;
  73068. }>): void;
  73069. /**
  73070. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73071. * @param options Sets of optional options forcing the compilation with different modes
  73072. * @returns A promise that resolves when the compilation completes
  73073. */
  73074. forceCompilationAsync(options?: Partial<{
  73075. useInstances: boolean;
  73076. }>): Promise<void>;
  73077. /**
  73078. * Serializes the shadow generator setup to a json object.
  73079. * @returns The serialized JSON object
  73080. */
  73081. serialize(): any;
  73082. /**
  73083. * Disposes the Shadow map and related Textures and effects.
  73084. */
  73085. dispose(): void;
  73086. }
  73087. /**
  73088. * Default implementation IShadowGenerator.
  73089. * This is the main object responsible of generating shadows in the framework.
  73090. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73091. */
  73092. export class ShadowGenerator implements IShadowGenerator {
  73093. /**
  73094. * Shadow generator mode None: no filtering applied.
  73095. */
  73096. static readonly FILTER_NONE: number;
  73097. /**
  73098. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73099. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73100. */
  73101. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73102. /**
  73103. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73104. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73105. */
  73106. static readonly FILTER_POISSONSAMPLING: number;
  73107. /**
  73108. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73109. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73110. */
  73111. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73112. /**
  73113. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73114. * edge artifacts on steep falloff.
  73115. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73116. */
  73117. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73118. /**
  73119. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73120. * edge artifacts on steep falloff.
  73121. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73122. */
  73123. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73124. /**
  73125. * Shadow generator mode PCF: Percentage Closer Filtering
  73126. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73127. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73128. */
  73129. static readonly FILTER_PCF: number;
  73130. /**
  73131. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73132. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73133. * Contact Hardening
  73134. */
  73135. static readonly FILTER_PCSS: number;
  73136. /**
  73137. * Reserved for PCF and PCSS
  73138. * Highest Quality.
  73139. *
  73140. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73141. *
  73142. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73143. */
  73144. static readonly QUALITY_HIGH: number;
  73145. /**
  73146. * Reserved for PCF and PCSS
  73147. * Good tradeoff for quality/perf cross devices
  73148. *
  73149. * Execute PCF on a 3*3 kernel.
  73150. *
  73151. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73152. */
  73153. static readonly QUALITY_MEDIUM: number;
  73154. /**
  73155. * Reserved for PCF and PCSS
  73156. * The lowest quality but the fastest.
  73157. *
  73158. * Execute PCF on a 1*1 kernel.
  73159. *
  73160. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73161. */
  73162. static readonly QUALITY_LOW: number;
  73163. /** Gets or sets the custom shader name to use */
  73164. customShaderOptions: ICustomShaderOptions;
  73165. /**
  73166. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73167. */
  73168. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73169. /**
  73170. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73171. */
  73172. onAfterShadowMapRenderObservable: Observable<Effect>;
  73173. /**
  73174. * Observable triggered before a mesh is rendered in the shadow map.
  73175. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73176. */
  73177. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73178. /**
  73179. * Observable triggered after a mesh is rendered in the shadow map.
  73180. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73181. */
  73182. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73183. private _bias;
  73184. /**
  73185. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73186. */
  73187. /**
  73188. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73189. */
  73190. bias: number;
  73191. private _normalBias;
  73192. /**
  73193. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73194. */
  73195. /**
  73196. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73197. */
  73198. normalBias: number;
  73199. private _blurBoxOffset;
  73200. /**
  73201. * Gets the blur box offset: offset applied during the blur pass.
  73202. * Only useful if useKernelBlur = false
  73203. */
  73204. /**
  73205. * Sets the blur box offset: offset applied during the blur pass.
  73206. * Only useful if useKernelBlur = false
  73207. */
  73208. blurBoxOffset: number;
  73209. private _blurScale;
  73210. /**
  73211. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73212. * 2 means half of the size.
  73213. */
  73214. /**
  73215. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73216. * 2 means half of the size.
  73217. */
  73218. blurScale: number;
  73219. private _blurKernel;
  73220. /**
  73221. * Gets the blur kernel: kernel size of the blur pass.
  73222. * Only useful if useKernelBlur = true
  73223. */
  73224. /**
  73225. * Sets the blur kernel: kernel size of the blur pass.
  73226. * Only useful if useKernelBlur = true
  73227. */
  73228. blurKernel: number;
  73229. private _useKernelBlur;
  73230. /**
  73231. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73232. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73233. */
  73234. /**
  73235. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73236. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73237. */
  73238. useKernelBlur: boolean;
  73239. private _depthScale;
  73240. /**
  73241. * Gets the depth scale used in ESM mode.
  73242. */
  73243. /**
  73244. * Sets the depth scale used in ESM mode.
  73245. * This can override the scale stored on the light.
  73246. */
  73247. depthScale: number;
  73248. private _filter;
  73249. /**
  73250. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73251. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73252. */
  73253. /**
  73254. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73255. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73256. */
  73257. filter: number;
  73258. /**
  73259. * Gets if the current filter is set to Poisson Sampling.
  73260. */
  73261. /**
  73262. * Sets the current filter to Poisson Sampling.
  73263. */
  73264. usePoissonSampling: boolean;
  73265. /**
  73266. * Gets if the current filter is set to ESM.
  73267. */
  73268. /**
  73269. * Sets the current filter is to ESM.
  73270. */
  73271. useExponentialShadowMap: boolean;
  73272. /**
  73273. * Gets if the current filter is set to filtered ESM.
  73274. */
  73275. /**
  73276. * Gets if the current filter is set to filtered ESM.
  73277. */
  73278. useBlurExponentialShadowMap: boolean;
  73279. /**
  73280. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73281. * exponential to prevent steep falloff artifacts).
  73282. */
  73283. /**
  73284. * Sets the current filter to "close ESM" (using the inverse of the
  73285. * exponential to prevent steep falloff artifacts).
  73286. */
  73287. useCloseExponentialShadowMap: boolean;
  73288. /**
  73289. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73290. * exponential to prevent steep falloff artifacts).
  73291. */
  73292. /**
  73293. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73294. * exponential to prevent steep falloff artifacts).
  73295. */
  73296. useBlurCloseExponentialShadowMap: boolean;
  73297. /**
  73298. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73299. */
  73300. /**
  73301. * Sets the current filter to "PCF" (percentage closer filtering).
  73302. */
  73303. usePercentageCloserFiltering: boolean;
  73304. private _filteringQuality;
  73305. /**
  73306. * Gets the PCF or PCSS Quality.
  73307. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73308. */
  73309. /**
  73310. * Sets the PCF or PCSS Quality.
  73311. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73312. */
  73313. filteringQuality: number;
  73314. /**
  73315. * Gets if the current filter is set to "PCSS" (contact hardening).
  73316. */
  73317. /**
  73318. * Sets the current filter to "PCSS" (contact hardening).
  73319. */
  73320. useContactHardeningShadow: boolean;
  73321. private _contactHardeningLightSizeUVRatio;
  73322. /**
  73323. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73324. * Using a ratio helps keeping shape stability independently of the map size.
  73325. *
  73326. * It does not account for the light projection as it was having too much
  73327. * instability during the light setup or during light position changes.
  73328. *
  73329. * Only valid if useContactHardeningShadow is true.
  73330. */
  73331. /**
  73332. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73333. * Using a ratio helps keeping shape stability independently of the map size.
  73334. *
  73335. * It does not account for the light projection as it was having too much
  73336. * instability during the light setup or during light position changes.
  73337. *
  73338. * Only valid if useContactHardeningShadow is true.
  73339. */
  73340. contactHardeningLightSizeUVRatio: number;
  73341. private _darkness;
  73342. /** Gets or sets the actual darkness of a shadow */
  73343. darkness: number;
  73344. /**
  73345. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  73346. * 0 means strongest and 1 would means no shadow.
  73347. * @returns the darkness.
  73348. */
  73349. getDarkness(): number;
  73350. /**
  73351. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  73352. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  73353. * @returns the shadow generator allowing fluent coding.
  73354. */
  73355. setDarkness(darkness: number): ShadowGenerator;
  73356. private _transparencyShadow;
  73357. /** Gets or sets the ability to have transparent shadow */
  73358. transparencyShadow: boolean;
  73359. /**
  73360. * Sets the ability to have transparent shadow (boolean).
  73361. * @param transparent True if transparent else False
  73362. * @returns the shadow generator allowing fluent coding
  73363. */
  73364. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  73365. private _shadowMap;
  73366. private _shadowMap2;
  73367. /**
  73368. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73369. * @returns The render target texture if present otherwise, null
  73370. */
  73371. getShadowMap(): Nullable<RenderTargetTexture>;
  73372. /**
  73373. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73374. * @returns The render target texture if the shadow map is present otherwise, null
  73375. */
  73376. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73377. /**
  73378. * Gets the class name of that object
  73379. * @returns "ShadowGenerator"
  73380. */
  73381. getClassName(): string;
  73382. /**
  73383. * Helper function to add a mesh and its descendants to the list of shadow casters.
  73384. * @param mesh Mesh to add
  73385. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  73386. * @returns the Shadow Generator itself
  73387. */
  73388. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73389. /**
  73390. * Helper function to remove a mesh and its descendants from the list of shadow casters
  73391. * @param mesh Mesh to remove
  73392. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  73393. * @returns the Shadow Generator itself
  73394. */
  73395. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  73396. /**
  73397. * Controls the extent to which the shadows fade out at the edge of the frustum
  73398. * Used only by directionals and spots
  73399. */
  73400. frustumEdgeFalloff: number;
  73401. private _light;
  73402. /**
  73403. * Returns the associated light object.
  73404. * @returns the light generating the shadow
  73405. */
  73406. getLight(): IShadowLight;
  73407. /**
  73408. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  73409. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  73410. * It might on the other hand introduce peter panning.
  73411. */
  73412. forceBackFacesOnly: boolean;
  73413. private _scene;
  73414. private _lightDirection;
  73415. private _effect;
  73416. private _viewMatrix;
  73417. private _projectionMatrix;
  73418. private _transformMatrix;
  73419. private _cachedPosition;
  73420. private _cachedDirection;
  73421. private _cachedDefines;
  73422. private _currentRenderID;
  73423. private _boxBlurPostprocess;
  73424. private _kernelBlurXPostprocess;
  73425. private _kernelBlurYPostprocess;
  73426. private _blurPostProcesses;
  73427. private _mapSize;
  73428. private _currentFaceIndex;
  73429. private _currentFaceIndexCache;
  73430. private _textureType;
  73431. private _defaultTextureMatrix;
  73432. /** @hidden */
  73433. static _SceneComponentInitialization: (scene: Scene) => void;
  73434. /**
  73435. * Creates a ShadowGenerator object.
  73436. * A ShadowGenerator is the required tool to use the shadows.
  73437. * Each light casting shadows needs to use its own ShadowGenerator.
  73438. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  73439. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  73440. * @param light The light object generating the shadows.
  73441. * @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.
  73442. */
  73443. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  73444. private _initializeGenerator;
  73445. private _initializeShadowMap;
  73446. private _initializeBlurRTTAndPostProcesses;
  73447. private _renderForShadowMap;
  73448. private _renderSubMeshForShadowMap;
  73449. private _applyFilterValues;
  73450. /**
  73451. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73452. * @param onCompiled Callback triggered at the and of the effects compilation
  73453. * @param options Sets of optional options forcing the compilation with different modes
  73454. */
  73455. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73456. useInstances: boolean;
  73457. }>): void;
  73458. /**
  73459. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73460. * @param options Sets of optional options forcing the compilation with different modes
  73461. * @returns A promise that resolves when the compilation completes
  73462. */
  73463. forceCompilationAsync(options?: Partial<{
  73464. useInstances: boolean;
  73465. }>): Promise<void>;
  73466. /**
  73467. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73468. * @param subMesh The submesh we want to render in the shadow map
  73469. * @param useInstances Defines wether will draw in the map using instances
  73470. * @returns true if ready otherwise, false
  73471. */
  73472. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73473. /**
  73474. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73475. * @param defines Defines of the material we want to update
  73476. * @param lightIndex Index of the light in the enabled light list of the material
  73477. */
  73478. prepareDefines(defines: any, lightIndex: number): void;
  73479. /**
  73480. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73481. * defined in the generator but impacting the effect).
  73482. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73483. * @param effect The effect we are binfing the information for
  73484. */
  73485. bindShadowLight(lightIndex: string, effect: Effect): void;
  73486. /**
  73487. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73488. * (eq to shadow prjection matrix * light transform matrix)
  73489. * @returns The transform matrix used to create the shadow map
  73490. */
  73491. getTransformMatrix(): Matrix;
  73492. /**
  73493. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73494. * Cube and 2D textures for instance.
  73495. */
  73496. recreateShadowMap(): void;
  73497. private _disposeBlurPostProcesses;
  73498. private _disposeRTTandPostProcesses;
  73499. /**
  73500. * Disposes the ShadowGenerator.
  73501. * Returns nothing.
  73502. */
  73503. dispose(): void;
  73504. /**
  73505. * Serializes the shadow generator setup to a json object.
  73506. * @returns The serialized JSON object
  73507. */
  73508. serialize(): any;
  73509. /**
  73510. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  73511. * @param parsedShadowGenerator The JSON object to parse
  73512. * @param scene The scene to create the shadow map for
  73513. * @returns The parsed shadow generator
  73514. */
  73515. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  73516. }
  73517. }
  73518. declare module BABYLON {
  73519. /**
  73520. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  73521. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  73522. * 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.
  73523. */
  73524. export abstract class Light extends Node {
  73525. /**
  73526. * Falloff Default: light is falling off following the material specification:
  73527. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  73528. */
  73529. static readonly FALLOFF_DEFAULT: number;
  73530. /**
  73531. * Falloff Physical: light is falling off following the inverse squared distance law.
  73532. */
  73533. static readonly FALLOFF_PHYSICAL: number;
  73534. /**
  73535. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  73536. * to enhance interoperability with other engines.
  73537. */
  73538. static readonly FALLOFF_GLTF: number;
  73539. /**
  73540. * Falloff Standard: light is falling off like in the standard material
  73541. * to enhance interoperability with other materials.
  73542. */
  73543. static readonly FALLOFF_STANDARD: number;
  73544. /**
  73545. * If every light affecting the material is in this lightmapMode,
  73546. * material.lightmapTexture adds or multiplies
  73547. * (depends on material.useLightmapAsShadowmap)
  73548. * after every other light calculations.
  73549. */
  73550. static readonly LIGHTMAP_DEFAULT: number;
  73551. /**
  73552. * material.lightmapTexture as only diffuse lighting from this light
  73553. * adds only specular lighting from this light
  73554. * adds dynamic shadows
  73555. */
  73556. static readonly LIGHTMAP_SPECULAR: number;
  73557. /**
  73558. * material.lightmapTexture as only lighting
  73559. * no light calculation from this light
  73560. * only adds dynamic shadows from this light
  73561. */
  73562. static readonly LIGHTMAP_SHADOWSONLY: number;
  73563. /**
  73564. * Each light type uses the default quantity according to its type:
  73565. * point/spot lights use luminous intensity
  73566. * directional lights use illuminance
  73567. */
  73568. static readonly INTENSITYMODE_AUTOMATIC: number;
  73569. /**
  73570. * lumen (lm)
  73571. */
  73572. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  73573. /**
  73574. * candela (lm/sr)
  73575. */
  73576. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  73577. /**
  73578. * lux (lm/m^2)
  73579. */
  73580. static readonly INTENSITYMODE_ILLUMINANCE: number;
  73581. /**
  73582. * nit (cd/m^2)
  73583. */
  73584. static readonly INTENSITYMODE_LUMINANCE: number;
  73585. /**
  73586. * Light type const id of the point light.
  73587. */
  73588. static readonly LIGHTTYPEID_POINTLIGHT: number;
  73589. /**
  73590. * Light type const id of the directional light.
  73591. */
  73592. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  73593. /**
  73594. * Light type const id of the spot light.
  73595. */
  73596. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  73597. /**
  73598. * Light type const id of the hemispheric light.
  73599. */
  73600. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  73601. /**
  73602. * Diffuse gives the basic color to an object.
  73603. */
  73604. diffuse: Color3;
  73605. /**
  73606. * Specular produces a highlight color on an object.
  73607. * Note: This is note affecting PBR materials.
  73608. */
  73609. specular: Color3;
  73610. /**
  73611. * Defines the falloff type for this light. This lets overrriding how punctual light are
  73612. * falling off base on range or angle.
  73613. * This can be set to any values in Light.FALLOFF_x.
  73614. *
  73615. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  73616. * other types of materials.
  73617. */
  73618. falloffType: number;
  73619. /**
  73620. * Strength of the light.
  73621. * Note: By default it is define in the framework own unit.
  73622. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  73623. */
  73624. intensity: number;
  73625. private _range;
  73626. protected _inverseSquaredRange: number;
  73627. /**
  73628. * Defines how far from the source the light is impacting in scene units.
  73629. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73630. */
  73631. /**
  73632. * Defines how far from the source the light is impacting in scene units.
  73633. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  73634. */
  73635. range: number;
  73636. /**
  73637. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  73638. * of light.
  73639. */
  73640. private _photometricScale;
  73641. private _intensityMode;
  73642. /**
  73643. * Gets the photometric scale used to interpret the intensity.
  73644. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73645. */
  73646. /**
  73647. * Sets the photometric scale used to interpret the intensity.
  73648. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  73649. */
  73650. intensityMode: number;
  73651. private _radius;
  73652. /**
  73653. * Gets the light radius used by PBR Materials to simulate soft area lights.
  73654. */
  73655. /**
  73656. * sets the light radius used by PBR Materials to simulate soft area lights.
  73657. */
  73658. radius: number;
  73659. private _renderPriority;
  73660. /**
  73661. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  73662. * exceeding the number allowed of the materials.
  73663. */
  73664. renderPriority: number;
  73665. private _shadowEnabled;
  73666. /**
  73667. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73668. * the current shadow generator.
  73669. */
  73670. /**
  73671. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  73672. * the current shadow generator.
  73673. */
  73674. shadowEnabled: boolean;
  73675. private _includedOnlyMeshes;
  73676. /**
  73677. * Gets the only meshes impacted by this light.
  73678. */
  73679. /**
  73680. * Sets the only meshes impacted by this light.
  73681. */
  73682. includedOnlyMeshes: AbstractMesh[];
  73683. private _excludedMeshes;
  73684. /**
  73685. * Gets the meshes not impacted by this light.
  73686. */
  73687. /**
  73688. * Sets the meshes not impacted by this light.
  73689. */
  73690. excludedMeshes: AbstractMesh[];
  73691. private _excludeWithLayerMask;
  73692. /**
  73693. * Gets the layer id use to find what meshes are not impacted by the light.
  73694. * Inactive if 0
  73695. */
  73696. /**
  73697. * Sets the layer id use to find what meshes are not impacted by the light.
  73698. * Inactive if 0
  73699. */
  73700. excludeWithLayerMask: number;
  73701. private _includeOnlyWithLayerMask;
  73702. /**
  73703. * Gets the layer id use to find what meshes are impacted by the light.
  73704. * Inactive if 0
  73705. */
  73706. /**
  73707. * Sets the layer id use to find what meshes are impacted by the light.
  73708. * Inactive if 0
  73709. */
  73710. includeOnlyWithLayerMask: number;
  73711. private _lightmapMode;
  73712. /**
  73713. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73714. */
  73715. /**
  73716. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  73717. */
  73718. lightmapMode: number;
  73719. /**
  73720. * Shadow generator associted to the light.
  73721. * @hidden Internal use only.
  73722. */
  73723. _shadowGenerator: Nullable<IShadowGenerator>;
  73724. /**
  73725. * @hidden Internal use only.
  73726. */
  73727. _excludedMeshesIds: string[];
  73728. /**
  73729. * @hidden Internal use only.
  73730. */
  73731. _includedOnlyMeshesIds: string[];
  73732. /**
  73733. * The current light unifom buffer.
  73734. * @hidden Internal use only.
  73735. */
  73736. _uniformBuffer: UniformBuffer;
  73737. /**
  73738. * Creates a Light object in the scene.
  73739. * Documentation : https://doc.babylonjs.com/babylon101/lights
  73740. * @param name The firendly name of the light
  73741. * @param scene The scene the light belongs too
  73742. */
  73743. constructor(name: string, scene: Scene);
  73744. protected abstract _buildUniformLayout(): void;
  73745. /**
  73746. * Sets the passed Effect "effect" with the Light information.
  73747. * @param effect The effect to update
  73748. * @param lightIndex The index of the light in the effect to update
  73749. * @returns The light
  73750. */
  73751. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  73752. /**
  73753. * Returns the string "Light".
  73754. * @returns the class name
  73755. */
  73756. getClassName(): string;
  73757. /** @hidden */
  73758. readonly _isLight: boolean;
  73759. /**
  73760. * Converts the light information to a readable string for debug purpose.
  73761. * @param fullDetails Supports for multiple levels of logging within scene loading
  73762. * @returns the human readable light info
  73763. */
  73764. toString(fullDetails?: boolean): string;
  73765. /** @hidden */
  73766. protected _syncParentEnabledState(): void;
  73767. /**
  73768. * Set the enabled state of this node.
  73769. * @param value - the new enabled state
  73770. */
  73771. setEnabled(value: boolean): void;
  73772. /**
  73773. * Returns the Light associated shadow generator if any.
  73774. * @return the associated shadow generator.
  73775. */
  73776. getShadowGenerator(): Nullable<IShadowGenerator>;
  73777. /**
  73778. * Returns a Vector3, the absolute light position in the World.
  73779. * @returns the world space position of the light
  73780. */
  73781. getAbsolutePosition(): Vector3;
  73782. /**
  73783. * Specifies if the light will affect the passed mesh.
  73784. * @param mesh The mesh to test against the light
  73785. * @return true the mesh is affected otherwise, false.
  73786. */
  73787. canAffectMesh(mesh: AbstractMesh): boolean;
  73788. /**
  73789. * Sort function to order lights for rendering.
  73790. * @param a First Light object to compare to second.
  73791. * @param b Second Light object to compare first.
  73792. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  73793. */
  73794. static CompareLightsPriority(a: Light, b: Light): number;
  73795. /**
  73796. * Releases resources associated with this node.
  73797. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  73798. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  73799. */
  73800. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  73801. /**
  73802. * Returns the light type ID (integer).
  73803. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  73804. */
  73805. getTypeID(): number;
  73806. /**
  73807. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  73808. * @returns the scaled intensity in intensity mode unit
  73809. */
  73810. getScaledIntensity(): number;
  73811. /**
  73812. * Returns a new Light object, named "name", from the current one.
  73813. * @param name The name of the cloned light
  73814. * @returns the new created light
  73815. */
  73816. clone(name: string): Nullable<Light>;
  73817. /**
  73818. * Serializes the current light into a Serialization object.
  73819. * @returns the serialized object.
  73820. */
  73821. serialize(): any;
  73822. /**
  73823. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  73824. * This new light is named "name" and added to the passed scene.
  73825. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  73826. * @param name The friendly name of the light
  73827. * @param scene The scene the new light will belong to
  73828. * @returns the constructor function
  73829. */
  73830. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  73831. /**
  73832. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  73833. * @param parsedLight The JSON representation of the light
  73834. * @param scene The scene to create the parsed light in
  73835. * @returns the created light after parsing
  73836. */
  73837. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  73838. private _hookArrayForExcluded;
  73839. private _hookArrayForIncludedOnly;
  73840. private _resyncMeshes;
  73841. /**
  73842. * Forces the meshes to update their light related information in their rendering used effects
  73843. * @hidden Internal Use Only
  73844. */
  73845. _markMeshesAsLightDirty(): void;
  73846. /**
  73847. * Recomputes the cached photometric scale if needed.
  73848. */
  73849. private _computePhotometricScale;
  73850. /**
  73851. * Returns the Photometric Scale according to the light type and intensity mode.
  73852. */
  73853. private _getPhotometricScale;
  73854. /**
  73855. * Reorder the light in the scene according to their defined priority.
  73856. * @hidden Internal Use Only
  73857. */
  73858. _reorderLightsInScene(): void;
  73859. /**
  73860. * Prepares the list of defines specific to the light type.
  73861. * @param defines the list of defines
  73862. * @param lightIndex defines the index of the light for the effect
  73863. */
  73864. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  73865. }
  73866. }
  73867. declare module BABYLON {
  73868. /**
  73869. * Interface used to define Action
  73870. */
  73871. export interface IAction {
  73872. /**
  73873. * Trigger for the action
  73874. */
  73875. trigger: number;
  73876. /** Options of the trigger */
  73877. triggerOptions: any;
  73878. /**
  73879. * Gets the trigger parameters
  73880. * @returns the trigger parameters
  73881. */
  73882. getTriggerParameter(): any;
  73883. /**
  73884. * Internal only - executes current action event
  73885. * @hidden
  73886. */
  73887. _executeCurrent(evt?: ActionEvent): void;
  73888. /**
  73889. * Serialize placeholder for child classes
  73890. * @param parent of child
  73891. * @returns the serialized object
  73892. */
  73893. serialize(parent: any): any;
  73894. /**
  73895. * Internal only
  73896. * @hidden
  73897. */
  73898. _prepare(): void;
  73899. /**
  73900. * Internal only - manager for action
  73901. * @hidden
  73902. */
  73903. _actionManager: AbstractActionManager;
  73904. /**
  73905. * Adds action to chain of actions, may be a DoNothingAction
  73906. * @param action defines the next action to execute
  73907. * @returns The action passed in
  73908. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73909. */
  73910. then(action: IAction): IAction;
  73911. }
  73912. /**
  73913. * The action to be carried out following a trigger
  73914. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  73915. */
  73916. export class Action implements IAction {
  73917. /** the trigger, with or without parameters, for the action */
  73918. triggerOptions: any;
  73919. /**
  73920. * Trigger for the action
  73921. */
  73922. trigger: number;
  73923. /**
  73924. * Internal only - manager for action
  73925. * @hidden
  73926. */
  73927. _actionManager: ActionManager;
  73928. private _nextActiveAction;
  73929. private _child;
  73930. private _condition?;
  73931. private _triggerParameter;
  73932. /**
  73933. * An event triggered prior to action being executed.
  73934. */
  73935. onBeforeExecuteObservable: Observable<Action>;
  73936. /**
  73937. * Creates a new Action
  73938. * @param triggerOptions the trigger, with or without parameters, for the action
  73939. * @param condition an optional determinant of action
  73940. */
  73941. constructor(
  73942. /** the trigger, with or without parameters, for the action */
  73943. triggerOptions: any, condition?: Condition);
  73944. /**
  73945. * Internal only
  73946. * @hidden
  73947. */
  73948. _prepare(): void;
  73949. /**
  73950. * Gets the trigger parameters
  73951. * @returns the trigger parameters
  73952. */
  73953. getTriggerParameter(): any;
  73954. /**
  73955. * Internal only - executes current action event
  73956. * @hidden
  73957. */
  73958. _executeCurrent(evt?: ActionEvent): void;
  73959. /**
  73960. * Execute placeholder for child classes
  73961. * @param evt optional action event
  73962. */
  73963. execute(evt?: ActionEvent): void;
  73964. /**
  73965. * Skips to next active action
  73966. */
  73967. skipToNextActiveAction(): void;
  73968. /**
  73969. * Adds action to chain of actions, may be a DoNothingAction
  73970. * @param action defines the next action to execute
  73971. * @returns The action passed in
  73972. * @see https://www.babylonjs-playground.com/#1T30HR#0
  73973. */
  73974. then(action: Action): Action;
  73975. /**
  73976. * Internal only
  73977. * @hidden
  73978. */
  73979. _getProperty(propertyPath: string): string;
  73980. /**
  73981. * Internal only
  73982. * @hidden
  73983. */
  73984. _getEffectiveTarget(target: any, propertyPath: string): any;
  73985. /**
  73986. * Serialize placeholder for child classes
  73987. * @param parent of child
  73988. * @returns the serialized object
  73989. */
  73990. serialize(parent: any): any;
  73991. /**
  73992. * Internal only called by serialize
  73993. * @hidden
  73994. */
  73995. protected _serialize(serializedAction: any, parent?: any): any;
  73996. /**
  73997. * Internal only
  73998. * @hidden
  73999. */
  74000. static _SerializeValueAsString: (value: any) => string;
  74001. /**
  74002. * Internal only
  74003. * @hidden
  74004. */
  74005. static _GetTargetProperty: (target: Node | Scene) => {
  74006. name: string;
  74007. targetType: string;
  74008. value: string;
  74009. };
  74010. }
  74011. }
  74012. declare module BABYLON {
  74013. /**
  74014. * A Condition applied to an Action
  74015. */
  74016. export class Condition {
  74017. /**
  74018. * Internal only - manager for action
  74019. * @hidden
  74020. */
  74021. _actionManager: ActionManager;
  74022. /**
  74023. * Internal only
  74024. * @hidden
  74025. */
  74026. _evaluationId: number;
  74027. /**
  74028. * Internal only
  74029. * @hidden
  74030. */
  74031. _currentResult: boolean;
  74032. /**
  74033. * Creates a new Condition
  74034. * @param actionManager the manager of the action the condition is applied to
  74035. */
  74036. constructor(actionManager: ActionManager);
  74037. /**
  74038. * Check if the current condition is valid
  74039. * @returns a boolean
  74040. */
  74041. isValid(): boolean;
  74042. /**
  74043. * Internal only
  74044. * @hidden
  74045. */
  74046. _getProperty(propertyPath: string): string;
  74047. /**
  74048. * Internal only
  74049. * @hidden
  74050. */
  74051. _getEffectiveTarget(target: any, propertyPath: string): any;
  74052. /**
  74053. * Serialize placeholder for child classes
  74054. * @returns the serialized object
  74055. */
  74056. serialize(): any;
  74057. /**
  74058. * Internal only
  74059. * @hidden
  74060. */
  74061. protected _serialize(serializedCondition: any): any;
  74062. }
  74063. /**
  74064. * Defines specific conditional operators as extensions of Condition
  74065. */
  74066. export class ValueCondition extends Condition {
  74067. /** path to specify the property of the target the conditional operator uses */
  74068. propertyPath: string;
  74069. /** the value compared by the conditional operator against the current value of the property */
  74070. value: any;
  74071. /** the conditional operator, default ValueCondition.IsEqual */
  74072. operator: number;
  74073. /**
  74074. * Internal only
  74075. * @hidden
  74076. */
  74077. private static _IsEqual;
  74078. /**
  74079. * Internal only
  74080. * @hidden
  74081. */
  74082. private static _IsDifferent;
  74083. /**
  74084. * Internal only
  74085. * @hidden
  74086. */
  74087. private static _IsGreater;
  74088. /**
  74089. * Internal only
  74090. * @hidden
  74091. */
  74092. private static _IsLesser;
  74093. /**
  74094. * returns the number for IsEqual
  74095. */
  74096. static readonly IsEqual: number;
  74097. /**
  74098. * Returns the number for IsDifferent
  74099. */
  74100. static readonly IsDifferent: number;
  74101. /**
  74102. * Returns the number for IsGreater
  74103. */
  74104. static readonly IsGreater: number;
  74105. /**
  74106. * Returns the number for IsLesser
  74107. */
  74108. static readonly IsLesser: number;
  74109. /**
  74110. * Internal only The action manager for the condition
  74111. * @hidden
  74112. */
  74113. _actionManager: ActionManager;
  74114. /**
  74115. * Internal only
  74116. * @hidden
  74117. */
  74118. private _target;
  74119. /**
  74120. * Internal only
  74121. * @hidden
  74122. */
  74123. private _effectiveTarget;
  74124. /**
  74125. * Internal only
  74126. * @hidden
  74127. */
  74128. private _property;
  74129. /**
  74130. * Creates a new ValueCondition
  74131. * @param actionManager manager for the action the condition applies to
  74132. * @param target for the action
  74133. * @param propertyPath path to specify the property of the target the conditional operator uses
  74134. * @param value the value compared by the conditional operator against the current value of the property
  74135. * @param operator the conditional operator, default ValueCondition.IsEqual
  74136. */
  74137. constructor(actionManager: ActionManager, target: any,
  74138. /** path to specify the property of the target the conditional operator uses */
  74139. propertyPath: string,
  74140. /** the value compared by the conditional operator against the current value of the property */
  74141. value: any,
  74142. /** the conditional operator, default ValueCondition.IsEqual */
  74143. operator?: number);
  74144. /**
  74145. * Compares the given value with the property value for the specified conditional operator
  74146. * @returns the result of the comparison
  74147. */
  74148. isValid(): boolean;
  74149. /**
  74150. * Serialize the ValueCondition into a JSON compatible object
  74151. * @returns serialization object
  74152. */
  74153. serialize(): any;
  74154. /**
  74155. * Gets the name of the conditional operator for the ValueCondition
  74156. * @param operator the conditional operator
  74157. * @returns the name
  74158. */
  74159. static GetOperatorName(operator: number): string;
  74160. }
  74161. /**
  74162. * Defines a predicate condition as an extension of Condition
  74163. */
  74164. export class PredicateCondition extends Condition {
  74165. /** defines the predicate function used to validate the condition */
  74166. predicate: () => boolean;
  74167. /**
  74168. * Internal only - manager for action
  74169. * @hidden
  74170. */
  74171. _actionManager: ActionManager;
  74172. /**
  74173. * Creates a new PredicateCondition
  74174. * @param actionManager manager for the action the condition applies to
  74175. * @param predicate defines the predicate function used to validate the condition
  74176. */
  74177. constructor(actionManager: ActionManager,
  74178. /** defines the predicate function used to validate the condition */
  74179. predicate: () => boolean);
  74180. /**
  74181. * @returns the validity of the predicate condition
  74182. */
  74183. isValid(): boolean;
  74184. }
  74185. /**
  74186. * Defines a state condition as an extension of Condition
  74187. */
  74188. export class StateCondition extends Condition {
  74189. /** Value to compare with target state */
  74190. value: string;
  74191. /**
  74192. * Internal only - manager for action
  74193. * @hidden
  74194. */
  74195. _actionManager: ActionManager;
  74196. /**
  74197. * Internal only
  74198. * @hidden
  74199. */
  74200. private _target;
  74201. /**
  74202. * Creates a new StateCondition
  74203. * @param actionManager manager for the action the condition applies to
  74204. * @param target of the condition
  74205. * @param value to compare with target state
  74206. */
  74207. constructor(actionManager: ActionManager, target: any,
  74208. /** Value to compare with target state */
  74209. value: string);
  74210. /**
  74211. * Gets a boolean indicating if the current condition is met
  74212. * @returns the validity of the state
  74213. */
  74214. isValid(): boolean;
  74215. /**
  74216. * Serialize the StateCondition into a JSON compatible object
  74217. * @returns serialization object
  74218. */
  74219. serialize(): any;
  74220. }
  74221. }
  74222. declare module BABYLON {
  74223. /**
  74224. * This defines an action responsible to toggle a boolean once triggered.
  74225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74226. */
  74227. export class SwitchBooleanAction extends Action {
  74228. /**
  74229. * The path to the boolean property in the target object
  74230. */
  74231. propertyPath: string;
  74232. private _target;
  74233. private _effectiveTarget;
  74234. private _property;
  74235. /**
  74236. * Instantiate the action
  74237. * @param triggerOptions defines the trigger options
  74238. * @param target defines the object containing the boolean
  74239. * @param propertyPath defines the path to the boolean property in the target object
  74240. * @param condition defines the trigger related conditions
  74241. */
  74242. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74243. /** @hidden */
  74244. _prepare(): void;
  74245. /**
  74246. * Execute the action toggle the boolean value.
  74247. */
  74248. execute(): void;
  74249. /**
  74250. * Serializes the actions and its related information.
  74251. * @param parent defines the object to serialize in
  74252. * @returns the serialized object
  74253. */
  74254. serialize(parent: any): any;
  74255. }
  74256. /**
  74257. * This defines an action responsible to set a the state field of the target
  74258. * to a desired value once triggered.
  74259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74260. */
  74261. export class SetStateAction extends Action {
  74262. /**
  74263. * The value to store in the state field.
  74264. */
  74265. value: string;
  74266. private _target;
  74267. /**
  74268. * Instantiate the action
  74269. * @param triggerOptions defines the trigger options
  74270. * @param target defines the object containing the state property
  74271. * @param value defines the value to store in the state field
  74272. * @param condition defines the trigger related conditions
  74273. */
  74274. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74275. /**
  74276. * Execute the action and store the value on the target state property.
  74277. */
  74278. execute(): void;
  74279. /**
  74280. * Serializes the actions and its related information.
  74281. * @param parent defines the object to serialize in
  74282. * @returns the serialized object
  74283. */
  74284. serialize(parent: any): any;
  74285. }
  74286. /**
  74287. * This defines an action responsible to set a property of the target
  74288. * to a desired value once triggered.
  74289. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74290. */
  74291. export class SetValueAction extends Action {
  74292. /**
  74293. * The path of the property to set in the target.
  74294. */
  74295. propertyPath: string;
  74296. /**
  74297. * The value to set in the property
  74298. */
  74299. value: any;
  74300. private _target;
  74301. private _effectiveTarget;
  74302. private _property;
  74303. /**
  74304. * Instantiate the action
  74305. * @param triggerOptions defines the trigger options
  74306. * @param target defines the object containing the property
  74307. * @param propertyPath defines the path of the property to set in the target
  74308. * @param value defines the value to set in the property
  74309. * @param condition defines the trigger related conditions
  74310. */
  74311. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74312. /** @hidden */
  74313. _prepare(): void;
  74314. /**
  74315. * Execute the action and set the targetted property to the desired value.
  74316. */
  74317. execute(): void;
  74318. /**
  74319. * Serializes the actions and its related information.
  74320. * @param parent defines the object to serialize in
  74321. * @returns the serialized object
  74322. */
  74323. serialize(parent: any): any;
  74324. }
  74325. /**
  74326. * This defines an action responsible to increment the target value
  74327. * to a desired value once triggered.
  74328. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74329. */
  74330. export class IncrementValueAction extends Action {
  74331. /**
  74332. * The path of the property to increment in the target.
  74333. */
  74334. propertyPath: string;
  74335. /**
  74336. * The value we should increment the property by.
  74337. */
  74338. value: any;
  74339. private _target;
  74340. private _effectiveTarget;
  74341. private _property;
  74342. /**
  74343. * Instantiate the action
  74344. * @param triggerOptions defines the trigger options
  74345. * @param target defines the object containing the property
  74346. * @param propertyPath defines the path of the property to increment in the target
  74347. * @param value defines the value value we should increment the property by
  74348. * @param condition defines the trigger related conditions
  74349. */
  74350. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74351. /** @hidden */
  74352. _prepare(): void;
  74353. /**
  74354. * Execute the action and increment the target of the value amount.
  74355. */
  74356. execute(): void;
  74357. /**
  74358. * Serializes the actions and its related information.
  74359. * @param parent defines the object to serialize in
  74360. * @returns the serialized object
  74361. */
  74362. serialize(parent: any): any;
  74363. }
  74364. /**
  74365. * This defines an action responsible to start an animation once triggered.
  74366. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74367. */
  74368. export class PlayAnimationAction extends Action {
  74369. /**
  74370. * Where the animation should start (animation frame)
  74371. */
  74372. from: number;
  74373. /**
  74374. * Where the animation should stop (animation frame)
  74375. */
  74376. to: number;
  74377. /**
  74378. * Define if the animation should loop or stop after the first play.
  74379. */
  74380. loop?: boolean;
  74381. private _target;
  74382. /**
  74383. * Instantiate the action
  74384. * @param triggerOptions defines the trigger options
  74385. * @param target defines the target animation or animation name
  74386. * @param from defines from where the animation should start (animation frame)
  74387. * @param end defines where the animation should stop (animation frame)
  74388. * @param loop defines if the animation should loop or stop after the first play
  74389. * @param condition defines the trigger related conditions
  74390. */
  74391. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  74392. /** @hidden */
  74393. _prepare(): void;
  74394. /**
  74395. * Execute the action and play the animation.
  74396. */
  74397. execute(): void;
  74398. /**
  74399. * Serializes the actions and its related information.
  74400. * @param parent defines the object to serialize in
  74401. * @returns the serialized object
  74402. */
  74403. serialize(parent: any): any;
  74404. }
  74405. /**
  74406. * This defines an action responsible to stop an animation once triggered.
  74407. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74408. */
  74409. export class StopAnimationAction extends Action {
  74410. private _target;
  74411. /**
  74412. * Instantiate the action
  74413. * @param triggerOptions defines the trigger options
  74414. * @param target defines the target animation or animation name
  74415. * @param condition defines the trigger related conditions
  74416. */
  74417. constructor(triggerOptions: any, target: any, condition?: Condition);
  74418. /** @hidden */
  74419. _prepare(): void;
  74420. /**
  74421. * Execute the action and stop the animation.
  74422. */
  74423. execute(): void;
  74424. /**
  74425. * Serializes the actions and its related information.
  74426. * @param parent defines the object to serialize in
  74427. * @returns the serialized object
  74428. */
  74429. serialize(parent: any): any;
  74430. }
  74431. /**
  74432. * This defines an action responsible that does nothing once triggered.
  74433. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74434. */
  74435. export class DoNothingAction extends Action {
  74436. /**
  74437. * Instantiate the action
  74438. * @param triggerOptions defines the trigger options
  74439. * @param condition defines the trigger related conditions
  74440. */
  74441. constructor(triggerOptions?: any, condition?: Condition);
  74442. /**
  74443. * Execute the action and do nothing.
  74444. */
  74445. execute(): void;
  74446. /**
  74447. * Serializes the actions and its related information.
  74448. * @param parent defines the object to serialize in
  74449. * @returns the serialized object
  74450. */
  74451. serialize(parent: any): any;
  74452. }
  74453. /**
  74454. * This defines an action responsible to trigger several actions once triggered.
  74455. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74456. */
  74457. export class CombineAction extends Action {
  74458. /**
  74459. * The list of aggregated animations to run.
  74460. */
  74461. children: Action[];
  74462. /**
  74463. * Instantiate the action
  74464. * @param triggerOptions defines the trigger options
  74465. * @param children defines the list of aggregated animations to run
  74466. * @param condition defines the trigger related conditions
  74467. */
  74468. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  74469. /** @hidden */
  74470. _prepare(): void;
  74471. /**
  74472. * Execute the action and executes all the aggregated actions.
  74473. */
  74474. execute(evt: ActionEvent): void;
  74475. /**
  74476. * Serializes the actions and its related information.
  74477. * @param parent defines the object to serialize in
  74478. * @returns the serialized object
  74479. */
  74480. serialize(parent: any): any;
  74481. }
  74482. /**
  74483. * This defines an action responsible to run code (external event) once triggered.
  74484. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74485. */
  74486. export class ExecuteCodeAction extends Action {
  74487. /**
  74488. * The callback function to run.
  74489. */
  74490. func: (evt: ActionEvent) => void;
  74491. /**
  74492. * Instantiate the action
  74493. * @param triggerOptions defines the trigger options
  74494. * @param func defines the callback function to run
  74495. * @param condition defines the trigger related conditions
  74496. */
  74497. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  74498. /**
  74499. * Execute the action and run the attached code.
  74500. */
  74501. execute(evt: ActionEvent): void;
  74502. }
  74503. /**
  74504. * This defines an action responsible to set the parent property of the target once triggered.
  74505. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74506. */
  74507. export class SetParentAction extends Action {
  74508. private _parent;
  74509. private _target;
  74510. /**
  74511. * Instantiate the action
  74512. * @param triggerOptions defines the trigger options
  74513. * @param target defines the target containing the parent property
  74514. * @param parent defines from where the animation should start (animation frame)
  74515. * @param condition defines the trigger related conditions
  74516. */
  74517. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  74518. /** @hidden */
  74519. _prepare(): void;
  74520. /**
  74521. * Execute the action and set the parent property.
  74522. */
  74523. execute(): void;
  74524. /**
  74525. * Serializes the actions and its related information.
  74526. * @param parent defines the object to serialize in
  74527. * @returns the serialized object
  74528. */
  74529. serialize(parent: any): any;
  74530. }
  74531. }
  74532. declare module BABYLON {
  74533. /**
  74534. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  74535. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  74536. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74537. */
  74538. export class ActionManager extends AbstractActionManager {
  74539. /**
  74540. * Nothing
  74541. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74542. */
  74543. static readonly NothingTrigger: number;
  74544. /**
  74545. * On pick
  74546. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74547. */
  74548. static readonly OnPickTrigger: number;
  74549. /**
  74550. * On left pick
  74551. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74552. */
  74553. static readonly OnLeftPickTrigger: number;
  74554. /**
  74555. * On right pick
  74556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74557. */
  74558. static readonly OnRightPickTrigger: number;
  74559. /**
  74560. * On center pick
  74561. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74562. */
  74563. static readonly OnCenterPickTrigger: number;
  74564. /**
  74565. * On pick down
  74566. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74567. */
  74568. static readonly OnPickDownTrigger: number;
  74569. /**
  74570. * On double pick
  74571. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74572. */
  74573. static readonly OnDoublePickTrigger: number;
  74574. /**
  74575. * On pick up
  74576. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74577. */
  74578. static readonly OnPickUpTrigger: number;
  74579. /**
  74580. * On pick out.
  74581. * This trigger will only be raised if you also declared a OnPickDown
  74582. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74583. */
  74584. static readonly OnPickOutTrigger: number;
  74585. /**
  74586. * On long press
  74587. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74588. */
  74589. static readonly OnLongPressTrigger: number;
  74590. /**
  74591. * On pointer over
  74592. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74593. */
  74594. static readonly OnPointerOverTrigger: number;
  74595. /**
  74596. * On pointer out
  74597. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74598. */
  74599. static readonly OnPointerOutTrigger: number;
  74600. /**
  74601. * On every frame
  74602. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74603. */
  74604. static readonly OnEveryFrameTrigger: number;
  74605. /**
  74606. * On intersection enter
  74607. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74608. */
  74609. static readonly OnIntersectionEnterTrigger: number;
  74610. /**
  74611. * On intersection exit
  74612. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74613. */
  74614. static readonly OnIntersectionExitTrigger: number;
  74615. /**
  74616. * On key down
  74617. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74618. */
  74619. static readonly OnKeyDownTrigger: number;
  74620. /**
  74621. * On key up
  74622. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  74623. */
  74624. static readonly OnKeyUpTrigger: number;
  74625. private _scene;
  74626. /**
  74627. * Creates a new action manager
  74628. * @param scene defines the hosting scene
  74629. */
  74630. constructor(scene: Scene);
  74631. /**
  74632. * Releases all associated resources
  74633. */
  74634. dispose(): void;
  74635. /**
  74636. * Gets hosting scene
  74637. * @returns the hosting scene
  74638. */
  74639. getScene(): Scene;
  74640. /**
  74641. * Does this action manager handles actions of any of the given triggers
  74642. * @param triggers defines the triggers to be tested
  74643. * @return a boolean indicating whether one (or more) of the triggers is handled
  74644. */
  74645. hasSpecificTriggers(triggers: number[]): boolean;
  74646. /**
  74647. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  74648. * speed.
  74649. * @param triggerA defines the trigger to be tested
  74650. * @param triggerB defines the trigger to be tested
  74651. * @return a boolean indicating whether one (or more) of the triggers is handled
  74652. */
  74653. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  74654. /**
  74655. * Does this action manager handles actions of a given trigger
  74656. * @param trigger defines the trigger to be tested
  74657. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  74658. * @return whether the trigger is handled
  74659. */
  74660. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  74661. /**
  74662. * Does this action manager has pointer triggers
  74663. */
  74664. readonly hasPointerTriggers: boolean;
  74665. /**
  74666. * Does this action manager has pick triggers
  74667. */
  74668. readonly hasPickTriggers: boolean;
  74669. /**
  74670. * Registers an action to this action manager
  74671. * @param action defines the action to be registered
  74672. * @return the action amended (prepared) after registration
  74673. */
  74674. registerAction(action: IAction): Nullable<IAction>;
  74675. /**
  74676. * Unregisters an action to this action manager
  74677. * @param action defines the action to be unregistered
  74678. * @return a boolean indicating whether the action has been unregistered
  74679. */
  74680. unregisterAction(action: IAction): Boolean;
  74681. /**
  74682. * Process a specific trigger
  74683. * @param trigger defines the trigger to process
  74684. * @param evt defines the event details to be processed
  74685. */
  74686. processTrigger(trigger: number, evt?: IActionEvent): void;
  74687. /** @hidden */
  74688. _getEffectiveTarget(target: any, propertyPath: string): any;
  74689. /** @hidden */
  74690. _getProperty(propertyPath: string): string;
  74691. /**
  74692. * Serialize this manager to a JSON object
  74693. * @param name defines the property name to store this manager
  74694. * @returns a JSON representation of this manager
  74695. */
  74696. serialize(name: string): any;
  74697. /**
  74698. * Creates a new ActionManager from a JSON data
  74699. * @param parsedActions defines the JSON data to read from
  74700. * @param object defines the hosting mesh
  74701. * @param scene defines the hosting scene
  74702. */
  74703. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  74704. /**
  74705. * Get a trigger name by index
  74706. * @param trigger defines the trigger index
  74707. * @returns a trigger name
  74708. */
  74709. static GetTriggerName(trigger: number): string;
  74710. }
  74711. }
  74712. declare module BABYLON {
  74713. /**
  74714. * Class representing a ray with position and direction
  74715. */
  74716. export class Ray {
  74717. /** origin point */
  74718. origin: Vector3;
  74719. /** direction */
  74720. direction: Vector3;
  74721. /** length of the ray */
  74722. length: number;
  74723. private static readonly TmpVector3;
  74724. private _tmpRay;
  74725. /**
  74726. * Creates a new ray
  74727. * @param origin origin point
  74728. * @param direction direction
  74729. * @param length length of the ray
  74730. */
  74731. constructor(
  74732. /** origin point */
  74733. origin: Vector3,
  74734. /** direction */
  74735. direction: Vector3,
  74736. /** length of the ray */
  74737. length?: number);
  74738. /**
  74739. * Checks if the ray intersects a box
  74740. * @param minimum bound of the box
  74741. * @param maximum bound of the box
  74742. * @param intersectionTreshold extra extend to be added to the box in all direction
  74743. * @returns if the box was hit
  74744. */
  74745. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  74746. /**
  74747. * Checks if the ray intersects a box
  74748. * @param box the bounding box to check
  74749. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  74750. * @returns if the box was hit
  74751. */
  74752. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  74753. /**
  74754. * If the ray hits a sphere
  74755. * @param sphere the bounding sphere to check
  74756. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  74757. * @returns true if it hits the sphere
  74758. */
  74759. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  74760. /**
  74761. * If the ray hits a triange
  74762. * @param vertex0 triangle vertex
  74763. * @param vertex1 triangle vertex
  74764. * @param vertex2 triangle vertex
  74765. * @returns intersection information if hit
  74766. */
  74767. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  74768. /**
  74769. * Checks if ray intersects a plane
  74770. * @param plane the plane to check
  74771. * @returns the distance away it was hit
  74772. */
  74773. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  74774. /**
  74775. * Calculate the intercept of a ray on a given axis
  74776. * @param axis to check 'x' | 'y' | 'z'
  74777. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  74778. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  74779. */
  74780. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  74781. /**
  74782. * Checks if ray intersects a mesh
  74783. * @param mesh the mesh to check
  74784. * @param fastCheck if only the bounding box should checked
  74785. * @returns picking info of the intersecton
  74786. */
  74787. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  74788. /**
  74789. * Checks if ray intersects a mesh
  74790. * @param meshes the meshes to check
  74791. * @param fastCheck if only the bounding box should checked
  74792. * @param results array to store result in
  74793. * @returns Array of picking infos
  74794. */
  74795. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  74796. private _comparePickingInfo;
  74797. private static smallnum;
  74798. private static rayl;
  74799. /**
  74800. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  74801. * @param sega the first point of the segment to test the intersection against
  74802. * @param segb the second point of the segment to test the intersection against
  74803. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  74804. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  74805. */
  74806. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  74807. /**
  74808. * Update the ray from viewport position
  74809. * @param x position
  74810. * @param y y position
  74811. * @param viewportWidth viewport width
  74812. * @param viewportHeight viewport height
  74813. * @param world world matrix
  74814. * @param view view matrix
  74815. * @param projection projection matrix
  74816. * @returns this ray updated
  74817. */
  74818. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74819. /**
  74820. * Creates a ray with origin and direction of 0,0,0
  74821. * @returns the new ray
  74822. */
  74823. static Zero(): Ray;
  74824. /**
  74825. * Creates a new ray from screen space and viewport
  74826. * @param x position
  74827. * @param y y position
  74828. * @param viewportWidth viewport width
  74829. * @param viewportHeight viewport height
  74830. * @param world world matrix
  74831. * @param view view matrix
  74832. * @param projection projection matrix
  74833. * @returns new ray
  74834. */
  74835. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  74836. /**
  74837. * 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
  74838. * transformed to the given world matrix.
  74839. * @param origin The origin point
  74840. * @param end The end point
  74841. * @param world a matrix to transform the ray to. Default is the identity matrix.
  74842. * @returns the new ray
  74843. */
  74844. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  74845. /**
  74846. * Transforms a ray by a matrix
  74847. * @param ray ray to transform
  74848. * @param matrix matrix to apply
  74849. * @returns the resulting new ray
  74850. */
  74851. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  74852. /**
  74853. * Transforms a ray by a matrix
  74854. * @param ray ray to transform
  74855. * @param matrix matrix to apply
  74856. * @param result ray to store result in
  74857. */
  74858. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  74859. /**
  74860. * Unproject a ray from screen space to object space
  74861. * @param sourceX defines the screen space x coordinate to use
  74862. * @param sourceY defines the screen space y coordinate to use
  74863. * @param viewportWidth defines the current width of the viewport
  74864. * @param viewportHeight defines the current height of the viewport
  74865. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  74866. * @param view defines the view matrix to use
  74867. * @param projection defines the projection matrix to use
  74868. */
  74869. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  74870. }
  74871. /**
  74872. * Type used to define predicate used to select faces when a mesh intersection is detected
  74873. */
  74874. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  74875. interface Scene {
  74876. /** @hidden */
  74877. _tempPickingRay: Nullable<Ray>;
  74878. /** @hidden */
  74879. _cachedRayForTransform: Ray;
  74880. /** @hidden */
  74881. _pickWithRayInverseMatrix: Matrix;
  74882. /** @hidden */
  74883. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  74884. /** @hidden */
  74885. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  74886. }
  74887. }
  74888. declare module BABYLON {
  74889. /**
  74890. * Groups all the scene component constants in one place to ease maintenance.
  74891. * @hidden
  74892. */
  74893. export class SceneComponentConstants {
  74894. static readonly NAME_EFFECTLAYER: string;
  74895. static readonly NAME_LAYER: string;
  74896. static readonly NAME_LENSFLARESYSTEM: string;
  74897. static readonly NAME_BOUNDINGBOXRENDERER: string;
  74898. static readonly NAME_PARTICLESYSTEM: string;
  74899. static readonly NAME_GAMEPAD: string;
  74900. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  74901. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  74902. static readonly NAME_DEPTHRENDERER: string;
  74903. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  74904. static readonly NAME_SPRITE: string;
  74905. static readonly NAME_OUTLINERENDERER: string;
  74906. static readonly NAME_PROCEDURALTEXTURE: string;
  74907. static readonly NAME_SHADOWGENERATOR: string;
  74908. static readonly NAME_OCTREE: string;
  74909. static readonly NAME_PHYSICSENGINE: string;
  74910. static readonly NAME_AUDIO: string;
  74911. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  74912. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74913. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  74914. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  74915. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  74916. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  74917. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  74918. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  74919. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  74920. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  74921. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  74922. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  74923. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  74924. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  74925. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  74926. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  74927. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  74928. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  74929. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  74930. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  74931. static readonly STEP_AFTERRENDER_AUDIO: number;
  74932. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  74933. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  74934. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  74935. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  74936. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  74937. static readonly STEP_POINTERMOVE_SPRITE: number;
  74938. static readonly STEP_POINTERDOWN_SPRITE: number;
  74939. static readonly STEP_POINTERUP_SPRITE: number;
  74940. }
  74941. /**
  74942. * This represents a scene component.
  74943. *
  74944. * This is used to decouple the dependency the scene is having on the different workloads like
  74945. * layers, post processes...
  74946. */
  74947. export interface ISceneComponent {
  74948. /**
  74949. * The name of the component. Each component must have a unique name.
  74950. */
  74951. name: string;
  74952. /**
  74953. * The scene the component belongs to.
  74954. */
  74955. scene: Scene;
  74956. /**
  74957. * Register the component to one instance of a scene.
  74958. */
  74959. register(): void;
  74960. /**
  74961. * Rebuilds the elements related to this component in case of
  74962. * context lost for instance.
  74963. */
  74964. rebuild(): void;
  74965. /**
  74966. * Disposes the component and the associated ressources.
  74967. */
  74968. dispose(): void;
  74969. }
  74970. /**
  74971. * This represents a SERIALIZABLE scene component.
  74972. *
  74973. * This extends Scene Component to add Serialization methods on top.
  74974. */
  74975. export interface ISceneSerializableComponent extends ISceneComponent {
  74976. /**
  74977. * Adds all the elements from the container to the scene
  74978. * @param container the container holding the elements
  74979. */
  74980. addFromContainer(container: AbstractScene): void;
  74981. /**
  74982. * Removes all the elements in the container from the scene
  74983. * @param container contains the elements to remove
  74984. * @param dispose if the removed element should be disposed (default: false)
  74985. */
  74986. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  74987. /**
  74988. * Serializes the component data to the specified json object
  74989. * @param serializationObject The object to serialize to
  74990. */
  74991. serialize(serializationObject: any): void;
  74992. }
  74993. /**
  74994. * Strong typing of a Mesh related stage step action
  74995. */
  74996. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  74997. /**
  74998. * Strong typing of a Evaluate Sub Mesh related stage step action
  74999. */
  75000. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75001. /**
  75002. * Strong typing of a Active Mesh related stage step action
  75003. */
  75004. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75005. /**
  75006. * Strong typing of a Camera related stage step action
  75007. */
  75008. export type CameraStageAction = (camera: Camera) => void;
  75009. /**
  75010. * Strong typing of a Camera Frame buffer related stage step action
  75011. */
  75012. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75013. /**
  75014. * Strong typing of a Render Target related stage step action
  75015. */
  75016. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75017. /**
  75018. * Strong typing of a RenderingGroup related stage step action
  75019. */
  75020. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75021. /**
  75022. * Strong typing of a Mesh Render related stage step action
  75023. */
  75024. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75025. /**
  75026. * Strong typing of a simple stage step action
  75027. */
  75028. export type SimpleStageAction = () => void;
  75029. /**
  75030. * Strong typing of a render target action.
  75031. */
  75032. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75033. /**
  75034. * Strong typing of a pointer move action.
  75035. */
  75036. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75037. /**
  75038. * Strong typing of a pointer up/down action.
  75039. */
  75040. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75041. /**
  75042. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75043. * @hidden
  75044. */
  75045. export class Stage<T extends Function> extends Array<{
  75046. index: number;
  75047. component: ISceneComponent;
  75048. action: T;
  75049. }> {
  75050. /**
  75051. * Hide ctor from the rest of the world.
  75052. * @param items The items to add.
  75053. */
  75054. private constructor();
  75055. /**
  75056. * Creates a new Stage.
  75057. * @returns A new instance of a Stage
  75058. */
  75059. static Create<T extends Function>(): Stage<T>;
  75060. /**
  75061. * Registers a step in an ordered way in the targeted stage.
  75062. * @param index Defines the position to register the step in
  75063. * @param component Defines the component attached to the step
  75064. * @param action Defines the action to launch during the step
  75065. */
  75066. registerStep(index: number, component: ISceneComponent, action: T): void;
  75067. /**
  75068. * Clears all the steps from the stage.
  75069. */
  75070. clear(): void;
  75071. }
  75072. }
  75073. declare module BABYLON {
  75074. interface Scene {
  75075. /** @hidden */
  75076. _pointerOverSprite: Nullable<Sprite>;
  75077. /** @hidden */
  75078. _pickedDownSprite: Nullable<Sprite>;
  75079. /** @hidden */
  75080. _tempSpritePickingRay: Nullable<Ray>;
  75081. /**
  75082. * All of the sprite managers added to this scene
  75083. * @see http://doc.babylonjs.com/babylon101/sprites
  75084. */
  75085. spriteManagers: Array<ISpriteManager>;
  75086. /**
  75087. * An event triggered when sprites rendering is about to start
  75088. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75089. */
  75090. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75091. /**
  75092. * An event triggered when sprites rendering is done
  75093. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75094. */
  75095. onAfterSpritesRenderingObservable: Observable<Scene>;
  75096. /** @hidden */
  75097. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75098. /** Launch a ray to try to pick a sprite in the scene
  75099. * @param x position on screen
  75100. * @param y position on screen
  75101. * @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
  75102. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75103. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75104. * @returns a PickingInfo
  75105. */
  75106. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75107. /** Use the given ray to pick a sprite in the scene
  75108. * @param ray The ray (in world space) to use to pick meshes
  75109. * @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
  75110. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75111. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75112. * @returns a PickingInfo
  75113. */
  75114. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75115. /**
  75116. * Force the sprite under the pointer
  75117. * @param sprite defines the sprite to use
  75118. */
  75119. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75120. /**
  75121. * Gets the sprite under the pointer
  75122. * @returns a Sprite or null if no sprite is under the pointer
  75123. */
  75124. getPointerOverSprite(): Nullable<Sprite>;
  75125. }
  75126. /**
  75127. * Defines the sprite scene component responsible to manage sprites
  75128. * in a given scene.
  75129. */
  75130. export class SpriteSceneComponent implements ISceneComponent {
  75131. /**
  75132. * The component name helpfull to identify the component in the list of scene components.
  75133. */
  75134. readonly name: string;
  75135. /**
  75136. * The scene the component belongs to.
  75137. */
  75138. scene: Scene;
  75139. /** @hidden */
  75140. private _spritePredicate;
  75141. /**
  75142. * Creates a new instance of the component for the given scene
  75143. * @param scene Defines the scene to register the component in
  75144. */
  75145. constructor(scene: Scene);
  75146. /**
  75147. * Registers the component in a given scene
  75148. */
  75149. register(): void;
  75150. /**
  75151. * Rebuilds the elements related to this component in case of
  75152. * context lost for instance.
  75153. */
  75154. rebuild(): void;
  75155. /**
  75156. * Disposes the component and the associated ressources.
  75157. */
  75158. dispose(): void;
  75159. private _pickSpriteButKeepRay;
  75160. private _pointerMove;
  75161. private _pointerDown;
  75162. private _pointerUp;
  75163. }
  75164. }
  75165. declare module BABYLON {
  75166. /** @hidden */
  75167. export var fogFragmentDeclaration: {
  75168. name: string;
  75169. shader: string;
  75170. };
  75171. }
  75172. declare module BABYLON {
  75173. /** @hidden */
  75174. export var fogFragment: {
  75175. name: string;
  75176. shader: string;
  75177. };
  75178. }
  75179. declare module BABYLON {
  75180. /** @hidden */
  75181. export var spritesPixelShader: {
  75182. name: string;
  75183. shader: string;
  75184. };
  75185. }
  75186. declare module BABYLON {
  75187. /** @hidden */
  75188. export var fogVertexDeclaration: {
  75189. name: string;
  75190. shader: string;
  75191. };
  75192. }
  75193. declare module BABYLON {
  75194. /** @hidden */
  75195. export var spritesVertexShader: {
  75196. name: string;
  75197. shader: string;
  75198. };
  75199. }
  75200. declare module BABYLON {
  75201. /**
  75202. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75203. */
  75204. export interface ISpriteManager extends IDisposable {
  75205. /**
  75206. * Restricts the camera to viewing objects with the same layerMask.
  75207. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75208. */
  75209. layerMask: number;
  75210. /**
  75211. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75212. */
  75213. isPickable: boolean;
  75214. /**
  75215. * Specifies the rendering group id for this mesh (0 by default)
  75216. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75217. */
  75218. renderingGroupId: number;
  75219. /**
  75220. * Defines the list of sprites managed by the manager.
  75221. */
  75222. sprites: Array<Sprite>;
  75223. /**
  75224. * Tests the intersection of a sprite with a specific ray.
  75225. * @param ray The ray we are sending to test the collision
  75226. * @param camera The camera space we are sending rays in
  75227. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75228. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75229. * @returns picking info or null.
  75230. */
  75231. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75232. /**
  75233. * Renders the list of sprites on screen.
  75234. */
  75235. render(): void;
  75236. }
  75237. /**
  75238. * Class used to manage multiple sprites on the same spritesheet
  75239. * @see http://doc.babylonjs.com/babylon101/sprites
  75240. */
  75241. export class SpriteManager implements ISpriteManager {
  75242. /** defines the manager's name */
  75243. name: string;
  75244. /** Gets the list of sprites */
  75245. sprites: Sprite[];
  75246. /** Gets or sets the rendering group id (0 by default) */
  75247. renderingGroupId: number;
  75248. /** Gets or sets camera layer mask */
  75249. layerMask: number;
  75250. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75251. fogEnabled: boolean;
  75252. /** Gets or sets a boolean indicating if the sprites are pickable */
  75253. isPickable: boolean;
  75254. /** Defines the default width of a cell in the spritesheet */
  75255. cellWidth: number;
  75256. /** Defines the default height of a cell in the spritesheet */
  75257. cellHeight: number;
  75258. /**
  75259. * An event triggered when the manager is disposed.
  75260. */
  75261. onDisposeObservable: Observable<SpriteManager>;
  75262. private _onDisposeObserver;
  75263. /**
  75264. * Callback called when the manager is disposed
  75265. */
  75266. onDispose: () => void;
  75267. private _capacity;
  75268. private _spriteTexture;
  75269. private _epsilon;
  75270. private _scene;
  75271. private _vertexData;
  75272. private _buffer;
  75273. private _vertexBuffers;
  75274. private _indexBuffer;
  75275. private _effectBase;
  75276. private _effectFog;
  75277. /**
  75278. * Gets or sets the spritesheet texture
  75279. */
  75280. texture: Texture;
  75281. /**
  75282. * Creates a new sprite manager
  75283. * @param name defines the manager's name
  75284. * @param imgUrl defines the sprite sheet url
  75285. * @param capacity defines the maximum allowed number of sprites
  75286. * @param cellSize defines the size of a sprite cell
  75287. * @param scene defines the hosting scene
  75288. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75289. * @param samplingMode defines the smapling mode to use with spritesheet
  75290. */
  75291. constructor(
  75292. /** defines the manager's name */
  75293. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
  75294. private _appendSpriteVertex;
  75295. /**
  75296. * Intersects the sprites with a ray
  75297. * @param ray defines the ray to intersect with
  75298. * @param camera defines the current active camera
  75299. * @param predicate defines a predicate used to select candidate sprites
  75300. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75301. * @returns null if no hit or a PickingInfo
  75302. */
  75303. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75304. /**
  75305. * Render all child sprites
  75306. */
  75307. render(): void;
  75308. /**
  75309. * Release associated resources
  75310. */
  75311. dispose(): void;
  75312. }
  75313. }
  75314. declare module BABYLON {
  75315. /**
  75316. * Class used to represent a sprite
  75317. * @see http://doc.babylonjs.com/babylon101/sprites
  75318. */
  75319. export class Sprite {
  75320. /** defines the name */
  75321. name: string;
  75322. /** Gets or sets the current world position */
  75323. position: Vector3;
  75324. /** Gets or sets the main color */
  75325. color: Color4;
  75326. /** Gets or sets the width */
  75327. width: number;
  75328. /** Gets or sets the height */
  75329. height: number;
  75330. /** Gets or sets rotation angle */
  75331. angle: number;
  75332. /** Gets or sets the cell index in the sprite sheet */
  75333. cellIndex: number;
  75334. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  75335. invertU: number;
  75336. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  75337. invertV: number;
  75338. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  75339. disposeWhenFinishedAnimating: boolean;
  75340. /** Gets the list of attached animations */
  75341. animations: Animation[];
  75342. /** Gets or sets a boolean indicating if the sprite can be picked */
  75343. isPickable: boolean;
  75344. /**
  75345. * Gets or sets the associated action manager
  75346. */
  75347. actionManager: Nullable<ActionManager>;
  75348. private _animationStarted;
  75349. private _loopAnimation;
  75350. private _fromIndex;
  75351. private _toIndex;
  75352. private _delay;
  75353. private _direction;
  75354. private _manager;
  75355. private _time;
  75356. private _onAnimationEnd;
  75357. /**
  75358. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  75359. */
  75360. isVisible: boolean;
  75361. /**
  75362. * Gets or sets the sprite size
  75363. */
  75364. size: number;
  75365. /**
  75366. * Creates a new Sprite
  75367. * @param name defines the name
  75368. * @param manager defines the manager
  75369. */
  75370. constructor(
  75371. /** defines the name */
  75372. name: string, manager: ISpriteManager);
  75373. /**
  75374. * Starts an animation
  75375. * @param from defines the initial key
  75376. * @param to defines the end key
  75377. * @param loop defines if the animation must loop
  75378. * @param delay defines the start delay (in ms)
  75379. * @param onAnimationEnd defines a callback to call when animation ends
  75380. */
  75381. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  75382. /** Stops current animation (if any) */
  75383. stopAnimation(): void;
  75384. /** @hidden */
  75385. _animate(deltaTime: number): void;
  75386. /** Release associated resources */
  75387. dispose(): void;
  75388. }
  75389. }
  75390. declare module BABYLON {
  75391. /**
  75392. * Information about the result of picking within a scene
  75393. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  75394. */
  75395. export class PickingInfo {
  75396. /** @hidden */
  75397. _pickingUnavailable: boolean;
  75398. /**
  75399. * If the pick collided with an object
  75400. */
  75401. hit: boolean;
  75402. /**
  75403. * Distance away where the pick collided
  75404. */
  75405. distance: number;
  75406. /**
  75407. * The location of pick collision
  75408. */
  75409. pickedPoint: Nullable<Vector3>;
  75410. /**
  75411. * The mesh corresponding the the pick collision
  75412. */
  75413. pickedMesh: Nullable<AbstractMesh>;
  75414. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  75415. bu: number;
  75416. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  75417. bv: number;
  75418. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  75419. faceId: number;
  75420. /** Id of the the submesh that was picked */
  75421. subMeshId: number;
  75422. /** If a sprite was picked, this will be the sprite the pick collided with */
  75423. pickedSprite: Nullable<Sprite>;
  75424. /**
  75425. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  75426. */
  75427. originMesh: Nullable<AbstractMesh>;
  75428. /**
  75429. * The ray that was used to perform the picking.
  75430. */
  75431. ray: Nullable<Ray>;
  75432. /**
  75433. * Gets the normal correspodning to the face the pick collided with
  75434. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  75435. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  75436. * @returns The normal correspodning to the face the pick collided with
  75437. */
  75438. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  75439. /**
  75440. * Gets the texture coordinates of where the pick occured
  75441. * @returns the vector containing the coordnates of the texture
  75442. */
  75443. getTextureCoordinates(): Nullable<Vector2>;
  75444. }
  75445. }
  75446. declare module BABYLON {
  75447. /**
  75448. * Gather the list of pointer event types as constants.
  75449. */
  75450. export class PointerEventTypes {
  75451. /**
  75452. * 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.
  75453. */
  75454. static readonly POINTERDOWN: number;
  75455. /**
  75456. * The pointerup event is fired when a pointer is no longer active.
  75457. */
  75458. static readonly POINTERUP: number;
  75459. /**
  75460. * The pointermove event is fired when a pointer changes coordinates.
  75461. */
  75462. static readonly POINTERMOVE: number;
  75463. /**
  75464. * The pointerwheel event is fired when a mouse wheel has been rotated.
  75465. */
  75466. static readonly POINTERWHEEL: number;
  75467. /**
  75468. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  75469. */
  75470. static readonly POINTERPICK: number;
  75471. /**
  75472. * The pointertap event is fired when a the object has been touched and released without drag.
  75473. */
  75474. static readonly POINTERTAP: number;
  75475. /**
  75476. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  75477. */
  75478. static readonly POINTERDOUBLETAP: number;
  75479. }
  75480. /**
  75481. * Base class of pointer info types.
  75482. */
  75483. export class PointerInfoBase {
  75484. /**
  75485. * Defines the type of event (PointerEventTypes)
  75486. */
  75487. type: number;
  75488. /**
  75489. * Defines the related dom event
  75490. */
  75491. event: PointerEvent | MouseWheelEvent;
  75492. /**
  75493. * Instantiates the base class of pointers info.
  75494. * @param type Defines the type of event (PointerEventTypes)
  75495. * @param event Defines the related dom event
  75496. */
  75497. constructor(
  75498. /**
  75499. * Defines the type of event (PointerEventTypes)
  75500. */
  75501. type: number,
  75502. /**
  75503. * Defines the related dom event
  75504. */
  75505. event: PointerEvent | MouseWheelEvent);
  75506. }
  75507. /**
  75508. * This class is used to store pointer related info for the onPrePointerObservable event.
  75509. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  75510. */
  75511. export class PointerInfoPre extends PointerInfoBase {
  75512. /**
  75513. * Ray from a pointer if availible (eg. 6dof controller)
  75514. */
  75515. ray: Nullable<Ray>;
  75516. /**
  75517. * Defines the local position of the pointer on the canvas.
  75518. */
  75519. localPosition: Vector2;
  75520. /**
  75521. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  75522. */
  75523. skipOnPointerObservable: boolean;
  75524. /**
  75525. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  75526. * @param type Defines the type of event (PointerEventTypes)
  75527. * @param event Defines the related dom event
  75528. * @param localX Defines the local x coordinates of the pointer when the event occured
  75529. * @param localY Defines the local y coordinates of the pointer when the event occured
  75530. */
  75531. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  75532. }
  75533. /**
  75534. * This type contains all the data related to a pointer event in Babylon.js.
  75535. * 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.
  75536. */
  75537. export class PointerInfo extends PointerInfoBase {
  75538. /**
  75539. * Defines the picking info associated to the info (if any)\
  75540. */
  75541. pickInfo: Nullable<PickingInfo>;
  75542. /**
  75543. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  75544. * @param type Defines the type of event (PointerEventTypes)
  75545. * @param event Defines the related dom event
  75546. * @param pickInfo Defines the picking info associated to the info (if any)\
  75547. */
  75548. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  75549. /**
  75550. * Defines the picking info associated to the info (if any)\
  75551. */
  75552. pickInfo: Nullable<PickingInfo>);
  75553. }
  75554. /**
  75555. * Data relating to a touch event on the screen.
  75556. */
  75557. export interface PointerTouch {
  75558. /**
  75559. * X coordinate of touch.
  75560. */
  75561. x: number;
  75562. /**
  75563. * Y coordinate of touch.
  75564. */
  75565. y: number;
  75566. /**
  75567. * Id of touch. Unique for each finger.
  75568. */
  75569. pointerId: number;
  75570. /**
  75571. * Event type passed from DOM.
  75572. */
  75573. type: any;
  75574. }
  75575. }
  75576. declare module BABYLON {
  75577. /**
  75578. * Manage the mouse inputs to control the movement of a free camera.
  75579. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75580. */
  75581. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  75582. /**
  75583. * Define if touch is enabled in the mouse input
  75584. */
  75585. touchEnabled: boolean;
  75586. /**
  75587. * Defines the camera the input is attached to.
  75588. */
  75589. camera: FreeCamera;
  75590. /**
  75591. * Defines the buttons associated with the input to handle camera move.
  75592. */
  75593. buttons: number[];
  75594. /**
  75595. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  75596. */
  75597. angularSensibility: number;
  75598. private _pointerInput;
  75599. private _onMouseMove;
  75600. private _observer;
  75601. private previousPosition;
  75602. /**
  75603. * Observable for when a pointer move event occurs containing the move offset
  75604. */
  75605. onPointerMovedObservable: Observable<{
  75606. offsetX: number;
  75607. offsetY: number;
  75608. }>;
  75609. /**
  75610. * @hidden
  75611. * If the camera should be rotated automatically based on pointer movement
  75612. */
  75613. _allowCameraRotation: boolean;
  75614. /**
  75615. * Manage the mouse inputs to control the movement of a free camera.
  75616. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75617. * @param touchEnabled Defines if touch is enabled or not
  75618. */
  75619. constructor(
  75620. /**
  75621. * Define if touch is enabled in the mouse input
  75622. */
  75623. touchEnabled?: boolean);
  75624. /**
  75625. * Attach the input controls to a specific dom element to get the input from.
  75626. * @param element Defines the element the controls should be listened from
  75627. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75628. */
  75629. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75630. /**
  75631. * Called on JS contextmenu event.
  75632. * Override this method to provide functionality.
  75633. */
  75634. protected onContextMenu(evt: PointerEvent): void;
  75635. /**
  75636. * Detach the current controls from the specified dom element.
  75637. * @param element Defines the element to stop listening the inputs from
  75638. */
  75639. detachControl(element: Nullable<HTMLElement>): void;
  75640. /**
  75641. * Gets the class name of the current intput.
  75642. * @returns the class name
  75643. */
  75644. getClassName(): string;
  75645. /**
  75646. * Get the friendly name associated with the input class.
  75647. * @returns the input friendly name
  75648. */
  75649. getSimpleName(): string;
  75650. }
  75651. }
  75652. declare module BABYLON {
  75653. /**
  75654. * Manage the touch inputs to control the movement of a free camera.
  75655. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75656. */
  75657. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  75658. /**
  75659. * Defines the camera the input is attached to.
  75660. */
  75661. camera: FreeCamera;
  75662. /**
  75663. * Defines the touch sensibility for rotation.
  75664. * The higher the faster.
  75665. */
  75666. touchAngularSensibility: number;
  75667. /**
  75668. * Defines the touch sensibility for move.
  75669. * The higher the faster.
  75670. */
  75671. touchMoveSensibility: number;
  75672. private _offsetX;
  75673. private _offsetY;
  75674. private _pointerPressed;
  75675. private _pointerInput;
  75676. private _observer;
  75677. private _onLostFocus;
  75678. /**
  75679. * Attach the input controls to a specific dom element to get the input from.
  75680. * @param element Defines the element the controls should be listened from
  75681. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75682. */
  75683. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75684. /**
  75685. * Detach the current controls from the specified dom element.
  75686. * @param element Defines the element to stop listening the inputs from
  75687. */
  75688. detachControl(element: Nullable<HTMLElement>): void;
  75689. /**
  75690. * Update the current camera state depending on the inputs that have been used this frame.
  75691. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  75692. */
  75693. checkInputs(): void;
  75694. /**
  75695. * Gets the class name of the current intput.
  75696. * @returns the class name
  75697. */
  75698. getClassName(): string;
  75699. /**
  75700. * Get the friendly name associated with the input class.
  75701. * @returns the input friendly name
  75702. */
  75703. getSimpleName(): string;
  75704. }
  75705. }
  75706. declare module BABYLON {
  75707. /**
  75708. * Default Inputs manager for the FreeCamera.
  75709. * It groups all the default supported inputs for ease of use.
  75710. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  75711. */
  75712. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  75713. /**
  75714. * @hidden
  75715. */
  75716. _mouseInput: Nullable<FreeCameraMouseInput>;
  75717. /**
  75718. * Instantiates a new FreeCameraInputsManager.
  75719. * @param camera Defines the camera the inputs belong to
  75720. */
  75721. constructor(camera: FreeCamera);
  75722. /**
  75723. * Add keyboard input support to the input manager.
  75724. * @returns the current input manager
  75725. */
  75726. addKeyboard(): FreeCameraInputsManager;
  75727. /**
  75728. * Add mouse input support to the input manager.
  75729. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  75730. * @returns the current input manager
  75731. */
  75732. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  75733. /**
  75734. * Removes the mouse input support from the manager
  75735. * @returns the current input manager
  75736. */
  75737. removeMouse(): FreeCameraInputsManager;
  75738. /**
  75739. * Add touch input support to the input manager.
  75740. * @returns the current input manager
  75741. */
  75742. addTouch(): FreeCameraInputsManager;
  75743. /**
  75744. * Remove all attached input methods from a camera
  75745. */
  75746. clear(): void;
  75747. }
  75748. }
  75749. declare module BABYLON {
  75750. /**
  75751. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75752. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  75753. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75754. */
  75755. export class FreeCamera extends TargetCamera {
  75756. /**
  75757. * Define the collision ellipsoid of the camera.
  75758. * This is helpful to simulate a camera body like the player body around the camera
  75759. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  75760. */
  75761. ellipsoid: Vector3;
  75762. /**
  75763. * Define an offset for the position of the ellipsoid around the camera.
  75764. * This can be helpful to determine the center of the body near the gravity center of the body
  75765. * instead of its head.
  75766. */
  75767. ellipsoidOffset: Vector3;
  75768. /**
  75769. * Enable or disable collisions of the camera with the rest of the scene objects.
  75770. */
  75771. checkCollisions: boolean;
  75772. /**
  75773. * Enable or disable gravity on the camera.
  75774. */
  75775. applyGravity: boolean;
  75776. /**
  75777. * Define the input manager associated to the camera.
  75778. */
  75779. inputs: FreeCameraInputsManager;
  75780. /**
  75781. * Gets the input sensibility for a mouse input. (default is 2000.0)
  75782. * Higher values reduce sensitivity.
  75783. */
  75784. /**
  75785. * Sets the input sensibility for a mouse input. (default is 2000.0)
  75786. * Higher values reduce sensitivity.
  75787. */
  75788. angularSensibility: number;
  75789. /**
  75790. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  75791. */
  75792. keysUp: number[];
  75793. /**
  75794. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  75795. */
  75796. keysDown: number[];
  75797. /**
  75798. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  75799. */
  75800. keysLeft: number[];
  75801. /**
  75802. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  75803. */
  75804. keysRight: number[];
  75805. /**
  75806. * Event raised when the camera collide with a mesh in the scene.
  75807. */
  75808. onCollide: (collidedMesh: AbstractMesh) => void;
  75809. private _collider;
  75810. private _needMoveForGravity;
  75811. private _oldPosition;
  75812. private _diffPosition;
  75813. private _newPosition;
  75814. /** @hidden */
  75815. _localDirection: Vector3;
  75816. /** @hidden */
  75817. _transformedDirection: Vector3;
  75818. /**
  75819. * Instantiates a Free Camera.
  75820. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  75821. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  75822. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  75823. * @param name Define the name of the camera in the scene
  75824. * @param position Define the start position of the camera in the scene
  75825. * @param scene Define the scene the camera belongs to
  75826. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  75827. */
  75828. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  75829. /**
  75830. * Attached controls to the current camera.
  75831. * @param element Defines the element the controls should be listened from
  75832. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  75833. */
  75834. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  75835. /**
  75836. * Detach the current controls from the camera.
  75837. * The camera will stop reacting to inputs.
  75838. * @param element Defines the element to stop listening the inputs from
  75839. */
  75840. detachControl(element: HTMLElement): void;
  75841. private _collisionMask;
  75842. /**
  75843. * Define a collision mask to limit the list of object the camera can collide with
  75844. */
  75845. collisionMask: number;
  75846. /** @hidden */
  75847. _collideWithWorld(displacement: Vector3): void;
  75848. private _onCollisionPositionChange;
  75849. /** @hidden */
  75850. _checkInputs(): void;
  75851. /** @hidden */
  75852. _decideIfNeedsToMove(): boolean;
  75853. /** @hidden */
  75854. _updatePosition(): void;
  75855. /**
  75856. * Destroy the camera and release the current resources hold by it.
  75857. */
  75858. dispose(): void;
  75859. /**
  75860. * Gets the current object class name.
  75861. * @return the class name
  75862. */
  75863. getClassName(): string;
  75864. }
  75865. }
  75866. declare module BABYLON {
  75867. /**
  75868. * Represents a gamepad control stick position
  75869. */
  75870. export class StickValues {
  75871. /**
  75872. * The x component of the control stick
  75873. */
  75874. x: number;
  75875. /**
  75876. * The y component of the control stick
  75877. */
  75878. y: number;
  75879. /**
  75880. * Initializes the gamepad x and y control stick values
  75881. * @param x The x component of the gamepad control stick value
  75882. * @param y The y component of the gamepad control stick value
  75883. */
  75884. constructor(
  75885. /**
  75886. * The x component of the control stick
  75887. */
  75888. x: number,
  75889. /**
  75890. * The y component of the control stick
  75891. */
  75892. y: number);
  75893. }
  75894. /**
  75895. * An interface which manages callbacks for gamepad button changes
  75896. */
  75897. export interface GamepadButtonChanges {
  75898. /**
  75899. * Called when a gamepad has been changed
  75900. */
  75901. changed: boolean;
  75902. /**
  75903. * Called when a gamepad press event has been triggered
  75904. */
  75905. pressChanged: boolean;
  75906. /**
  75907. * Called when a touch event has been triggered
  75908. */
  75909. touchChanged: boolean;
  75910. /**
  75911. * Called when a value has changed
  75912. */
  75913. valueChanged: boolean;
  75914. }
  75915. /**
  75916. * Represents a gamepad
  75917. */
  75918. export class Gamepad {
  75919. /**
  75920. * The id of the gamepad
  75921. */
  75922. id: string;
  75923. /**
  75924. * The index of the gamepad
  75925. */
  75926. index: number;
  75927. /**
  75928. * The browser gamepad
  75929. */
  75930. browserGamepad: any;
  75931. /**
  75932. * Specifies what type of gamepad this represents
  75933. */
  75934. type: number;
  75935. private _leftStick;
  75936. private _rightStick;
  75937. /** @hidden */
  75938. _isConnected: boolean;
  75939. private _leftStickAxisX;
  75940. private _leftStickAxisY;
  75941. private _rightStickAxisX;
  75942. private _rightStickAxisY;
  75943. /**
  75944. * Triggered when the left control stick has been changed
  75945. */
  75946. private _onleftstickchanged;
  75947. /**
  75948. * Triggered when the right control stick has been changed
  75949. */
  75950. private _onrightstickchanged;
  75951. /**
  75952. * Represents a gamepad controller
  75953. */
  75954. static GAMEPAD: number;
  75955. /**
  75956. * Represents a generic controller
  75957. */
  75958. static GENERIC: number;
  75959. /**
  75960. * Represents an XBox controller
  75961. */
  75962. static XBOX: number;
  75963. /**
  75964. * Represents a pose-enabled controller
  75965. */
  75966. static POSE_ENABLED: number;
  75967. /**
  75968. * Specifies whether the left control stick should be Y-inverted
  75969. */
  75970. protected _invertLeftStickY: boolean;
  75971. /**
  75972. * Specifies if the gamepad has been connected
  75973. */
  75974. readonly isConnected: boolean;
  75975. /**
  75976. * Initializes the gamepad
  75977. * @param id The id of the gamepad
  75978. * @param index The index of the gamepad
  75979. * @param browserGamepad The browser gamepad
  75980. * @param leftStickX The x component of the left joystick
  75981. * @param leftStickY The y component of the left joystick
  75982. * @param rightStickX The x component of the right joystick
  75983. * @param rightStickY The y component of the right joystick
  75984. */
  75985. constructor(
  75986. /**
  75987. * The id of the gamepad
  75988. */
  75989. id: string,
  75990. /**
  75991. * The index of the gamepad
  75992. */
  75993. index: number,
  75994. /**
  75995. * The browser gamepad
  75996. */
  75997. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  75998. /**
  75999. * Callback triggered when the left joystick has changed
  76000. * @param callback
  76001. */
  76002. onleftstickchanged(callback: (values: StickValues) => void): void;
  76003. /**
  76004. * Callback triggered when the right joystick has changed
  76005. * @param callback
  76006. */
  76007. onrightstickchanged(callback: (values: StickValues) => void): void;
  76008. /**
  76009. * Gets the left joystick
  76010. */
  76011. /**
  76012. * Sets the left joystick values
  76013. */
  76014. leftStick: StickValues;
  76015. /**
  76016. * Gets the right joystick
  76017. */
  76018. /**
  76019. * Sets the right joystick value
  76020. */
  76021. rightStick: StickValues;
  76022. /**
  76023. * Updates the gamepad joystick positions
  76024. */
  76025. update(): void;
  76026. /**
  76027. * Disposes the gamepad
  76028. */
  76029. dispose(): void;
  76030. }
  76031. /**
  76032. * Represents a generic gamepad
  76033. */
  76034. export class GenericPad extends Gamepad {
  76035. private _buttons;
  76036. private _onbuttondown;
  76037. private _onbuttonup;
  76038. /**
  76039. * Observable triggered when a button has been pressed
  76040. */
  76041. onButtonDownObservable: Observable<number>;
  76042. /**
  76043. * Observable triggered when a button has been released
  76044. */
  76045. onButtonUpObservable: Observable<number>;
  76046. /**
  76047. * Callback triggered when a button has been pressed
  76048. * @param callback Called when a button has been pressed
  76049. */
  76050. onbuttondown(callback: (buttonPressed: number) => void): void;
  76051. /**
  76052. * Callback triggered when a button has been released
  76053. * @param callback Called when a button has been released
  76054. */
  76055. onbuttonup(callback: (buttonReleased: number) => void): void;
  76056. /**
  76057. * Initializes the generic gamepad
  76058. * @param id The id of the generic gamepad
  76059. * @param index The index of the generic gamepad
  76060. * @param browserGamepad The browser gamepad
  76061. */
  76062. constructor(id: string, index: number, browserGamepad: any);
  76063. private _setButtonValue;
  76064. /**
  76065. * Updates the generic gamepad
  76066. */
  76067. update(): void;
  76068. /**
  76069. * Disposes the generic gamepad
  76070. */
  76071. dispose(): void;
  76072. }
  76073. }
  76074. declare module BABYLON {
  76075. interface Engine {
  76076. /**
  76077. * Creates a raw texture
  76078. * @param data defines the data to store in the texture
  76079. * @param width defines the width of the texture
  76080. * @param height defines the height of the texture
  76081. * @param format defines the format of the data
  76082. * @param generateMipMaps defines if the engine should generate the mip levels
  76083. * @param invertY defines if data must be stored with Y axis inverted
  76084. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76085. * @param compression defines the compression used (null by default)
  76086. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76087. * @returns the raw texture inside an InternalTexture
  76088. */
  76089. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76090. /**
  76091. * Update a raw texture
  76092. * @param texture defines the texture to update
  76093. * @param data defines the data to store in the texture
  76094. * @param format defines the format of the data
  76095. * @param invertY defines if data must be stored with Y axis inverted
  76096. */
  76097. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76098. /**
  76099. * Update a raw texture
  76100. * @param texture defines the texture to update
  76101. * @param data defines the data to store in the texture
  76102. * @param format defines the format of the data
  76103. * @param invertY defines if data must be stored with Y axis inverted
  76104. * @param compression defines the compression used (null by default)
  76105. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76106. */
  76107. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76108. /**
  76109. * Creates a new raw cube texture
  76110. * @param data defines the array of data to use to create each face
  76111. * @param size defines the size of the textures
  76112. * @param format defines the format of the data
  76113. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76114. * @param generateMipMaps defines if the engine should generate the mip levels
  76115. * @param invertY defines if data must be stored with Y axis inverted
  76116. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76117. * @param compression defines the compression used (null by default)
  76118. * @returns the cube texture as an InternalTexture
  76119. */
  76120. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76121. /**
  76122. * Update a raw cube texture
  76123. * @param texture defines the texture to udpdate
  76124. * @param data defines the data to store
  76125. * @param format defines the data format
  76126. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76127. * @param invertY defines if data must be stored with Y axis inverted
  76128. */
  76129. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76130. /**
  76131. * Update a raw cube texture
  76132. * @param texture defines the texture to udpdate
  76133. * @param data defines the data to store
  76134. * @param format defines the data format
  76135. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76136. * @param invertY defines if data must be stored with Y axis inverted
  76137. * @param compression defines the compression used (null by default)
  76138. */
  76139. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76140. /**
  76141. * Update a raw cube texture
  76142. * @param texture defines the texture to udpdate
  76143. * @param data defines the data to store
  76144. * @param format defines the data format
  76145. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76146. * @param invertY defines if data must be stored with Y axis inverted
  76147. * @param compression defines the compression used (null by default)
  76148. * @param level defines which level of the texture to update
  76149. */
  76150. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76151. /**
  76152. * Creates a new raw cube texture from a specified url
  76153. * @param url defines the url where the data is located
  76154. * @param scene defines the current scene
  76155. * @param size defines the size of the textures
  76156. * @param format defines the format of the data
  76157. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76158. * @param noMipmap defines if the engine should avoid generating the mip levels
  76159. * @param callback defines a callback used to extract texture data from loaded data
  76160. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76161. * @param onLoad defines a callback called when texture is loaded
  76162. * @param onError defines a callback called if there is an error
  76163. * @returns the cube texture as an InternalTexture
  76164. */
  76165. 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;
  76166. /**
  76167. * Creates a new raw cube texture from a specified url
  76168. * @param url defines the url where the data is located
  76169. * @param scene defines the current scene
  76170. * @param size defines the size of the textures
  76171. * @param format defines the format of the data
  76172. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76173. * @param noMipmap defines if the engine should avoid generating the mip levels
  76174. * @param callback defines a callback used to extract texture data from loaded data
  76175. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76176. * @param onLoad defines a callback called when texture is loaded
  76177. * @param onError defines a callback called if there is an error
  76178. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76179. * @param invertY defines if data must be stored with Y axis inverted
  76180. * @returns the cube texture as an InternalTexture
  76181. */
  76182. 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;
  76183. /**
  76184. * Creates a new raw 3D texture
  76185. * @param data defines the data used to create the texture
  76186. * @param width defines the width of the texture
  76187. * @param height defines the height of the texture
  76188. * @param depth defines the depth of the texture
  76189. * @param format defines the format of the texture
  76190. * @param generateMipMaps defines if the engine must generate mip levels
  76191. * @param invertY defines if data must be stored with Y axis inverted
  76192. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76193. * @param compression defines the compressed used (can be null)
  76194. * @param textureType defines the compressed used (can be null)
  76195. * @returns a new raw 3D texture (stored in an InternalTexture)
  76196. */
  76197. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76198. /**
  76199. * Update a raw 3D texture
  76200. * @param texture defines the texture to update
  76201. * @param data defines the data to store
  76202. * @param format defines the data format
  76203. * @param invertY defines if data must be stored with Y axis inverted
  76204. */
  76205. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76206. /**
  76207. * Update a raw 3D texture
  76208. * @param texture defines the texture to update
  76209. * @param data defines the data to store
  76210. * @param format defines the data format
  76211. * @param invertY defines if data must be stored with Y axis inverted
  76212. * @param compression defines the used compression (can be null)
  76213. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76214. */
  76215. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76216. }
  76217. }
  76218. declare module BABYLON {
  76219. /**
  76220. * Raw texture can help creating a texture directly from an array of data.
  76221. * This can be super useful if you either get the data from an uncompressed source or
  76222. * if you wish to create your texture pixel by pixel.
  76223. */
  76224. export class RawTexture extends Texture {
  76225. /**
  76226. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76227. */
  76228. format: number;
  76229. private _engine;
  76230. /**
  76231. * Instantiates a new RawTexture.
  76232. * Raw texture can help creating a texture directly from an array of data.
  76233. * This can be super useful if you either get the data from an uncompressed source or
  76234. * if you wish to create your texture pixel by pixel.
  76235. * @param data define the array of data to use to create the texture
  76236. * @param width define the width of the texture
  76237. * @param height define the height of the texture
  76238. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76239. * @param scene define the scene the texture belongs to
  76240. * @param generateMipMaps define whether mip maps should be generated or not
  76241. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76242. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76243. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76244. */
  76245. constructor(data: ArrayBufferView, width: number, height: number,
  76246. /**
  76247. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76248. */
  76249. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76250. /**
  76251. * Updates the texture underlying data.
  76252. * @param data Define the new data of the texture
  76253. */
  76254. update(data: ArrayBufferView): void;
  76255. /**
  76256. * Creates a luminance texture from some data.
  76257. * @param data Define the texture data
  76258. * @param width Define the width of the texture
  76259. * @param height Define the height of the texture
  76260. * @param scene Define the scene the texture belongs to
  76261. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76262. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76263. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76264. * @returns the luminance texture
  76265. */
  76266. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76267. /**
  76268. * Creates a luminance alpha texture from some data.
  76269. * @param data Define the texture data
  76270. * @param width Define the width of the texture
  76271. * @param height Define the height of the texture
  76272. * @param scene Define the scene the texture belongs to
  76273. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76274. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76275. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76276. * @returns the luminance alpha texture
  76277. */
  76278. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76279. /**
  76280. * Creates an alpha texture from some data.
  76281. * @param data Define the texture data
  76282. * @param width Define the width of the texture
  76283. * @param height Define the height of the texture
  76284. * @param scene Define the scene the texture belongs to
  76285. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76286. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76287. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76288. * @returns the alpha texture
  76289. */
  76290. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76291. /**
  76292. * Creates a RGB texture from some data.
  76293. * @param data Define the texture data
  76294. * @param width Define the width of the texture
  76295. * @param height Define the height of the texture
  76296. * @param scene Define the scene the texture belongs to
  76297. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76298. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76299. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76300. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76301. * @returns the RGB alpha texture
  76302. */
  76303. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76304. /**
  76305. * Creates a RGBA texture from some data.
  76306. * @param data Define the texture data
  76307. * @param width Define the width of the texture
  76308. * @param height Define the height of the texture
  76309. * @param scene Define the scene the texture belongs to
  76310. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76311. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76312. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76313. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76314. * @returns the RGBA texture
  76315. */
  76316. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76317. /**
  76318. * Creates a R texture from some data.
  76319. * @param data Define the texture data
  76320. * @param width Define the width of the texture
  76321. * @param height Define the height of the texture
  76322. * @param scene Define the scene the texture belongs to
  76323. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76324. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76325. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76326. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76327. * @returns the R texture
  76328. */
  76329. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76330. }
  76331. }
  76332. declare module BABYLON {
  76333. /**
  76334. * Interface for the size containing width and height
  76335. */
  76336. export interface ISize {
  76337. /**
  76338. * Width
  76339. */
  76340. width: number;
  76341. /**
  76342. * Heighht
  76343. */
  76344. height: number;
  76345. }
  76346. /**
  76347. * Size containing widht and height
  76348. */
  76349. export class Size implements ISize {
  76350. /**
  76351. * Width
  76352. */
  76353. width: number;
  76354. /**
  76355. * Height
  76356. */
  76357. height: number;
  76358. /**
  76359. * Creates a Size object from the given width and height (floats).
  76360. * @param width width of the new size
  76361. * @param height height of the new size
  76362. */
  76363. constructor(width: number, height: number);
  76364. /**
  76365. * Returns a string with the Size width and height
  76366. * @returns a string with the Size width and height
  76367. */
  76368. toString(): string;
  76369. /**
  76370. * "Size"
  76371. * @returns the string "Size"
  76372. */
  76373. getClassName(): string;
  76374. /**
  76375. * Returns the Size hash code.
  76376. * @returns a hash code for a unique width and height
  76377. */
  76378. getHashCode(): number;
  76379. /**
  76380. * Updates the current size from the given one.
  76381. * @param src the given size
  76382. */
  76383. copyFrom(src: Size): void;
  76384. /**
  76385. * Updates in place the current Size from the given floats.
  76386. * @param width width of the new size
  76387. * @param height height of the new size
  76388. * @returns the updated Size.
  76389. */
  76390. copyFromFloats(width: number, height: number): Size;
  76391. /**
  76392. * Updates in place the current Size from the given floats.
  76393. * @param width width to set
  76394. * @param height height to set
  76395. * @returns the updated Size.
  76396. */
  76397. set(width: number, height: number): Size;
  76398. /**
  76399. * Multiplies the width and height by numbers
  76400. * @param w factor to multiple the width by
  76401. * @param h factor to multiple the height by
  76402. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  76403. */
  76404. multiplyByFloats(w: number, h: number): Size;
  76405. /**
  76406. * Clones the size
  76407. * @returns a new Size copied from the given one.
  76408. */
  76409. clone(): Size;
  76410. /**
  76411. * True if the current Size and the given one width and height are strictly equal.
  76412. * @param other the other size to compare against
  76413. * @returns True if the current Size and the given one width and height are strictly equal.
  76414. */
  76415. equals(other: Size): boolean;
  76416. /**
  76417. * The surface of the Size : width * height (float).
  76418. */
  76419. readonly surface: number;
  76420. /**
  76421. * Create a new size of zero
  76422. * @returns a new Size set to (0.0, 0.0)
  76423. */
  76424. static Zero(): Size;
  76425. /**
  76426. * Sums the width and height of two sizes
  76427. * @param otherSize size to add to this size
  76428. * @returns a new Size set as the addition result of the current Size and the given one.
  76429. */
  76430. add(otherSize: Size): Size;
  76431. /**
  76432. * Subtracts the width and height of two
  76433. * @param otherSize size to subtract to this size
  76434. * @returns a new Size set as the subtraction result of the given one from the current Size.
  76435. */
  76436. subtract(otherSize: Size): Size;
  76437. /**
  76438. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  76439. * @param start starting size to lerp between
  76440. * @param end end size to lerp between
  76441. * @param amount amount to lerp between the start and end values
  76442. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  76443. */
  76444. static Lerp(start: Size, end: Size, amount: number): Size;
  76445. }
  76446. }
  76447. declare module BABYLON {
  76448. /**
  76449. * Defines a runtime animation
  76450. */
  76451. export class RuntimeAnimation {
  76452. private _events;
  76453. /**
  76454. * The current frame of the runtime animation
  76455. */
  76456. private _currentFrame;
  76457. /**
  76458. * The animation used by the runtime animation
  76459. */
  76460. private _animation;
  76461. /**
  76462. * The target of the runtime animation
  76463. */
  76464. private _target;
  76465. /**
  76466. * The initiating animatable
  76467. */
  76468. private _host;
  76469. /**
  76470. * The original value of the runtime animation
  76471. */
  76472. private _originalValue;
  76473. /**
  76474. * The original blend value of the runtime animation
  76475. */
  76476. private _originalBlendValue;
  76477. /**
  76478. * The offsets cache of the runtime animation
  76479. */
  76480. private _offsetsCache;
  76481. /**
  76482. * The high limits cache of the runtime animation
  76483. */
  76484. private _highLimitsCache;
  76485. /**
  76486. * Specifies if the runtime animation has been stopped
  76487. */
  76488. private _stopped;
  76489. /**
  76490. * The blending factor of the runtime animation
  76491. */
  76492. private _blendingFactor;
  76493. /**
  76494. * The BabylonJS scene
  76495. */
  76496. private _scene;
  76497. /**
  76498. * The current value of the runtime animation
  76499. */
  76500. private _currentValue;
  76501. /** @hidden */
  76502. _animationState: _IAnimationState;
  76503. /**
  76504. * The active target of the runtime animation
  76505. */
  76506. private _activeTargets;
  76507. private _currentActiveTarget;
  76508. private _directTarget;
  76509. /**
  76510. * The target path of the runtime animation
  76511. */
  76512. private _targetPath;
  76513. /**
  76514. * The weight of the runtime animation
  76515. */
  76516. private _weight;
  76517. /**
  76518. * The ratio offset of the runtime animation
  76519. */
  76520. private _ratioOffset;
  76521. /**
  76522. * The previous delay of the runtime animation
  76523. */
  76524. private _previousDelay;
  76525. /**
  76526. * The previous ratio of the runtime animation
  76527. */
  76528. private _previousRatio;
  76529. private _enableBlending;
  76530. private _keys;
  76531. private _minFrame;
  76532. private _maxFrame;
  76533. private _minValue;
  76534. private _maxValue;
  76535. private _targetIsArray;
  76536. /**
  76537. * Gets the current frame of the runtime animation
  76538. */
  76539. readonly currentFrame: number;
  76540. /**
  76541. * Gets the weight of the runtime animation
  76542. */
  76543. readonly weight: number;
  76544. /**
  76545. * Gets the current value of the runtime animation
  76546. */
  76547. readonly currentValue: any;
  76548. /**
  76549. * Gets the target path of the runtime animation
  76550. */
  76551. readonly targetPath: string;
  76552. /**
  76553. * Gets the actual target of the runtime animation
  76554. */
  76555. readonly target: any;
  76556. /** @hidden */
  76557. _onLoop: () => void;
  76558. /**
  76559. * Create a new RuntimeAnimation object
  76560. * @param target defines the target of the animation
  76561. * @param animation defines the source animation object
  76562. * @param scene defines the hosting scene
  76563. * @param host defines the initiating Animatable
  76564. */
  76565. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  76566. private _preparePath;
  76567. /**
  76568. * Gets the animation from the runtime animation
  76569. */
  76570. readonly animation: Animation;
  76571. /**
  76572. * Resets the runtime animation to the beginning
  76573. * @param restoreOriginal defines whether to restore the target property to the original value
  76574. */
  76575. reset(restoreOriginal?: boolean): void;
  76576. /**
  76577. * Specifies if the runtime animation is stopped
  76578. * @returns Boolean specifying if the runtime animation is stopped
  76579. */
  76580. isStopped(): boolean;
  76581. /**
  76582. * Disposes of the runtime animation
  76583. */
  76584. dispose(): void;
  76585. /**
  76586. * Apply the interpolated value to the target
  76587. * @param currentValue defines the value computed by the animation
  76588. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  76589. */
  76590. setValue(currentValue: any, weight: number): void;
  76591. private _getOriginalValues;
  76592. private _setValue;
  76593. /**
  76594. * Gets the loop pmode of the runtime animation
  76595. * @returns Loop Mode
  76596. */
  76597. private _getCorrectLoopMode;
  76598. /**
  76599. * Move the current animation to a given frame
  76600. * @param frame defines the frame to move to
  76601. */
  76602. goToFrame(frame: number): void;
  76603. /**
  76604. * @hidden Internal use only
  76605. */
  76606. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  76607. /**
  76608. * Execute the current animation
  76609. * @param delay defines the delay to add to the current frame
  76610. * @param from defines the lower bound of the animation range
  76611. * @param to defines the upper bound of the animation range
  76612. * @param loop defines if the current animation must loop
  76613. * @param speedRatio defines the current speed ratio
  76614. * @param weight defines the weight of the animation (default is -1 so no weight)
  76615. * @param onLoop optional callback called when animation loops
  76616. * @returns a boolean indicating if the animation is running
  76617. */
  76618. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  76619. }
  76620. }
  76621. declare module BABYLON {
  76622. /**
  76623. * Class used to store an actual running animation
  76624. */
  76625. export class Animatable {
  76626. /** defines the target object */
  76627. target: any;
  76628. /** defines the starting frame number (default is 0) */
  76629. fromFrame: number;
  76630. /** defines the ending frame number (default is 100) */
  76631. toFrame: number;
  76632. /** defines if the animation must loop (default is false) */
  76633. loopAnimation: boolean;
  76634. /** defines a callback to call when animation ends if it is not looping */
  76635. onAnimationEnd?: (() => void) | null | undefined;
  76636. /** defines a callback to call when animation loops */
  76637. onAnimationLoop?: (() => void) | null | undefined;
  76638. private _localDelayOffset;
  76639. private _pausedDelay;
  76640. private _runtimeAnimations;
  76641. private _paused;
  76642. private _scene;
  76643. private _speedRatio;
  76644. private _weight;
  76645. private _syncRoot;
  76646. /**
  76647. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  76648. * This will only apply for non looping animation (default is true)
  76649. */
  76650. disposeOnEnd: boolean;
  76651. /**
  76652. * Gets a boolean indicating if the animation has started
  76653. */
  76654. animationStarted: boolean;
  76655. /**
  76656. * Observer raised when the animation ends
  76657. */
  76658. onAnimationEndObservable: Observable<Animatable>;
  76659. /**
  76660. * Observer raised when the animation loops
  76661. */
  76662. onAnimationLoopObservable: Observable<Animatable>;
  76663. /**
  76664. * Gets the root Animatable used to synchronize and normalize animations
  76665. */
  76666. readonly syncRoot: Nullable<Animatable>;
  76667. /**
  76668. * Gets the current frame of the first RuntimeAnimation
  76669. * Used to synchronize Animatables
  76670. */
  76671. readonly masterFrame: number;
  76672. /**
  76673. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  76674. */
  76675. weight: number;
  76676. /**
  76677. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  76678. */
  76679. speedRatio: number;
  76680. /**
  76681. * Creates a new Animatable
  76682. * @param scene defines the hosting scene
  76683. * @param target defines the target object
  76684. * @param fromFrame defines the starting frame number (default is 0)
  76685. * @param toFrame defines the ending frame number (default is 100)
  76686. * @param loopAnimation defines if the animation must loop (default is false)
  76687. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  76688. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  76689. * @param animations defines a group of animation to add to the new Animatable
  76690. * @param onAnimationLoop defines a callback to call when animation loops
  76691. */
  76692. constructor(scene: Scene,
  76693. /** defines the target object */
  76694. target: any,
  76695. /** defines the starting frame number (default is 0) */
  76696. fromFrame?: number,
  76697. /** defines the ending frame number (default is 100) */
  76698. toFrame?: number,
  76699. /** defines if the animation must loop (default is false) */
  76700. loopAnimation?: boolean, speedRatio?: number,
  76701. /** defines a callback to call when animation ends if it is not looping */
  76702. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  76703. /** defines a callback to call when animation loops */
  76704. onAnimationLoop?: (() => void) | null | undefined);
  76705. /**
  76706. * Synchronize and normalize current Animatable with a source Animatable
  76707. * This is useful when using animation weights and when animations are not of the same length
  76708. * @param root defines the root Animatable to synchronize with
  76709. * @returns the current Animatable
  76710. */
  76711. syncWith(root: Animatable): Animatable;
  76712. /**
  76713. * Gets the list of runtime animations
  76714. * @returns an array of RuntimeAnimation
  76715. */
  76716. getAnimations(): RuntimeAnimation[];
  76717. /**
  76718. * Adds more animations to the current animatable
  76719. * @param target defines the target of the animations
  76720. * @param animations defines the new animations to add
  76721. */
  76722. appendAnimations(target: any, animations: Animation[]): void;
  76723. /**
  76724. * Gets the source animation for a specific property
  76725. * @param property defines the propertyu to look for
  76726. * @returns null or the source animation for the given property
  76727. */
  76728. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  76729. /**
  76730. * Gets the runtime animation for a specific property
  76731. * @param property defines the propertyu to look for
  76732. * @returns null or the runtime animation for the given property
  76733. */
  76734. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  76735. /**
  76736. * Resets the animatable to its original state
  76737. */
  76738. reset(): void;
  76739. /**
  76740. * Allows the animatable to blend with current running animations
  76741. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76742. * @param blendingSpeed defines the blending speed to use
  76743. */
  76744. enableBlending(blendingSpeed: number): void;
  76745. /**
  76746. * Disable animation blending
  76747. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  76748. */
  76749. disableBlending(): void;
  76750. /**
  76751. * Jump directly to a given frame
  76752. * @param frame defines the frame to jump to
  76753. */
  76754. goToFrame(frame: number): void;
  76755. /**
  76756. * Pause the animation
  76757. */
  76758. pause(): void;
  76759. /**
  76760. * Restart the animation
  76761. */
  76762. restart(): void;
  76763. private _raiseOnAnimationEnd;
  76764. /**
  76765. * Stop and delete the current animation
  76766. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  76767. * @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)
  76768. */
  76769. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  76770. /**
  76771. * Wait asynchronously for the animation to end
  76772. * @returns a promise which will be fullfilled when the animation ends
  76773. */
  76774. waitAsync(): Promise<Animatable>;
  76775. /** @hidden */
  76776. _animate(delay: number): boolean;
  76777. }
  76778. interface Scene {
  76779. /** @hidden */
  76780. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  76781. /** @hidden */
  76782. _processLateAnimationBindingsForMatrices(holder: {
  76783. totalWeight: number;
  76784. animations: RuntimeAnimation[];
  76785. originalValue: Matrix;
  76786. }): any;
  76787. /** @hidden */
  76788. _processLateAnimationBindingsForQuaternions(holder: {
  76789. totalWeight: number;
  76790. animations: RuntimeAnimation[];
  76791. originalValue: Quaternion;
  76792. }, refQuaternion: Quaternion): Quaternion;
  76793. /** @hidden */
  76794. _processLateAnimationBindings(): void;
  76795. /**
  76796. * Will start the animation sequence of a given target
  76797. * @param target defines the target
  76798. * @param from defines from which frame should animation start
  76799. * @param to defines until which frame should animation run.
  76800. * @param weight defines the weight to apply to the animation (1.0 by default)
  76801. * @param loop defines if the animation loops
  76802. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76803. * @param onAnimationEnd defines the function to be executed when the animation ends
  76804. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76805. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76806. * @param onAnimationLoop defines the callback to call when an animation loops
  76807. * @returns the animatable object created for this animation
  76808. */
  76809. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76810. /**
  76811. * Will start the animation sequence of a given target
  76812. * @param target defines the target
  76813. * @param from defines from which frame should animation start
  76814. * @param to defines until which frame should animation run.
  76815. * @param loop defines if the animation loops
  76816. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76817. * @param onAnimationEnd defines the function to be executed when the animation ends
  76818. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76819. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76820. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  76821. * @param onAnimationLoop defines the callback to call when an animation loops
  76822. * @returns the animatable object created for this animation
  76823. */
  76824. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  76825. /**
  76826. * Will start the animation sequence of a given target and its hierarchy
  76827. * @param target defines the target
  76828. * @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.
  76829. * @param from defines from which frame should animation start
  76830. * @param to defines until which frame should animation run.
  76831. * @param loop defines if the animation loops
  76832. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  76833. * @param onAnimationEnd defines the function to be executed when the animation ends
  76834. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  76835. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  76836. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  76837. * @param onAnimationLoop defines the callback to call when an animation loops
  76838. * @returns the list of created animatables
  76839. */
  76840. 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[];
  76841. /**
  76842. * Begin a new animation on a given node
  76843. * @param target defines the target where the animation will take place
  76844. * @param animations defines the list of animations to start
  76845. * @param from defines the initial value
  76846. * @param to defines the final value
  76847. * @param loop defines if you want animation to loop (off by default)
  76848. * @param speedRatio defines the speed ratio to apply to all animations
  76849. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76850. * @param onAnimationLoop defines the callback to call when an animation loops
  76851. * @returns the list of created animatables
  76852. */
  76853. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  76854. /**
  76855. * Begin a new animation on a given node and its hierarchy
  76856. * @param target defines the root node where the animation will take place
  76857. * @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.
  76858. * @param animations defines the list of animations to start
  76859. * @param from defines the initial value
  76860. * @param to defines the final value
  76861. * @param loop defines if you want animation to loop (off by default)
  76862. * @param speedRatio defines the speed ratio to apply to all animations
  76863. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  76864. * @param onAnimationLoop defines the callback to call when an animation loops
  76865. * @returns the list of animatables created for all nodes
  76866. */
  76867. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  76868. /**
  76869. * Gets the animatable associated with a specific target
  76870. * @param target defines the target of the animatable
  76871. * @returns the required animatable if found
  76872. */
  76873. getAnimatableByTarget(target: any): Nullable<Animatable>;
  76874. /**
  76875. * Gets all animatables associated with a given target
  76876. * @param target defines the target to look animatables for
  76877. * @returns an array of Animatables
  76878. */
  76879. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  76880. /**
  76881. * Stops and removes all animations that have been applied to the scene
  76882. */
  76883. stopAllAnimations(): void;
  76884. }
  76885. interface Bone {
  76886. /**
  76887. * Copy an animation range from another bone
  76888. * @param source defines the source bone
  76889. * @param rangeName defines the range name to copy
  76890. * @param frameOffset defines the frame offset
  76891. * @param rescaleAsRequired defines if rescaling must be applied if required
  76892. * @param skelDimensionsRatio defines the scaling ratio
  76893. * @returns true if operation was successful
  76894. */
  76895. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  76896. }
  76897. }
  76898. declare module BABYLON {
  76899. /**
  76900. * Class used to override all child animations of a given target
  76901. */
  76902. export class AnimationPropertiesOverride {
  76903. /**
  76904. * Gets or sets a value indicating if animation blending must be used
  76905. */
  76906. enableBlending: boolean;
  76907. /**
  76908. * Gets or sets the blending speed to use when enableBlending is true
  76909. */
  76910. blendingSpeed: number;
  76911. /**
  76912. * Gets or sets the default loop mode to use
  76913. */
  76914. loopMode: number;
  76915. }
  76916. }
  76917. declare module BABYLON {
  76918. /**
  76919. * Class used to handle skinning animations
  76920. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  76921. */
  76922. export class Skeleton implements IAnimatable {
  76923. /** defines the skeleton name */
  76924. name: string;
  76925. /** defines the skeleton Id */
  76926. id: string;
  76927. /**
  76928. * Defines the list of child bones
  76929. */
  76930. bones: Bone[];
  76931. /**
  76932. * Defines an estimate of the dimension of the skeleton at rest
  76933. */
  76934. dimensionsAtRest: Vector3;
  76935. /**
  76936. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  76937. */
  76938. needInitialSkinMatrix: boolean;
  76939. /**
  76940. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  76941. */
  76942. overrideMesh: Nullable<AbstractMesh>;
  76943. /**
  76944. * Gets the list of animations attached to this skeleton
  76945. */
  76946. animations: Array<Animation>;
  76947. private _scene;
  76948. private _isDirty;
  76949. private _transformMatrices;
  76950. private _transformMatrixTexture;
  76951. private _meshesWithPoseMatrix;
  76952. private _animatables;
  76953. private _identity;
  76954. private _synchronizedWithMesh;
  76955. private _ranges;
  76956. private _lastAbsoluteTransformsUpdateId;
  76957. private _canUseTextureForBones;
  76958. private _uniqueId;
  76959. /** @hidden */
  76960. _numBonesWithLinkedTransformNode: number;
  76961. /** @hidden */
  76962. _hasWaitingData: Nullable<boolean>;
  76963. /**
  76964. * Specifies if the skeleton should be serialized
  76965. */
  76966. doNotSerialize: boolean;
  76967. private _useTextureToStoreBoneMatrices;
  76968. /**
  76969. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  76970. * Please note that this option is not available if the hardware does not support it
  76971. */
  76972. useTextureToStoreBoneMatrices: boolean;
  76973. private _animationPropertiesOverride;
  76974. /**
  76975. * Gets or sets the animation properties override
  76976. */
  76977. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  76978. /**
  76979. * List of inspectable custom properties (used by the Inspector)
  76980. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  76981. */
  76982. inspectableCustomProperties: IInspectable[];
  76983. /**
  76984. * An observable triggered before computing the skeleton's matrices
  76985. */
  76986. onBeforeComputeObservable: Observable<Skeleton>;
  76987. /**
  76988. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  76989. */
  76990. readonly isUsingTextureForMatrices: boolean;
  76991. /**
  76992. * Gets the unique ID of this skeleton
  76993. */
  76994. readonly uniqueId: number;
  76995. /**
  76996. * Creates a new skeleton
  76997. * @param name defines the skeleton name
  76998. * @param id defines the skeleton Id
  76999. * @param scene defines the hosting scene
  77000. */
  77001. constructor(
  77002. /** defines the skeleton name */
  77003. name: string,
  77004. /** defines the skeleton Id */
  77005. id: string, scene: Scene);
  77006. /**
  77007. * Gets the current object class name.
  77008. * @return the class name
  77009. */
  77010. getClassName(): string;
  77011. /**
  77012. * Returns an array containing the root bones
  77013. * @returns an array containing the root bones
  77014. */
  77015. getChildren(): Array<Bone>;
  77016. /**
  77017. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77018. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77019. * @returns a Float32Array containing matrices data
  77020. */
  77021. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77022. /**
  77023. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77024. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77025. * @returns a raw texture containing the data
  77026. */
  77027. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77028. /**
  77029. * Gets the current hosting scene
  77030. * @returns a scene object
  77031. */
  77032. getScene(): Scene;
  77033. /**
  77034. * Gets a string representing the current skeleton data
  77035. * @param fullDetails defines a boolean indicating if we want a verbose version
  77036. * @returns a string representing the current skeleton data
  77037. */
  77038. toString(fullDetails?: boolean): string;
  77039. /**
  77040. * Get bone's index searching by name
  77041. * @param name defines bone's name to search for
  77042. * @return the indice of the bone. Returns -1 if not found
  77043. */
  77044. getBoneIndexByName(name: string): number;
  77045. /**
  77046. * Creater a new animation range
  77047. * @param name defines the name of the range
  77048. * @param from defines the start key
  77049. * @param to defines the end key
  77050. */
  77051. createAnimationRange(name: string, from: number, to: number): void;
  77052. /**
  77053. * Delete a specific animation range
  77054. * @param name defines the name of the range
  77055. * @param deleteFrames defines if frames must be removed as well
  77056. */
  77057. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77058. /**
  77059. * Gets a specific animation range
  77060. * @param name defines the name of the range to look for
  77061. * @returns the requested animation range or null if not found
  77062. */
  77063. getAnimationRange(name: string): Nullable<AnimationRange>;
  77064. /**
  77065. * Gets the list of all animation ranges defined on this skeleton
  77066. * @returns an array
  77067. */
  77068. getAnimationRanges(): Nullable<AnimationRange>[];
  77069. /**
  77070. * Copy animation range from a source skeleton.
  77071. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77072. * @param source defines the source skeleton
  77073. * @param name defines the name of the range to copy
  77074. * @param rescaleAsRequired defines if rescaling must be applied if required
  77075. * @returns true if operation was successful
  77076. */
  77077. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77078. /**
  77079. * Forces the skeleton to go to rest pose
  77080. */
  77081. returnToRest(): void;
  77082. private _getHighestAnimationFrame;
  77083. /**
  77084. * Begin a specific animation range
  77085. * @param name defines the name of the range to start
  77086. * @param loop defines if looping must be turned on (false by default)
  77087. * @param speedRatio defines the speed ratio to apply (1 by default)
  77088. * @param onAnimationEnd defines a callback which will be called when animation will end
  77089. * @returns a new animatable
  77090. */
  77091. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77092. /** @hidden */
  77093. _markAsDirty(): void;
  77094. /** @hidden */
  77095. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77096. /** @hidden */
  77097. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77098. private _computeTransformMatrices;
  77099. /**
  77100. * Build all resources required to render a skeleton
  77101. */
  77102. prepare(): void;
  77103. /**
  77104. * Gets the list of animatables currently running for this skeleton
  77105. * @returns an array of animatables
  77106. */
  77107. getAnimatables(): IAnimatable[];
  77108. /**
  77109. * Clone the current skeleton
  77110. * @param name defines the name of the new skeleton
  77111. * @param id defines the id of the new skeleton
  77112. * @returns the new skeleton
  77113. */
  77114. clone(name: string, id: string): Skeleton;
  77115. /**
  77116. * Enable animation blending for this skeleton
  77117. * @param blendingSpeed defines the blending speed to apply
  77118. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77119. */
  77120. enableBlending(blendingSpeed?: number): void;
  77121. /**
  77122. * Releases all resources associated with the current skeleton
  77123. */
  77124. dispose(): void;
  77125. /**
  77126. * Serialize the skeleton in a JSON object
  77127. * @returns a JSON object
  77128. */
  77129. serialize(): any;
  77130. /**
  77131. * Creates a new skeleton from serialized data
  77132. * @param parsedSkeleton defines the serialized data
  77133. * @param scene defines the hosting scene
  77134. * @returns a new skeleton
  77135. */
  77136. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77137. /**
  77138. * Compute all node absolute transforms
  77139. * @param forceUpdate defines if computation must be done even if cache is up to date
  77140. */
  77141. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77142. /**
  77143. * Gets the root pose matrix
  77144. * @returns a matrix
  77145. */
  77146. getPoseMatrix(): Nullable<Matrix>;
  77147. /**
  77148. * Sorts bones per internal index
  77149. */
  77150. sortBones(): void;
  77151. private _sortBones;
  77152. }
  77153. }
  77154. declare module BABYLON {
  77155. /**
  77156. * Class used to store bone information
  77157. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77158. */
  77159. export class Bone extends Node {
  77160. /**
  77161. * defines the bone name
  77162. */
  77163. name: string;
  77164. private static _tmpVecs;
  77165. private static _tmpQuat;
  77166. private static _tmpMats;
  77167. /**
  77168. * Gets the list of child bones
  77169. */
  77170. children: Bone[];
  77171. /** Gets the animations associated with this bone */
  77172. animations: Animation[];
  77173. /**
  77174. * Gets or sets bone length
  77175. */
  77176. length: number;
  77177. /**
  77178. * @hidden Internal only
  77179. * Set this value to map this bone to a different index in the transform matrices
  77180. * Set this value to -1 to exclude the bone from the transform matrices
  77181. */
  77182. _index: Nullable<number>;
  77183. private _skeleton;
  77184. private _localMatrix;
  77185. private _restPose;
  77186. private _baseMatrix;
  77187. private _absoluteTransform;
  77188. private _invertedAbsoluteTransform;
  77189. private _parent;
  77190. private _scalingDeterminant;
  77191. private _worldTransform;
  77192. private _localScaling;
  77193. private _localRotation;
  77194. private _localPosition;
  77195. private _needToDecompose;
  77196. private _needToCompose;
  77197. /** @hidden */
  77198. _linkedTransformNode: Nullable<TransformNode>;
  77199. /** @hidden */
  77200. _waitingTransformNodeId: Nullable<string>;
  77201. /** @hidden */
  77202. /** @hidden */
  77203. _matrix: Matrix;
  77204. /**
  77205. * Create a new bone
  77206. * @param name defines the bone name
  77207. * @param skeleton defines the parent skeleton
  77208. * @param parentBone defines the parent (can be null if the bone is the root)
  77209. * @param localMatrix defines the local matrix
  77210. * @param restPose defines the rest pose matrix
  77211. * @param baseMatrix defines the base matrix
  77212. * @param index defines index of the bone in the hiearchy
  77213. */
  77214. constructor(
  77215. /**
  77216. * defines the bone name
  77217. */
  77218. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77219. /**
  77220. * Gets the current object class name.
  77221. * @return the class name
  77222. */
  77223. getClassName(): string;
  77224. /**
  77225. * Gets the parent skeleton
  77226. * @returns a skeleton
  77227. */
  77228. getSkeleton(): Skeleton;
  77229. /**
  77230. * Gets parent bone
  77231. * @returns a bone or null if the bone is the root of the bone hierarchy
  77232. */
  77233. getParent(): Nullable<Bone>;
  77234. /**
  77235. * Returns an array containing the root bones
  77236. * @returns an array containing the root bones
  77237. */
  77238. getChildren(): Array<Bone>;
  77239. /**
  77240. * Sets the parent bone
  77241. * @param parent defines the parent (can be null if the bone is the root)
  77242. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77243. */
  77244. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77245. /**
  77246. * Gets the local matrix
  77247. * @returns a matrix
  77248. */
  77249. getLocalMatrix(): Matrix;
  77250. /**
  77251. * Gets the base matrix (initial matrix which remains unchanged)
  77252. * @returns a matrix
  77253. */
  77254. getBaseMatrix(): Matrix;
  77255. /**
  77256. * Gets the rest pose matrix
  77257. * @returns a matrix
  77258. */
  77259. getRestPose(): Matrix;
  77260. /**
  77261. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77262. */
  77263. getWorldMatrix(): Matrix;
  77264. /**
  77265. * Sets the local matrix to rest pose matrix
  77266. */
  77267. returnToRest(): void;
  77268. /**
  77269. * Gets the inverse of the absolute transform matrix.
  77270. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77271. * @returns a matrix
  77272. */
  77273. getInvertedAbsoluteTransform(): Matrix;
  77274. /**
  77275. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77276. * @returns a matrix
  77277. */
  77278. getAbsoluteTransform(): Matrix;
  77279. /**
  77280. * Links with the given transform node.
  77281. * The local matrix of this bone is copied from the transform node every frame.
  77282. * @param transformNode defines the transform node to link to
  77283. */
  77284. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77285. /**
  77286. * Gets the node used to drive the bone's transformation
  77287. * @returns a transform node or null
  77288. */
  77289. getTransformNode(): Nullable<TransformNode>;
  77290. /** Gets or sets current position (in local space) */
  77291. position: Vector3;
  77292. /** Gets or sets current rotation (in local space) */
  77293. rotation: Vector3;
  77294. /** Gets or sets current rotation quaternion (in local space) */
  77295. rotationQuaternion: Quaternion;
  77296. /** Gets or sets current scaling (in local space) */
  77297. scaling: Vector3;
  77298. /**
  77299. * Gets the animation properties override
  77300. */
  77301. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77302. private _decompose;
  77303. private _compose;
  77304. /**
  77305. * Update the base and local matrices
  77306. * @param matrix defines the new base or local matrix
  77307. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77308. * @param updateLocalMatrix defines if the local matrix should be updated
  77309. */
  77310. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77311. /** @hidden */
  77312. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77313. /**
  77314. * Flag the bone as dirty (Forcing it to update everything)
  77315. */
  77316. markAsDirty(): void;
  77317. /** @hidden */
  77318. _markAsDirtyAndCompose(): void;
  77319. private _markAsDirtyAndDecompose;
  77320. /**
  77321. * Translate the bone in local or world space
  77322. * @param vec The amount to translate the bone
  77323. * @param space The space that the translation is in
  77324. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77325. */
  77326. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77327. /**
  77328. * Set the postion of the bone in local or world space
  77329. * @param position The position to set the bone
  77330. * @param space The space that the position is in
  77331. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77332. */
  77333. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77334. /**
  77335. * Set the absolute position of the bone (world space)
  77336. * @param position The position to set the bone
  77337. * @param mesh The mesh that this bone is attached to
  77338. */
  77339. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  77340. /**
  77341. * Scale the bone on the x, y and z axes (in local space)
  77342. * @param x The amount to scale the bone on the x axis
  77343. * @param y The amount to scale the bone on the y axis
  77344. * @param z The amount to scale the bone on the z axis
  77345. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  77346. */
  77347. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  77348. /**
  77349. * Set the bone scaling in local space
  77350. * @param scale defines the scaling vector
  77351. */
  77352. setScale(scale: Vector3): void;
  77353. /**
  77354. * Gets the current scaling in local space
  77355. * @returns the current scaling vector
  77356. */
  77357. getScale(): Vector3;
  77358. /**
  77359. * Gets the current scaling in local space and stores it in a target vector
  77360. * @param result defines the target vector
  77361. */
  77362. getScaleToRef(result: Vector3): void;
  77363. /**
  77364. * Set the yaw, pitch, and roll of the bone in local or world space
  77365. * @param yaw The rotation of the bone on the y axis
  77366. * @param pitch The rotation of the bone on the x axis
  77367. * @param roll The rotation of the bone on the z axis
  77368. * @param space The space that the axes of rotation are in
  77369. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77370. */
  77371. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  77372. /**
  77373. * Add a rotation to the bone on an axis in local or world space
  77374. * @param axis The axis to rotate the bone on
  77375. * @param amount The amount to rotate the bone
  77376. * @param space The space that the axis is in
  77377. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77378. */
  77379. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  77380. /**
  77381. * Set the rotation of the bone to a particular axis angle in local or world space
  77382. * @param axis The axis to rotate the bone on
  77383. * @param angle The angle that the bone should be rotated to
  77384. * @param space The space that the axis is in
  77385. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77386. */
  77387. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  77388. /**
  77389. * Set the euler rotation of the bone in local of world space
  77390. * @param rotation The euler rotation that the bone should be set to
  77391. * @param space The space that the rotation is in
  77392. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77393. */
  77394. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  77395. /**
  77396. * Set the quaternion rotation of the bone in local of world space
  77397. * @param quat The quaternion rotation that the bone should be set to
  77398. * @param space The space that the rotation is in
  77399. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77400. */
  77401. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  77402. /**
  77403. * Set the rotation matrix of the bone in local of world space
  77404. * @param rotMat The rotation matrix that the bone should be set to
  77405. * @param space The space that the rotation is in
  77406. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77407. */
  77408. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  77409. private _rotateWithMatrix;
  77410. private _getNegativeRotationToRef;
  77411. /**
  77412. * Get the position of the bone in local or world space
  77413. * @param space The space that the returned position is in
  77414. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77415. * @returns The position of the bone
  77416. */
  77417. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77418. /**
  77419. * Copy the position of the bone to a vector3 in local or world space
  77420. * @param space The space that the returned position is in
  77421. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77422. * @param result The vector3 to copy the position to
  77423. */
  77424. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  77425. /**
  77426. * Get the absolute position of the bone (world space)
  77427. * @param mesh The mesh that this bone is attached to
  77428. * @returns The absolute position of the bone
  77429. */
  77430. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  77431. /**
  77432. * Copy the absolute position of the bone (world space) to the result param
  77433. * @param mesh The mesh that this bone is attached to
  77434. * @param result The vector3 to copy the absolute position to
  77435. */
  77436. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  77437. /**
  77438. * Compute the absolute transforms of this bone and its children
  77439. */
  77440. computeAbsoluteTransforms(): void;
  77441. /**
  77442. * Get the world direction from an axis that is in the local space of the bone
  77443. * @param localAxis The local direction that is used to compute the world direction
  77444. * @param mesh The mesh that this bone is attached to
  77445. * @returns The world direction
  77446. */
  77447. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77448. /**
  77449. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  77450. * @param localAxis The local direction that is used to compute the world direction
  77451. * @param mesh The mesh that this bone is attached to
  77452. * @param result The vector3 that the world direction will be copied to
  77453. */
  77454. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77455. /**
  77456. * Get the euler rotation of the bone in local or world space
  77457. * @param space The space that the rotation should be in
  77458. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77459. * @returns The euler rotation
  77460. */
  77461. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  77462. /**
  77463. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  77464. * @param space The space that the rotation should be in
  77465. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77466. * @param result The vector3 that the rotation should be copied to
  77467. */
  77468. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77469. /**
  77470. * Get the quaternion rotation of the bone in either local or world space
  77471. * @param space The space that the rotation should be in
  77472. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77473. * @returns The quaternion rotation
  77474. */
  77475. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  77476. /**
  77477. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  77478. * @param space The space that the rotation should be in
  77479. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77480. * @param result The quaternion that the rotation should be copied to
  77481. */
  77482. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  77483. /**
  77484. * Get the rotation matrix of the bone in local or world space
  77485. * @param space The space that the rotation should be in
  77486. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77487. * @returns The rotation matrix
  77488. */
  77489. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  77490. /**
  77491. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  77492. * @param space The space that the rotation should be in
  77493. * @param mesh The mesh that this bone is attached to. This is only used in world space
  77494. * @param result The quaternion that the rotation should be copied to
  77495. */
  77496. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  77497. /**
  77498. * Get the world position of a point that is in the local space of the bone
  77499. * @param position The local position
  77500. * @param mesh The mesh that this bone is attached to
  77501. * @returns The world position
  77502. */
  77503. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77504. /**
  77505. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  77506. * @param position The local position
  77507. * @param mesh The mesh that this bone is attached to
  77508. * @param result The vector3 that the world position should be copied to
  77509. */
  77510. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77511. /**
  77512. * Get the local position of a point that is in world space
  77513. * @param position The world position
  77514. * @param mesh The mesh that this bone is attached to
  77515. * @returns The local position
  77516. */
  77517. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  77518. /**
  77519. * Get the local position of a point that is in world space and copy it to the result param
  77520. * @param position The world position
  77521. * @param mesh The mesh that this bone is attached to
  77522. * @param result The vector3 that the local position should be copied to
  77523. */
  77524. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  77525. }
  77526. }
  77527. declare module BABYLON {
  77528. /**
  77529. * 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.
  77530. * @see https://doc.babylonjs.com/how_to/transformnode
  77531. */
  77532. export class TransformNode extends Node {
  77533. /**
  77534. * Object will not rotate to face the camera
  77535. */
  77536. static BILLBOARDMODE_NONE: number;
  77537. /**
  77538. * Object will rotate to face the camera but only on the x axis
  77539. */
  77540. static BILLBOARDMODE_X: number;
  77541. /**
  77542. * Object will rotate to face the camera but only on the y axis
  77543. */
  77544. static BILLBOARDMODE_Y: number;
  77545. /**
  77546. * Object will rotate to face the camera but only on the z axis
  77547. */
  77548. static BILLBOARDMODE_Z: number;
  77549. /**
  77550. * Object will rotate to face the camera
  77551. */
  77552. static BILLBOARDMODE_ALL: number;
  77553. private _forward;
  77554. private _forwardInverted;
  77555. private _up;
  77556. private _right;
  77557. private _rightInverted;
  77558. private _position;
  77559. private _rotation;
  77560. private _rotationQuaternion;
  77561. protected _scaling: Vector3;
  77562. protected _isDirty: boolean;
  77563. private _transformToBoneReferal;
  77564. private _isAbsoluteSynced;
  77565. private _billboardMode;
  77566. /**
  77567. * Gets or sets the billboard mode. Default is 0.
  77568. *
  77569. * | Value | Type | Description |
  77570. * | --- | --- | --- |
  77571. * | 0 | BILLBOARDMODE_NONE | |
  77572. * | 1 | BILLBOARDMODE_X | |
  77573. * | 2 | BILLBOARDMODE_Y | |
  77574. * | 4 | BILLBOARDMODE_Z | |
  77575. * | 7 | BILLBOARDMODE_ALL | |
  77576. *
  77577. */
  77578. billboardMode: number;
  77579. private _preserveParentRotationForBillboard;
  77580. /**
  77581. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  77582. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  77583. */
  77584. preserveParentRotationForBillboard: boolean;
  77585. /**
  77586. * 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
  77587. */
  77588. scalingDeterminant: number;
  77589. private _infiniteDistance;
  77590. /**
  77591. * Gets or sets the distance of the object to max, often used by skybox
  77592. */
  77593. infiniteDistance: boolean;
  77594. /**
  77595. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  77596. * By default the system will update normals to compensate
  77597. */
  77598. ignoreNonUniformScaling: boolean;
  77599. /**
  77600. * 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
  77601. */
  77602. reIntegrateRotationIntoRotationQuaternion: boolean;
  77603. /** @hidden */
  77604. _poseMatrix: Nullable<Matrix>;
  77605. /** @hidden */
  77606. _localMatrix: Matrix;
  77607. private _usePivotMatrix;
  77608. private _absolutePosition;
  77609. private _absoluteScaling;
  77610. private _absoluteRotationQuaternion;
  77611. private _pivotMatrix;
  77612. private _pivotMatrixInverse;
  77613. protected _postMultiplyPivotMatrix: boolean;
  77614. protected _isWorldMatrixFrozen: boolean;
  77615. /** @hidden */
  77616. _indexInSceneTransformNodesArray: number;
  77617. /**
  77618. * An event triggered after the world matrix is updated
  77619. */
  77620. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  77621. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  77622. /**
  77623. * Gets a string identifying the name of the class
  77624. * @returns "TransformNode" string
  77625. */
  77626. getClassName(): string;
  77627. /**
  77628. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  77629. */
  77630. position: Vector3;
  77631. /**
  77632. * 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)).
  77633. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  77634. */
  77635. rotation: Vector3;
  77636. /**
  77637. * 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)).
  77638. */
  77639. scaling: Vector3;
  77640. /**
  77641. * 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).
  77642. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  77643. */
  77644. rotationQuaternion: Nullable<Quaternion>;
  77645. /**
  77646. * The forward direction of that transform in world space.
  77647. */
  77648. readonly forward: Vector3;
  77649. /**
  77650. * The up direction of that transform in world space.
  77651. */
  77652. readonly up: Vector3;
  77653. /**
  77654. * The right direction of that transform in world space.
  77655. */
  77656. readonly right: Vector3;
  77657. /**
  77658. * Copies the parameter passed Matrix into the mesh Pose matrix.
  77659. * @param matrix the matrix to copy the pose from
  77660. * @returns this TransformNode.
  77661. */
  77662. updatePoseMatrix(matrix: Matrix): TransformNode;
  77663. /**
  77664. * Returns the mesh Pose matrix.
  77665. * @returns the pose matrix
  77666. */
  77667. getPoseMatrix(): Matrix;
  77668. /** @hidden */
  77669. _isSynchronized(): boolean;
  77670. /** @hidden */
  77671. _initCache(): void;
  77672. /**
  77673. * Flag the transform node as dirty (Forcing it to update everything)
  77674. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  77675. * @returns this transform node
  77676. */
  77677. markAsDirty(property: string): TransformNode;
  77678. /**
  77679. * Returns the current mesh absolute position.
  77680. * Returns a Vector3.
  77681. */
  77682. readonly absolutePosition: Vector3;
  77683. /**
  77684. * Returns the current mesh absolute scaling.
  77685. * Returns a Vector3.
  77686. */
  77687. readonly absoluteScaling: Vector3;
  77688. /**
  77689. * Returns the current mesh absolute rotation.
  77690. * Returns a Quaternion.
  77691. */
  77692. readonly absoluteRotationQuaternion: Quaternion;
  77693. /**
  77694. * Sets a new matrix to apply before all other transformation
  77695. * @param matrix defines the transform matrix
  77696. * @returns the current TransformNode
  77697. */
  77698. setPreTransformMatrix(matrix: Matrix): TransformNode;
  77699. /**
  77700. * Sets a new pivot matrix to the current node
  77701. * @param matrix defines the new pivot matrix to use
  77702. * @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
  77703. * @returns the current TransformNode
  77704. */
  77705. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  77706. /**
  77707. * Returns the mesh pivot matrix.
  77708. * Default : Identity.
  77709. * @returns the matrix
  77710. */
  77711. getPivotMatrix(): Matrix;
  77712. /**
  77713. * Prevents the World matrix to be computed any longer.
  77714. * @returns the TransformNode.
  77715. */
  77716. freezeWorldMatrix(): TransformNode;
  77717. /**
  77718. * Allows back the World matrix computation.
  77719. * @returns the TransformNode.
  77720. */
  77721. unfreezeWorldMatrix(): this;
  77722. /**
  77723. * True if the World matrix has been frozen.
  77724. */
  77725. readonly isWorldMatrixFrozen: boolean;
  77726. /**
  77727. * Retuns the mesh absolute position in the World.
  77728. * @returns a Vector3.
  77729. */
  77730. getAbsolutePosition(): Vector3;
  77731. /**
  77732. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  77733. * @param absolutePosition the absolute position to set
  77734. * @returns the TransformNode.
  77735. */
  77736. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  77737. /**
  77738. * Sets the mesh position in its local space.
  77739. * @param vector3 the position to set in localspace
  77740. * @returns the TransformNode.
  77741. */
  77742. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  77743. /**
  77744. * Returns the mesh position in the local space from the current World matrix values.
  77745. * @returns a new Vector3.
  77746. */
  77747. getPositionExpressedInLocalSpace(): Vector3;
  77748. /**
  77749. * Translates the mesh along the passed Vector3 in its local space.
  77750. * @param vector3 the distance to translate in localspace
  77751. * @returns the TransformNode.
  77752. */
  77753. locallyTranslate(vector3: Vector3): TransformNode;
  77754. private static _lookAtVectorCache;
  77755. /**
  77756. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  77757. * @param targetPoint the position (must be in same space as current mesh) to look at
  77758. * @param yawCor optional yaw (y-axis) correction in radians
  77759. * @param pitchCor optional pitch (x-axis) correction in radians
  77760. * @param rollCor optional roll (z-axis) correction in radians
  77761. * @param space the choosen space of the target
  77762. * @returns the TransformNode.
  77763. */
  77764. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  77765. /**
  77766. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77767. * This Vector3 is expressed in the World space.
  77768. * @param localAxis axis to rotate
  77769. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  77770. */
  77771. getDirection(localAxis: Vector3): Vector3;
  77772. /**
  77773. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  77774. * localAxis is expressed in the mesh local space.
  77775. * result is computed in the Wordl space from the mesh World matrix.
  77776. * @param localAxis axis to rotate
  77777. * @param result the resulting transformnode
  77778. * @returns this TransformNode.
  77779. */
  77780. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  77781. /**
  77782. * Sets this transform node rotation to the given local axis.
  77783. * @param localAxis the axis in local space
  77784. * @param yawCor optional yaw (y-axis) correction in radians
  77785. * @param pitchCor optional pitch (x-axis) correction in radians
  77786. * @param rollCor optional roll (z-axis) correction in radians
  77787. * @returns this TransformNode
  77788. */
  77789. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  77790. /**
  77791. * Sets a new pivot point to the current node
  77792. * @param point defines the new pivot point to use
  77793. * @param space defines if the point is in world or local space (local by default)
  77794. * @returns the current TransformNode
  77795. */
  77796. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  77797. /**
  77798. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  77799. * @returns the pivot point
  77800. */
  77801. getPivotPoint(): Vector3;
  77802. /**
  77803. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  77804. * @param result the vector3 to store the result
  77805. * @returns this TransformNode.
  77806. */
  77807. getPivotPointToRef(result: Vector3): TransformNode;
  77808. /**
  77809. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  77810. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  77811. */
  77812. getAbsolutePivotPoint(): Vector3;
  77813. /**
  77814. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  77815. * @param result vector3 to store the result
  77816. * @returns this TransformNode.
  77817. */
  77818. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  77819. /**
  77820. * Defines the passed node as the parent of the current node.
  77821. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  77822. * @see https://doc.babylonjs.com/how_to/parenting
  77823. * @param node the node ot set as the parent
  77824. * @returns this TransformNode.
  77825. */
  77826. setParent(node: Nullable<Node>): TransformNode;
  77827. private _nonUniformScaling;
  77828. /**
  77829. * True if the scaling property of this object is non uniform eg. (1,2,1)
  77830. */
  77831. readonly nonUniformScaling: boolean;
  77832. /** @hidden */
  77833. _updateNonUniformScalingState(value: boolean): boolean;
  77834. /**
  77835. * Attach the current TransformNode to another TransformNode associated with a bone
  77836. * @param bone Bone affecting the TransformNode
  77837. * @param affectedTransformNode TransformNode associated with the bone
  77838. * @returns this object
  77839. */
  77840. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  77841. /**
  77842. * Detach the transform node if its associated with a bone
  77843. * @returns this object
  77844. */
  77845. detachFromBone(): TransformNode;
  77846. private static _rotationAxisCache;
  77847. /**
  77848. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  77849. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77850. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77851. * The passed axis is also normalized.
  77852. * @param axis the axis to rotate around
  77853. * @param amount the amount to rotate in radians
  77854. * @param space Space to rotate in (Default: local)
  77855. * @returns the TransformNode.
  77856. */
  77857. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  77858. /**
  77859. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  77860. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  77861. * The passed axis is also normalized. .
  77862. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  77863. * @param point the point to rotate around
  77864. * @param axis the axis to rotate around
  77865. * @param amount the amount to rotate in radians
  77866. * @returns the TransformNode
  77867. */
  77868. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  77869. /**
  77870. * Translates the mesh along the axis vector for the passed distance in the given space.
  77871. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  77872. * @param axis the axis to translate in
  77873. * @param distance the distance to translate
  77874. * @param space Space to rotate in (Default: local)
  77875. * @returns the TransformNode.
  77876. */
  77877. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  77878. /**
  77879. * Adds a rotation step to the mesh current rotation.
  77880. * x, y, z are Euler angles expressed in radians.
  77881. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  77882. * This means this rotation is made in the mesh local space only.
  77883. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  77884. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  77885. * ```javascript
  77886. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  77887. * ```
  77888. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  77889. * 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.
  77890. * @param x Rotation to add
  77891. * @param y Rotation to add
  77892. * @param z Rotation to add
  77893. * @returns the TransformNode.
  77894. */
  77895. addRotation(x: number, y: number, z: number): TransformNode;
  77896. /**
  77897. * @hidden
  77898. */
  77899. protected _getEffectiveParent(): Nullable<Node>;
  77900. /**
  77901. * Computes the world matrix of the node
  77902. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  77903. * @returns the world matrix
  77904. */
  77905. computeWorldMatrix(force?: boolean): Matrix;
  77906. protected _afterComputeWorldMatrix(): void;
  77907. /**
  77908. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  77909. * @param func callback function to add
  77910. *
  77911. * @returns the TransformNode.
  77912. */
  77913. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77914. /**
  77915. * Removes a registered callback function.
  77916. * @param func callback function to remove
  77917. * @returns the TransformNode.
  77918. */
  77919. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  77920. /**
  77921. * Gets the position of the current mesh in camera space
  77922. * @param camera defines the camera to use
  77923. * @returns a position
  77924. */
  77925. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  77926. /**
  77927. * Returns the distance from the mesh to the active camera
  77928. * @param camera defines the camera to use
  77929. * @returns the distance
  77930. */
  77931. getDistanceToCamera(camera?: Nullable<Camera>): number;
  77932. /**
  77933. * Clone the current transform node
  77934. * @param name Name of the new clone
  77935. * @param newParent New parent for the clone
  77936. * @param doNotCloneChildren Do not clone children hierarchy
  77937. * @returns the new transform node
  77938. */
  77939. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  77940. /**
  77941. * Serializes the objects information.
  77942. * @param currentSerializationObject defines the object to serialize in
  77943. * @returns the serialized object
  77944. */
  77945. serialize(currentSerializationObject?: any): any;
  77946. /**
  77947. * Returns a new TransformNode object parsed from the source provided.
  77948. * @param parsedTransformNode is the source.
  77949. * @param scene the scne the object belongs to
  77950. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  77951. * @returns a new TransformNode object parsed from the source provided.
  77952. */
  77953. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  77954. /**
  77955. * Get all child-transformNodes of this node
  77956. * @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
  77957. * @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
  77958. * @returns an array of TransformNode
  77959. */
  77960. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  77961. /**
  77962. * Releases resources associated with this transform node.
  77963. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  77964. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  77965. */
  77966. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  77967. /**
  77968. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  77969. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  77970. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  77971. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  77972. * @returns the current mesh
  77973. */
  77974. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  77975. private _syncAbsoluteScalingAndRotation;
  77976. }
  77977. }
  77978. declare module BABYLON {
  77979. /**
  77980. * Defines the types of pose enabled controllers that are supported
  77981. */
  77982. export enum PoseEnabledControllerType {
  77983. /**
  77984. * HTC Vive
  77985. */
  77986. VIVE = 0,
  77987. /**
  77988. * Oculus Rift
  77989. */
  77990. OCULUS = 1,
  77991. /**
  77992. * Windows mixed reality
  77993. */
  77994. WINDOWS = 2,
  77995. /**
  77996. * Samsung gear VR
  77997. */
  77998. GEAR_VR = 3,
  77999. /**
  78000. * Google Daydream
  78001. */
  78002. DAYDREAM = 4,
  78003. /**
  78004. * Generic
  78005. */
  78006. GENERIC = 5
  78007. }
  78008. /**
  78009. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78010. */
  78011. export interface MutableGamepadButton {
  78012. /**
  78013. * Value of the button/trigger
  78014. */
  78015. value: number;
  78016. /**
  78017. * If the button/trigger is currently touched
  78018. */
  78019. touched: boolean;
  78020. /**
  78021. * If the button/trigger is currently pressed
  78022. */
  78023. pressed: boolean;
  78024. }
  78025. /**
  78026. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78027. * @hidden
  78028. */
  78029. export interface ExtendedGamepadButton extends GamepadButton {
  78030. /**
  78031. * If the button/trigger is currently pressed
  78032. */
  78033. readonly pressed: boolean;
  78034. /**
  78035. * If the button/trigger is currently touched
  78036. */
  78037. readonly touched: boolean;
  78038. /**
  78039. * Value of the button/trigger
  78040. */
  78041. readonly value: number;
  78042. }
  78043. /** @hidden */
  78044. export interface _GamePadFactory {
  78045. /**
  78046. * Returns wether or not the current gamepad can be created for this type of controller.
  78047. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78048. * @returns true if it can be created, otherwise false
  78049. */
  78050. canCreate(gamepadInfo: any): boolean;
  78051. /**
  78052. * Creates a new instance of the Gamepad.
  78053. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78054. * @returns the new gamepad instance
  78055. */
  78056. create(gamepadInfo: any): Gamepad;
  78057. }
  78058. /**
  78059. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78060. */
  78061. export class PoseEnabledControllerHelper {
  78062. /** @hidden */
  78063. static _ControllerFactories: _GamePadFactory[];
  78064. /** @hidden */
  78065. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78066. /**
  78067. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78068. * @param vrGamepad the gamepad to initialized
  78069. * @returns a vr controller of the type the gamepad identified as
  78070. */
  78071. static InitiateController(vrGamepad: any): Gamepad;
  78072. }
  78073. /**
  78074. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78075. */
  78076. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78077. /**
  78078. * If the controller is used in a webXR session
  78079. */
  78080. isXR: boolean;
  78081. private _deviceRoomPosition;
  78082. private _deviceRoomRotationQuaternion;
  78083. /**
  78084. * The device position in babylon space
  78085. */
  78086. devicePosition: Vector3;
  78087. /**
  78088. * The device rotation in babylon space
  78089. */
  78090. deviceRotationQuaternion: Quaternion;
  78091. /**
  78092. * The scale factor of the device in babylon space
  78093. */
  78094. deviceScaleFactor: number;
  78095. /**
  78096. * (Likely devicePosition should be used instead) The device position in its room space
  78097. */
  78098. position: Vector3;
  78099. /**
  78100. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78101. */
  78102. rotationQuaternion: Quaternion;
  78103. /**
  78104. * The type of controller (Eg. Windows mixed reality)
  78105. */
  78106. controllerType: PoseEnabledControllerType;
  78107. protected _calculatedPosition: Vector3;
  78108. private _calculatedRotation;
  78109. /**
  78110. * The raw pose from the device
  78111. */
  78112. rawPose: DevicePose;
  78113. private _trackPosition;
  78114. private _maxRotationDistFromHeadset;
  78115. private _draggedRoomRotation;
  78116. /**
  78117. * @hidden
  78118. */
  78119. _disableTrackPosition(fixedPosition: Vector3): void;
  78120. /**
  78121. * Internal, the mesh attached to the controller
  78122. * @hidden
  78123. */
  78124. _mesh: Nullable<AbstractMesh>;
  78125. private _poseControlledCamera;
  78126. private _leftHandSystemQuaternion;
  78127. /**
  78128. * Internal, matrix used to convert room space to babylon space
  78129. * @hidden
  78130. */
  78131. _deviceToWorld: Matrix;
  78132. /**
  78133. * Node to be used when casting a ray from the controller
  78134. * @hidden
  78135. */
  78136. _pointingPoseNode: Nullable<TransformNode>;
  78137. /**
  78138. * Name of the child mesh that can be used to cast a ray from the controller
  78139. */
  78140. static readonly POINTING_POSE: string;
  78141. /**
  78142. * Creates a new PoseEnabledController from a gamepad
  78143. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78144. */
  78145. constructor(browserGamepad: any);
  78146. private _workingMatrix;
  78147. /**
  78148. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78149. */
  78150. update(): void;
  78151. /**
  78152. * Updates only the pose device and mesh without doing any button event checking
  78153. */
  78154. protected _updatePoseAndMesh(): void;
  78155. /**
  78156. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78157. * @param poseData raw pose fromthe device
  78158. */
  78159. updateFromDevice(poseData: DevicePose): void;
  78160. /**
  78161. * @hidden
  78162. */
  78163. _meshAttachedObservable: Observable<AbstractMesh>;
  78164. /**
  78165. * Attaches a mesh to the controller
  78166. * @param mesh the mesh to be attached
  78167. */
  78168. attachToMesh(mesh: AbstractMesh): void;
  78169. /**
  78170. * Attaches the controllers mesh to a camera
  78171. * @param camera the camera the mesh should be attached to
  78172. */
  78173. attachToPoseControlledCamera(camera: TargetCamera): void;
  78174. /**
  78175. * Disposes of the controller
  78176. */
  78177. dispose(): void;
  78178. /**
  78179. * The mesh that is attached to the controller
  78180. */
  78181. readonly mesh: Nullable<AbstractMesh>;
  78182. /**
  78183. * Gets the ray of the controller in the direction the controller is pointing
  78184. * @param length the length the resulting ray should be
  78185. * @returns a ray in the direction the controller is pointing
  78186. */
  78187. getForwardRay(length?: number): Ray;
  78188. }
  78189. }
  78190. declare module BABYLON {
  78191. /**
  78192. * Defines the WebVRController object that represents controllers tracked in 3D space
  78193. */
  78194. export abstract class WebVRController extends PoseEnabledController {
  78195. /**
  78196. * Internal, the default controller model for the controller
  78197. */
  78198. protected _defaultModel: AbstractMesh;
  78199. /**
  78200. * Fired when the trigger state has changed
  78201. */
  78202. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78203. /**
  78204. * Fired when the main button state has changed
  78205. */
  78206. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78207. /**
  78208. * Fired when the secondary button state has changed
  78209. */
  78210. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78211. /**
  78212. * Fired when the pad state has changed
  78213. */
  78214. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78215. /**
  78216. * Fired when controllers stick values have changed
  78217. */
  78218. onPadValuesChangedObservable: Observable<StickValues>;
  78219. /**
  78220. * Array of button availible on the controller
  78221. */
  78222. protected _buttons: Array<MutableGamepadButton>;
  78223. private _onButtonStateChange;
  78224. /**
  78225. * Fired when a controller button's state has changed
  78226. * @param callback the callback containing the button that was modified
  78227. */
  78228. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78229. /**
  78230. * X and Y axis corresponding to the controllers joystick
  78231. */
  78232. pad: StickValues;
  78233. /**
  78234. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78235. */
  78236. hand: string;
  78237. /**
  78238. * The default controller model for the controller
  78239. */
  78240. readonly defaultModel: AbstractMesh;
  78241. /**
  78242. * Creates a new WebVRController from a gamepad
  78243. * @param vrGamepad the gamepad that the WebVRController should be created from
  78244. */
  78245. constructor(vrGamepad: any);
  78246. /**
  78247. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78248. */
  78249. update(): void;
  78250. /**
  78251. * Function to be called when a button is modified
  78252. */
  78253. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78254. /**
  78255. * Loads a mesh and attaches it to the controller
  78256. * @param scene the scene the mesh should be added to
  78257. * @param meshLoaded callback for when the mesh has been loaded
  78258. */
  78259. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78260. private _setButtonValue;
  78261. private _changes;
  78262. private _checkChanges;
  78263. /**
  78264. * Disposes of th webVRCOntroller
  78265. */
  78266. dispose(): void;
  78267. }
  78268. }
  78269. declare module BABYLON {
  78270. /**
  78271. * The HemisphericLight simulates the ambient environment light,
  78272. * so the passed direction is the light reflection direction, not the incoming direction.
  78273. */
  78274. export class HemisphericLight extends Light {
  78275. /**
  78276. * The groundColor is the light in the opposite direction to the one specified during creation.
  78277. * 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.
  78278. */
  78279. groundColor: Color3;
  78280. /**
  78281. * The light reflection direction, not the incoming direction.
  78282. */
  78283. direction: Vector3;
  78284. /**
  78285. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78286. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78287. * The HemisphericLight can't cast shadows.
  78288. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78289. * @param name The friendly name of the light
  78290. * @param direction The direction of the light reflection
  78291. * @param scene The scene the light belongs to
  78292. */
  78293. constructor(name: string, direction: Vector3, scene: Scene);
  78294. protected _buildUniformLayout(): void;
  78295. /**
  78296. * Returns the string "HemisphericLight".
  78297. * @return The class name
  78298. */
  78299. getClassName(): string;
  78300. /**
  78301. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78302. * Returns the updated direction.
  78303. * @param target The target the direction should point to
  78304. * @return The computed direction
  78305. */
  78306. setDirectionToTarget(target: Vector3): Vector3;
  78307. /**
  78308. * Returns the shadow generator associated to the light.
  78309. * @returns Always null for hemispheric lights because it does not support shadows.
  78310. */
  78311. getShadowGenerator(): Nullable<IShadowGenerator>;
  78312. /**
  78313. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  78314. * @param effect The effect to update
  78315. * @param lightIndex The index of the light in the effect to update
  78316. * @returns The hemispheric light
  78317. */
  78318. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  78319. /**
  78320. * Computes the world matrix of the node
  78321. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78322. * @param useWasUpdatedFlag defines a reserved property
  78323. * @returns the world matrix
  78324. */
  78325. computeWorldMatrix(): Matrix;
  78326. /**
  78327. * Returns the integer 3.
  78328. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78329. */
  78330. getTypeID(): number;
  78331. /**
  78332. * Prepares the list of defines specific to the light type.
  78333. * @param defines the list of defines
  78334. * @param lightIndex defines the index of the light for the effect
  78335. */
  78336. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78337. }
  78338. }
  78339. declare module BABYLON {
  78340. /** @hidden */
  78341. export var vrMultiviewToSingleviewPixelShader: {
  78342. name: string;
  78343. shader: string;
  78344. };
  78345. }
  78346. declare module BABYLON {
  78347. /**
  78348. * Renders to multiple views with a single draw call
  78349. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  78350. */
  78351. export class MultiviewRenderTarget extends RenderTargetTexture {
  78352. /**
  78353. * Creates a multiview render target
  78354. * @param scene scene used with the render target
  78355. * @param size the size of the render target (used for each view)
  78356. */
  78357. constructor(scene: Scene, size?: number | {
  78358. width: number;
  78359. height: number;
  78360. } | {
  78361. ratio: number;
  78362. });
  78363. /**
  78364. * @hidden
  78365. * @param faceIndex the face index, if its a cube texture
  78366. */
  78367. _bindFrameBuffer(faceIndex?: number): void;
  78368. /**
  78369. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  78370. * @returns the view count
  78371. */
  78372. getViewCount(): number;
  78373. }
  78374. }
  78375. declare module BABYLON {
  78376. /**
  78377. * Reprasents a camera frustum
  78378. */
  78379. export class Frustum {
  78380. /**
  78381. * Gets the planes representing the frustum
  78382. * @param transform matrix to be applied to the returned planes
  78383. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  78384. */
  78385. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  78386. /**
  78387. * Gets the near frustum plane transformed by the transform matrix
  78388. * @param transform transformation matrix to be applied to the resulting frustum plane
  78389. * @param frustumPlane the resuling frustum plane
  78390. */
  78391. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78392. /**
  78393. * Gets the far frustum plane transformed by the transform matrix
  78394. * @param transform transformation matrix to be applied to the resulting frustum plane
  78395. * @param frustumPlane the resuling frustum plane
  78396. */
  78397. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78398. /**
  78399. * Gets the left frustum plane transformed by the transform matrix
  78400. * @param transform transformation matrix to be applied to the resulting frustum plane
  78401. * @param frustumPlane the resuling frustum plane
  78402. */
  78403. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78404. /**
  78405. * Gets the right frustum plane transformed by the transform matrix
  78406. * @param transform transformation matrix to be applied to the resulting frustum plane
  78407. * @param frustumPlane the resuling frustum plane
  78408. */
  78409. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78410. /**
  78411. * Gets the top frustum plane transformed by the transform matrix
  78412. * @param transform transformation matrix to be applied to the resulting frustum plane
  78413. * @param frustumPlane the resuling frustum plane
  78414. */
  78415. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78416. /**
  78417. * Gets the bottom frustum plane transformed by the transform matrix
  78418. * @param transform transformation matrix to be applied to the resulting frustum plane
  78419. * @param frustumPlane the resuling frustum plane
  78420. */
  78421. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  78422. /**
  78423. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  78424. * @param transform transformation matrix to be applied to the resulting frustum planes
  78425. * @param frustumPlanes the resuling frustum planes
  78426. */
  78427. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  78428. }
  78429. }
  78430. declare module BABYLON {
  78431. interface Engine {
  78432. /**
  78433. * Creates a new multiview render target
  78434. * @param width defines the width of the texture
  78435. * @param height defines the height of the texture
  78436. * @returns the created multiview texture
  78437. */
  78438. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  78439. /**
  78440. * Binds a multiview framebuffer to be drawn to
  78441. * @param multiviewTexture texture to bind
  78442. */
  78443. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  78444. }
  78445. interface Camera {
  78446. /**
  78447. * @hidden
  78448. * 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)
  78449. */
  78450. _useMultiviewToSingleView: boolean;
  78451. /**
  78452. * @hidden
  78453. * 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)
  78454. */
  78455. _multiviewTexture: Nullable<RenderTargetTexture>;
  78456. /**
  78457. * @hidden
  78458. * ensures the multiview texture of the camera exists and has the specified width/height
  78459. * @param width height to set on the multiview texture
  78460. * @param height width to set on the multiview texture
  78461. */
  78462. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  78463. }
  78464. interface Scene {
  78465. /** @hidden */
  78466. _transformMatrixR: Matrix;
  78467. /** @hidden */
  78468. _multiviewSceneUbo: Nullable<UniformBuffer>;
  78469. /** @hidden */
  78470. _createMultiviewUbo(): void;
  78471. /** @hidden */
  78472. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  78473. /** @hidden */
  78474. _renderMultiviewToSingleView(camera: Camera): void;
  78475. }
  78476. }
  78477. declare module BABYLON {
  78478. /**
  78479. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  78480. * This will not be used for webXR as it supports displaying texture arrays directly
  78481. */
  78482. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  78483. /**
  78484. * Initializes a VRMultiviewToSingleview
  78485. * @param name name of the post process
  78486. * @param camera camera to be applied to
  78487. * @param scaleFactor scaling factor to the size of the output texture
  78488. */
  78489. constructor(name: string, camera: Camera, scaleFactor: number);
  78490. }
  78491. }
  78492. declare module BABYLON {
  78493. interface Engine {
  78494. /** @hidden */
  78495. _vrDisplay: any;
  78496. /** @hidden */
  78497. _vrSupported: boolean;
  78498. /** @hidden */
  78499. _oldSize: Size;
  78500. /** @hidden */
  78501. _oldHardwareScaleFactor: number;
  78502. /** @hidden */
  78503. _vrExclusivePointerMode: boolean;
  78504. /** @hidden */
  78505. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  78506. /** @hidden */
  78507. _onVRDisplayPointerRestricted: () => void;
  78508. /** @hidden */
  78509. _onVRDisplayPointerUnrestricted: () => void;
  78510. /** @hidden */
  78511. _onVrDisplayConnect: Nullable<(display: any) => void>;
  78512. /** @hidden */
  78513. _onVrDisplayDisconnect: Nullable<() => void>;
  78514. /** @hidden */
  78515. _onVrDisplayPresentChange: Nullable<() => void>;
  78516. /**
  78517. * Observable signaled when VR display mode changes
  78518. */
  78519. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  78520. /**
  78521. * Observable signaled when VR request present is complete
  78522. */
  78523. onVRRequestPresentComplete: Observable<boolean>;
  78524. /**
  78525. * Observable signaled when VR request present starts
  78526. */
  78527. onVRRequestPresentStart: Observable<Engine>;
  78528. /**
  78529. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  78530. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  78531. */
  78532. isInVRExclusivePointerMode: boolean;
  78533. /**
  78534. * Gets a boolean indicating if a webVR device was detected
  78535. * @returns true if a webVR device was detected
  78536. */
  78537. isVRDevicePresent(): boolean;
  78538. /**
  78539. * Gets the current webVR device
  78540. * @returns the current webVR device (or null)
  78541. */
  78542. getVRDevice(): any;
  78543. /**
  78544. * Initializes a webVR display and starts listening to display change events
  78545. * The onVRDisplayChangedObservable will be notified upon these changes
  78546. * @returns A promise containing a VRDisplay and if vr is supported
  78547. */
  78548. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  78549. /** @hidden */
  78550. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  78551. /**
  78552. * Call this function to switch to webVR mode
  78553. * Will do nothing if webVR is not supported or if there is no webVR device
  78554. * @see http://doc.babylonjs.com/how_to/webvr_camera
  78555. */
  78556. enableVR(): void;
  78557. /** @hidden */
  78558. _onVRFullScreenTriggered(): void;
  78559. }
  78560. }
  78561. declare module BABYLON {
  78562. /**
  78563. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  78564. * IMPORTANT!! The data is right-hand data.
  78565. * @export
  78566. * @interface DevicePose
  78567. */
  78568. export interface DevicePose {
  78569. /**
  78570. * The position of the device, values in array are [x,y,z].
  78571. */
  78572. readonly position: Nullable<Float32Array>;
  78573. /**
  78574. * The linearVelocity of the device, values in array are [x,y,z].
  78575. */
  78576. readonly linearVelocity: Nullable<Float32Array>;
  78577. /**
  78578. * The linearAcceleration of the device, values in array are [x,y,z].
  78579. */
  78580. readonly linearAcceleration: Nullable<Float32Array>;
  78581. /**
  78582. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  78583. */
  78584. readonly orientation: Nullable<Float32Array>;
  78585. /**
  78586. * The angularVelocity of the device, values in array are [x,y,z].
  78587. */
  78588. readonly angularVelocity: Nullable<Float32Array>;
  78589. /**
  78590. * The angularAcceleration of the device, values in array are [x,y,z].
  78591. */
  78592. readonly angularAcceleration: Nullable<Float32Array>;
  78593. }
  78594. /**
  78595. * Interface representing a pose controlled object in Babylon.
  78596. * A pose controlled object has both regular pose values as well as pose values
  78597. * from an external device such as a VR head mounted display
  78598. */
  78599. export interface PoseControlled {
  78600. /**
  78601. * The position of the object in babylon space.
  78602. */
  78603. position: Vector3;
  78604. /**
  78605. * The rotation quaternion of the object in babylon space.
  78606. */
  78607. rotationQuaternion: Quaternion;
  78608. /**
  78609. * The position of the device in babylon space.
  78610. */
  78611. devicePosition?: Vector3;
  78612. /**
  78613. * The rotation quaternion of the device in babylon space.
  78614. */
  78615. deviceRotationQuaternion: Quaternion;
  78616. /**
  78617. * The raw pose coming from the device.
  78618. */
  78619. rawPose: Nullable<DevicePose>;
  78620. /**
  78621. * The scale of the device to be used when translating from device space to babylon space.
  78622. */
  78623. deviceScaleFactor: number;
  78624. /**
  78625. * Updates the poseControlled values based on the input device pose.
  78626. * @param poseData the pose data to update the object with
  78627. */
  78628. updateFromDevice(poseData: DevicePose): void;
  78629. }
  78630. /**
  78631. * Set of options to customize the webVRCamera
  78632. */
  78633. export interface WebVROptions {
  78634. /**
  78635. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  78636. */
  78637. trackPosition?: boolean;
  78638. /**
  78639. * Sets the scale of the vrDevice in babylon space. (default: 1)
  78640. */
  78641. positionScale?: number;
  78642. /**
  78643. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  78644. */
  78645. displayName?: string;
  78646. /**
  78647. * Should the native controller meshes be initialized. (default: true)
  78648. */
  78649. controllerMeshes?: boolean;
  78650. /**
  78651. * Creating a default HemiLight only on controllers. (default: true)
  78652. */
  78653. defaultLightingOnControllers?: boolean;
  78654. /**
  78655. * If you don't want to use the default VR button of the helper. (default: false)
  78656. */
  78657. useCustomVRButton?: boolean;
  78658. /**
  78659. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  78660. */
  78661. customVRButton?: HTMLButtonElement;
  78662. /**
  78663. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  78664. */
  78665. rayLength?: number;
  78666. /**
  78667. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  78668. */
  78669. defaultHeight?: number;
  78670. /**
  78671. * If multiview should be used if availible (default: false)
  78672. */
  78673. useMultiview?: boolean;
  78674. }
  78675. /**
  78676. * This represents a WebVR camera.
  78677. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  78678. * @example http://doc.babylonjs.com/how_to/webvr_camera
  78679. */
  78680. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  78681. private webVROptions;
  78682. /**
  78683. * @hidden
  78684. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  78685. */
  78686. _vrDevice: any;
  78687. /**
  78688. * The rawPose of the vrDevice.
  78689. */
  78690. rawPose: Nullable<DevicePose>;
  78691. private _onVREnabled;
  78692. private _specsVersion;
  78693. private _attached;
  78694. private _frameData;
  78695. protected _descendants: Array<Node>;
  78696. private _deviceRoomPosition;
  78697. /** @hidden */
  78698. _deviceRoomRotationQuaternion: Quaternion;
  78699. private _standingMatrix;
  78700. /**
  78701. * Represents device position in babylon space.
  78702. */
  78703. devicePosition: Vector3;
  78704. /**
  78705. * Represents device rotation in babylon space.
  78706. */
  78707. deviceRotationQuaternion: Quaternion;
  78708. /**
  78709. * The scale of the device to be used when translating from device space to babylon space.
  78710. */
  78711. deviceScaleFactor: number;
  78712. private _deviceToWorld;
  78713. private _worldToDevice;
  78714. /**
  78715. * References to the webVR controllers for the vrDevice.
  78716. */
  78717. controllers: Array<WebVRController>;
  78718. /**
  78719. * Emits an event when a controller is attached.
  78720. */
  78721. onControllersAttachedObservable: Observable<WebVRController[]>;
  78722. /**
  78723. * Emits an event when a controller's mesh has been loaded;
  78724. */
  78725. onControllerMeshLoadedObservable: Observable<WebVRController>;
  78726. /**
  78727. * Emits an event when the HMD's pose has been updated.
  78728. */
  78729. onPoseUpdatedFromDeviceObservable: Observable<any>;
  78730. private _poseSet;
  78731. /**
  78732. * If the rig cameras be used as parent instead of this camera.
  78733. */
  78734. rigParenting: boolean;
  78735. private _lightOnControllers;
  78736. private _defaultHeight?;
  78737. /**
  78738. * Instantiates a WebVRFreeCamera.
  78739. * @param name The name of the WebVRFreeCamera
  78740. * @param position The starting anchor position for the camera
  78741. * @param scene The scene the camera belongs to
  78742. * @param webVROptions a set of customizable options for the webVRCamera
  78743. */
  78744. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  78745. /**
  78746. * Gets the device distance from the ground in meters.
  78747. * @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.
  78748. */
  78749. deviceDistanceToRoomGround(): number;
  78750. /**
  78751. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78752. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  78753. */
  78754. useStandingMatrix(callback?: (bool: boolean) => void): void;
  78755. /**
  78756. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  78757. * @returns A promise with a boolean set to if the standing matrix is supported.
  78758. */
  78759. useStandingMatrixAsync(): Promise<boolean>;
  78760. /**
  78761. * Disposes the camera
  78762. */
  78763. dispose(): void;
  78764. /**
  78765. * Gets a vrController by name.
  78766. * @param name The name of the controller to retreive
  78767. * @returns the controller matching the name specified or null if not found
  78768. */
  78769. getControllerByName(name: string): Nullable<WebVRController>;
  78770. private _leftController;
  78771. /**
  78772. * The controller corresponding to the users left hand.
  78773. */
  78774. readonly leftController: Nullable<WebVRController>;
  78775. private _rightController;
  78776. /**
  78777. * The controller corresponding to the users right hand.
  78778. */
  78779. readonly rightController: Nullable<WebVRController>;
  78780. /**
  78781. * Casts a ray forward from the vrCamera's gaze.
  78782. * @param length Length of the ray (default: 100)
  78783. * @returns the ray corresponding to the gaze
  78784. */
  78785. getForwardRay(length?: number): Ray;
  78786. /**
  78787. * @hidden
  78788. * Updates the camera based on device's frame data
  78789. */
  78790. _checkInputs(): void;
  78791. /**
  78792. * Updates the poseControlled values based on the input device pose.
  78793. * @param poseData Pose coming from the device
  78794. */
  78795. updateFromDevice(poseData: DevicePose): void;
  78796. private _htmlElementAttached;
  78797. private _detachIfAttached;
  78798. /**
  78799. * WebVR's attach control will start broadcasting frames to the device.
  78800. * Note that in certain browsers (chrome for example) this function must be called
  78801. * within a user-interaction callback. Example:
  78802. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  78803. *
  78804. * @param element html element to attach the vrDevice to
  78805. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  78806. */
  78807. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78808. /**
  78809. * Detaches the camera from the html element and disables VR
  78810. *
  78811. * @param element html element to detach from
  78812. */
  78813. detachControl(element: HTMLElement): void;
  78814. /**
  78815. * @returns the name of this class
  78816. */
  78817. getClassName(): string;
  78818. /**
  78819. * Calls resetPose on the vrDisplay
  78820. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  78821. */
  78822. resetToCurrentRotation(): void;
  78823. /**
  78824. * @hidden
  78825. * Updates the rig cameras (left and right eye)
  78826. */
  78827. _updateRigCameras(): void;
  78828. private _workingVector;
  78829. private _oneVector;
  78830. private _workingMatrix;
  78831. private updateCacheCalled;
  78832. private _correctPositionIfNotTrackPosition;
  78833. /**
  78834. * @hidden
  78835. * Updates the cached values of the camera
  78836. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  78837. */
  78838. _updateCache(ignoreParentClass?: boolean): void;
  78839. /**
  78840. * @hidden
  78841. * Get current device position in babylon world
  78842. */
  78843. _computeDevicePosition(): void;
  78844. /**
  78845. * Updates the current device position and rotation in the babylon world
  78846. */
  78847. update(): void;
  78848. /**
  78849. * @hidden
  78850. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  78851. * @returns an identity matrix
  78852. */
  78853. _getViewMatrix(): Matrix;
  78854. private _tmpMatrix;
  78855. /**
  78856. * This function is called by the two RIG cameras.
  78857. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  78858. * @hidden
  78859. */
  78860. _getWebVRViewMatrix(): Matrix;
  78861. /** @hidden */
  78862. _getWebVRProjectionMatrix(): Matrix;
  78863. private _onGamepadConnectedObserver;
  78864. private _onGamepadDisconnectedObserver;
  78865. private _updateCacheWhenTrackingDisabledObserver;
  78866. /**
  78867. * Initializes the controllers and their meshes
  78868. */
  78869. initControllers(): void;
  78870. }
  78871. }
  78872. declare module BABYLON {
  78873. /**
  78874. * Size options for a post process
  78875. */
  78876. export type PostProcessOptions = {
  78877. width: number;
  78878. height: number;
  78879. };
  78880. /**
  78881. * PostProcess can be used to apply a shader to a texture after it has been rendered
  78882. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  78883. */
  78884. export class PostProcess {
  78885. /** Name of the PostProcess. */
  78886. name: string;
  78887. /**
  78888. * Gets or sets the unique id of the post process
  78889. */
  78890. uniqueId: number;
  78891. /**
  78892. * Width of the texture to apply the post process on
  78893. */
  78894. width: number;
  78895. /**
  78896. * Height of the texture to apply the post process on
  78897. */
  78898. height: number;
  78899. /**
  78900. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  78901. * @hidden
  78902. */
  78903. _outputTexture: Nullable<InternalTexture>;
  78904. /**
  78905. * Sampling mode used by the shader
  78906. * See https://doc.babylonjs.com/classes/3.1/texture
  78907. */
  78908. renderTargetSamplingMode: number;
  78909. /**
  78910. * Clear color to use when screen clearing
  78911. */
  78912. clearColor: Color4;
  78913. /**
  78914. * If the buffer needs to be cleared before applying the post process. (default: true)
  78915. * Should be set to false if shader will overwrite all previous pixels.
  78916. */
  78917. autoClear: boolean;
  78918. /**
  78919. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  78920. */
  78921. alphaMode: number;
  78922. /**
  78923. * Sets the setAlphaBlendConstants of the babylon engine
  78924. */
  78925. alphaConstants: Color4;
  78926. /**
  78927. * Animations to be used for the post processing
  78928. */
  78929. animations: Animation[];
  78930. /**
  78931. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  78932. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  78933. */
  78934. enablePixelPerfectMode: boolean;
  78935. /**
  78936. * Force the postprocess to be applied without taking in account viewport
  78937. */
  78938. forceFullscreenViewport: boolean;
  78939. /**
  78940. * List of inspectable custom properties (used by the Inspector)
  78941. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78942. */
  78943. inspectableCustomProperties: IInspectable[];
  78944. /**
  78945. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  78946. *
  78947. * | Value | Type | Description |
  78948. * | ----- | ----------------------------------- | ----------- |
  78949. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  78950. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  78951. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  78952. *
  78953. */
  78954. scaleMode: number;
  78955. /**
  78956. * Force textures to be a power of two (default: false)
  78957. */
  78958. alwaysForcePOT: boolean;
  78959. private _samples;
  78960. /**
  78961. * Number of sample textures (default: 1)
  78962. */
  78963. samples: number;
  78964. /**
  78965. * Modify the scale of the post process to be the same as the viewport (default: false)
  78966. */
  78967. adaptScaleToCurrentViewport: boolean;
  78968. private _camera;
  78969. private _scene;
  78970. private _engine;
  78971. private _options;
  78972. private _reusable;
  78973. private _textureType;
  78974. /**
  78975. * Smart array of input and output textures for the post process.
  78976. * @hidden
  78977. */
  78978. _textures: SmartArray<InternalTexture>;
  78979. /**
  78980. * The index in _textures that corresponds to the output texture.
  78981. * @hidden
  78982. */
  78983. _currentRenderTextureInd: number;
  78984. private _effect;
  78985. private _samplers;
  78986. private _fragmentUrl;
  78987. private _vertexUrl;
  78988. private _parameters;
  78989. private _scaleRatio;
  78990. protected _indexParameters: any;
  78991. private _shareOutputWithPostProcess;
  78992. private _texelSize;
  78993. private _forcedOutputTexture;
  78994. /**
  78995. * Returns the fragment url or shader name used in the post process.
  78996. * @returns the fragment url or name in the shader store.
  78997. */
  78998. getEffectName(): string;
  78999. /**
  79000. * An event triggered when the postprocess is activated.
  79001. */
  79002. onActivateObservable: Observable<Camera>;
  79003. private _onActivateObserver;
  79004. /**
  79005. * A function that is added to the onActivateObservable
  79006. */
  79007. onActivate: Nullable<(camera: Camera) => void>;
  79008. /**
  79009. * An event triggered when the postprocess changes its size.
  79010. */
  79011. onSizeChangedObservable: Observable<PostProcess>;
  79012. private _onSizeChangedObserver;
  79013. /**
  79014. * A function that is added to the onSizeChangedObservable
  79015. */
  79016. onSizeChanged: (postProcess: PostProcess) => void;
  79017. /**
  79018. * An event triggered when the postprocess applies its effect.
  79019. */
  79020. onApplyObservable: Observable<Effect>;
  79021. private _onApplyObserver;
  79022. /**
  79023. * A function that is added to the onApplyObservable
  79024. */
  79025. onApply: (effect: Effect) => void;
  79026. /**
  79027. * An event triggered before rendering the postprocess
  79028. */
  79029. onBeforeRenderObservable: Observable<Effect>;
  79030. private _onBeforeRenderObserver;
  79031. /**
  79032. * A function that is added to the onBeforeRenderObservable
  79033. */
  79034. onBeforeRender: (effect: Effect) => void;
  79035. /**
  79036. * An event triggered after rendering the postprocess
  79037. */
  79038. onAfterRenderObservable: Observable<Effect>;
  79039. private _onAfterRenderObserver;
  79040. /**
  79041. * A function that is added to the onAfterRenderObservable
  79042. */
  79043. onAfterRender: (efect: Effect) => void;
  79044. /**
  79045. * 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
  79046. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79047. */
  79048. inputTexture: InternalTexture;
  79049. /**
  79050. * Gets the camera which post process is applied to.
  79051. * @returns The camera the post process is applied to.
  79052. */
  79053. getCamera(): Camera;
  79054. /**
  79055. * Gets the texel size of the postprocess.
  79056. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79057. */
  79058. readonly texelSize: Vector2;
  79059. /**
  79060. * Creates a new instance PostProcess
  79061. * @param name The name of the PostProcess.
  79062. * @param fragmentUrl The url of the fragment shader to be used.
  79063. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79064. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79065. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79066. * @param camera The camera to apply the render pass to.
  79067. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79068. * @param engine The engine which the post process will be applied. (default: current engine)
  79069. * @param reusable If the post process can be reused on the same frame. (default: false)
  79070. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79071. * @param textureType Type of textures used when performing the post process. (default: 0)
  79072. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79073. * @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
  79074. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79075. */
  79076. constructor(
  79077. /** Name of the PostProcess. */
  79078. 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);
  79079. /**
  79080. * Gets a string idenfifying the name of the class
  79081. * @returns "PostProcess" string
  79082. */
  79083. getClassName(): string;
  79084. /**
  79085. * Gets the engine which this post process belongs to.
  79086. * @returns The engine the post process was enabled with.
  79087. */
  79088. getEngine(): Engine;
  79089. /**
  79090. * The effect that is created when initializing the post process.
  79091. * @returns The created effect corresponding the the postprocess.
  79092. */
  79093. getEffect(): Effect;
  79094. /**
  79095. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79096. * @param postProcess The post process to share the output with.
  79097. * @returns This post process.
  79098. */
  79099. shareOutputWith(postProcess: PostProcess): PostProcess;
  79100. /**
  79101. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79102. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79103. */
  79104. useOwnOutput(): void;
  79105. /**
  79106. * Updates the effect with the current post process compile time values and recompiles the shader.
  79107. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79108. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79109. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79110. * @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
  79111. * @param onCompiled Called when the shader has been compiled.
  79112. * @param onError Called if there is an error when compiling a shader.
  79113. */
  79114. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79115. /**
  79116. * The post process is reusable if it can be used multiple times within one frame.
  79117. * @returns If the post process is reusable
  79118. */
  79119. isReusable(): boolean;
  79120. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79121. markTextureDirty(): void;
  79122. /**
  79123. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79124. * 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.
  79125. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79126. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79127. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79128. * @returns The target texture that was bound to be written to.
  79129. */
  79130. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79131. /**
  79132. * If the post process is supported.
  79133. */
  79134. readonly isSupported: boolean;
  79135. /**
  79136. * The aspect ratio of the output texture.
  79137. */
  79138. readonly aspectRatio: number;
  79139. /**
  79140. * Get a value indicating if the post-process is ready to be used
  79141. * @returns true if the post-process is ready (shader is compiled)
  79142. */
  79143. isReady(): boolean;
  79144. /**
  79145. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79146. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79147. */
  79148. apply(): Nullable<Effect>;
  79149. private _disposeTextures;
  79150. /**
  79151. * Disposes the post process.
  79152. * @param camera The camera to dispose the post process on.
  79153. */
  79154. dispose(camera?: Camera): void;
  79155. }
  79156. }
  79157. declare module BABYLON {
  79158. /** @hidden */
  79159. export var kernelBlurVaryingDeclaration: {
  79160. name: string;
  79161. shader: string;
  79162. };
  79163. }
  79164. declare module BABYLON {
  79165. /** @hidden */
  79166. export var kernelBlurFragment: {
  79167. name: string;
  79168. shader: string;
  79169. };
  79170. }
  79171. declare module BABYLON {
  79172. /** @hidden */
  79173. export var kernelBlurFragment2: {
  79174. name: string;
  79175. shader: string;
  79176. };
  79177. }
  79178. declare module BABYLON {
  79179. /** @hidden */
  79180. export var kernelBlurPixelShader: {
  79181. name: string;
  79182. shader: string;
  79183. };
  79184. }
  79185. declare module BABYLON {
  79186. /** @hidden */
  79187. export var kernelBlurVertex: {
  79188. name: string;
  79189. shader: string;
  79190. };
  79191. }
  79192. declare module BABYLON {
  79193. /** @hidden */
  79194. export var kernelBlurVertexShader: {
  79195. name: string;
  79196. shader: string;
  79197. };
  79198. }
  79199. declare module BABYLON {
  79200. /**
  79201. * The Blur Post Process which blurs an image based on a kernel and direction.
  79202. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79203. */
  79204. export class BlurPostProcess extends PostProcess {
  79205. /** The direction in which to blur the image. */
  79206. direction: Vector2;
  79207. private blockCompilation;
  79208. protected _kernel: number;
  79209. protected _idealKernel: number;
  79210. protected _packedFloat: boolean;
  79211. private _staticDefines;
  79212. /**
  79213. * Sets the length in pixels of the blur sample region
  79214. */
  79215. /**
  79216. * Gets the length in pixels of the blur sample region
  79217. */
  79218. kernel: number;
  79219. /**
  79220. * Sets wether or not the blur needs to unpack/repack floats
  79221. */
  79222. /**
  79223. * Gets wether or not the blur is unpacking/repacking floats
  79224. */
  79225. packedFloat: boolean;
  79226. /**
  79227. * Creates a new instance BlurPostProcess
  79228. * @param name The name of the effect.
  79229. * @param direction The direction in which to blur the image.
  79230. * @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.
  79231. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79232. * @param camera The camera to apply the render pass to.
  79233. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79234. * @param engine The engine which the post process will be applied. (default: current engine)
  79235. * @param reusable If the post process can be reused on the same frame. (default: false)
  79236. * @param textureType Type of textures used when performing the post process. (default: 0)
  79237. * @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)
  79238. */
  79239. constructor(name: string,
  79240. /** The direction in which to blur the image. */
  79241. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79242. /**
  79243. * Updates the effect with the current post process compile time values and recompiles the shader.
  79244. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79245. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79246. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79247. * @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
  79248. * @param onCompiled Called when the shader has been compiled.
  79249. * @param onError Called if there is an error when compiling a shader.
  79250. */
  79251. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79252. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79253. /**
  79254. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79255. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79256. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79257. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79258. * The gaps between physical kernels are compensated for in the weighting of the samples
  79259. * @param idealKernel Ideal blur kernel.
  79260. * @return Nearest best kernel.
  79261. */
  79262. protected _nearestBestKernel(idealKernel: number): number;
  79263. /**
  79264. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79265. * @param x The point on the Gaussian distribution to sample.
  79266. * @return the value of the Gaussian function at x.
  79267. */
  79268. protected _gaussianWeight(x: number): number;
  79269. /**
  79270. * Generates a string that can be used as a floating point number in GLSL.
  79271. * @param x Value to print.
  79272. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79273. * @return GLSL float string.
  79274. */
  79275. protected _glslFloat(x: number, decimalFigures?: number): string;
  79276. }
  79277. }
  79278. declare module BABYLON {
  79279. /**
  79280. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79281. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79282. * You can then easily use it as a reflectionTexture on a flat surface.
  79283. * In case the surface is not a plane, please consider relying on reflection probes.
  79284. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79285. */
  79286. export class MirrorTexture extends RenderTargetTexture {
  79287. private scene;
  79288. /**
  79289. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79290. * 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.
  79291. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79292. */
  79293. mirrorPlane: Plane;
  79294. /**
  79295. * Define the blur ratio used to blur the reflection if needed.
  79296. */
  79297. blurRatio: number;
  79298. /**
  79299. * Define the adaptive blur kernel used to blur the reflection if needed.
  79300. * This will autocompute the closest best match for the `blurKernel`
  79301. */
  79302. adaptiveBlurKernel: number;
  79303. /**
  79304. * Define the blur kernel used to blur the reflection if needed.
  79305. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79306. */
  79307. blurKernel: number;
  79308. /**
  79309. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79310. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79311. */
  79312. blurKernelX: number;
  79313. /**
  79314. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  79315. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79316. */
  79317. blurKernelY: number;
  79318. private _autoComputeBlurKernel;
  79319. protected _onRatioRescale(): void;
  79320. private _updateGammaSpace;
  79321. private _imageProcessingConfigChangeObserver;
  79322. private _transformMatrix;
  79323. private _mirrorMatrix;
  79324. private _savedViewMatrix;
  79325. private _blurX;
  79326. private _blurY;
  79327. private _adaptiveBlurKernel;
  79328. private _blurKernelX;
  79329. private _blurKernelY;
  79330. private _blurRatio;
  79331. /**
  79332. * Instantiates a Mirror Texture.
  79333. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79334. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79335. * You can then easily use it as a reflectionTexture on a flat surface.
  79336. * In case the surface is not a plane, please consider relying on reflection probes.
  79337. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79338. * @param name
  79339. * @param size
  79340. * @param scene
  79341. * @param generateMipMaps
  79342. * @param type
  79343. * @param samplingMode
  79344. * @param generateDepthBuffer
  79345. */
  79346. constructor(name: string, size: number | {
  79347. width: number;
  79348. height: number;
  79349. } | {
  79350. ratio: number;
  79351. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  79352. private _preparePostProcesses;
  79353. /**
  79354. * Clone the mirror texture.
  79355. * @returns the cloned texture
  79356. */
  79357. clone(): MirrorTexture;
  79358. /**
  79359. * Serialize the texture to a JSON representation you could use in Parse later on
  79360. * @returns the serialized JSON representation
  79361. */
  79362. serialize(): any;
  79363. /**
  79364. * Dispose the texture and release its associated resources.
  79365. */
  79366. dispose(): void;
  79367. }
  79368. }
  79369. declare module BABYLON {
  79370. /**
  79371. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79372. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79373. */
  79374. export class Texture extends BaseTexture {
  79375. /** @hidden */
  79376. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  79377. /** @hidden */
  79378. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  79379. /** @hidden */
  79380. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  79381. /** nearest is mag = nearest and min = nearest and mip = linear */
  79382. static readonly NEAREST_SAMPLINGMODE: number;
  79383. /** nearest is mag = nearest and min = nearest and mip = linear */
  79384. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  79385. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79386. static readonly BILINEAR_SAMPLINGMODE: number;
  79387. /** Bilinear is mag = linear and min = linear and mip = nearest */
  79388. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  79389. /** Trilinear is mag = linear and min = linear and mip = linear */
  79390. static readonly TRILINEAR_SAMPLINGMODE: number;
  79391. /** Trilinear is mag = linear and min = linear and mip = linear */
  79392. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  79393. /** mag = nearest and min = nearest and mip = nearest */
  79394. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  79395. /** mag = nearest and min = linear and mip = nearest */
  79396. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  79397. /** mag = nearest and min = linear and mip = linear */
  79398. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  79399. /** mag = nearest and min = linear and mip = none */
  79400. static readonly NEAREST_LINEAR: number;
  79401. /** mag = nearest and min = nearest and mip = none */
  79402. static readonly NEAREST_NEAREST: number;
  79403. /** mag = linear and min = nearest and mip = nearest */
  79404. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  79405. /** mag = linear and min = nearest and mip = linear */
  79406. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  79407. /** mag = linear and min = linear and mip = none */
  79408. static readonly LINEAR_LINEAR: number;
  79409. /** mag = linear and min = nearest and mip = none */
  79410. static readonly LINEAR_NEAREST: number;
  79411. /** Explicit coordinates mode */
  79412. static readonly EXPLICIT_MODE: number;
  79413. /** Spherical coordinates mode */
  79414. static readonly SPHERICAL_MODE: number;
  79415. /** Planar coordinates mode */
  79416. static readonly PLANAR_MODE: number;
  79417. /** Cubic coordinates mode */
  79418. static readonly CUBIC_MODE: number;
  79419. /** Projection coordinates mode */
  79420. static readonly PROJECTION_MODE: number;
  79421. /** Inverse Cubic coordinates mode */
  79422. static readonly SKYBOX_MODE: number;
  79423. /** Inverse Cubic coordinates mode */
  79424. static readonly INVCUBIC_MODE: number;
  79425. /** Equirectangular coordinates mode */
  79426. static readonly EQUIRECTANGULAR_MODE: number;
  79427. /** Equirectangular Fixed coordinates mode */
  79428. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  79429. /** Equirectangular Fixed Mirrored coordinates mode */
  79430. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  79431. /** Texture is not repeating outside of 0..1 UVs */
  79432. static readonly CLAMP_ADDRESSMODE: number;
  79433. /** Texture is repeating outside of 0..1 UVs */
  79434. static readonly WRAP_ADDRESSMODE: number;
  79435. /** Texture is repeating and mirrored */
  79436. static readonly MIRROR_ADDRESSMODE: number;
  79437. /**
  79438. * 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
  79439. */
  79440. static UseSerializedUrlIfAny: boolean;
  79441. /**
  79442. * Define the url of the texture.
  79443. */
  79444. url: Nullable<string>;
  79445. /**
  79446. * Define an offset on the texture to offset the u coordinates of the UVs
  79447. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79448. */
  79449. uOffset: number;
  79450. /**
  79451. * Define an offset on the texture to offset the v coordinates of the UVs
  79452. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  79453. */
  79454. vOffset: number;
  79455. /**
  79456. * Define an offset on the texture to scale the u coordinates of the UVs
  79457. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79458. */
  79459. uScale: number;
  79460. /**
  79461. * Define an offset on the texture to scale the v coordinates of the UVs
  79462. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  79463. */
  79464. vScale: number;
  79465. /**
  79466. * Define an offset on the texture to rotate around the u coordinates of the UVs
  79467. * @see http://doc.babylonjs.com/how_to/more_materials
  79468. */
  79469. uAng: number;
  79470. /**
  79471. * Define an offset on the texture to rotate around the v coordinates of the UVs
  79472. * @see http://doc.babylonjs.com/how_to/more_materials
  79473. */
  79474. vAng: number;
  79475. /**
  79476. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  79477. * @see http://doc.babylonjs.com/how_to/more_materials
  79478. */
  79479. wAng: number;
  79480. /**
  79481. * Defines the center of rotation (U)
  79482. */
  79483. uRotationCenter: number;
  79484. /**
  79485. * Defines the center of rotation (V)
  79486. */
  79487. vRotationCenter: number;
  79488. /**
  79489. * Defines the center of rotation (W)
  79490. */
  79491. wRotationCenter: number;
  79492. /**
  79493. * Are mip maps generated for this texture or not.
  79494. */
  79495. readonly noMipmap: boolean;
  79496. /**
  79497. * List of inspectable custom properties (used by the Inspector)
  79498. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79499. */
  79500. inspectableCustomProperties: Nullable<IInspectable[]>;
  79501. private _noMipmap;
  79502. /** @hidden */
  79503. _invertY: boolean;
  79504. private _rowGenerationMatrix;
  79505. private _cachedTextureMatrix;
  79506. private _projectionModeMatrix;
  79507. private _t0;
  79508. private _t1;
  79509. private _t2;
  79510. private _cachedUOffset;
  79511. private _cachedVOffset;
  79512. private _cachedUScale;
  79513. private _cachedVScale;
  79514. private _cachedUAng;
  79515. private _cachedVAng;
  79516. private _cachedWAng;
  79517. private _cachedProjectionMatrixId;
  79518. private _cachedCoordinatesMode;
  79519. /** @hidden */
  79520. protected _initialSamplingMode: number;
  79521. /** @hidden */
  79522. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  79523. private _deleteBuffer;
  79524. protected _format: Nullable<number>;
  79525. private _delayedOnLoad;
  79526. private _delayedOnError;
  79527. /**
  79528. * Observable triggered once the texture has been loaded.
  79529. */
  79530. onLoadObservable: Observable<Texture>;
  79531. protected _isBlocking: boolean;
  79532. /**
  79533. * Is the texture preventing material to render while loading.
  79534. * If false, a default texture will be used instead of the loading one during the preparation step.
  79535. */
  79536. isBlocking: boolean;
  79537. /**
  79538. * Get the current sampling mode associated with the texture.
  79539. */
  79540. readonly samplingMode: number;
  79541. /**
  79542. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  79543. */
  79544. readonly invertY: boolean;
  79545. /**
  79546. * Instantiates a new texture.
  79547. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  79548. * @see http://doc.babylonjs.com/babylon101/materials#texture
  79549. * @param url define the url of the picture to load as a texture
  79550. * @param scene define the scene or engine the texture will belong to
  79551. * @param noMipmap define if the texture will require mip maps or not
  79552. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79553. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79554. * @param onLoad define a callback triggered when the texture has been loaded
  79555. * @param onError define a callback triggered when an error occurred during the loading session
  79556. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79557. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79558. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79559. */
  79560. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  79561. /**
  79562. * Update the url (and optional buffer) of this texture if url was null during construction.
  79563. * @param url the url of the texture
  79564. * @param buffer the buffer of the texture (defaults to null)
  79565. * @param onLoad callback called when the texture is loaded (defaults to null)
  79566. */
  79567. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  79568. /**
  79569. * Finish the loading sequence of a texture flagged as delayed load.
  79570. * @hidden
  79571. */
  79572. delayLoad(): void;
  79573. private _prepareRowForTextureGeneration;
  79574. /**
  79575. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  79576. * @returns the transform matrix of the texture.
  79577. */
  79578. getTextureMatrix(): Matrix;
  79579. /**
  79580. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  79581. * @returns The reflection texture transform
  79582. */
  79583. getReflectionTextureMatrix(): Matrix;
  79584. /**
  79585. * Clones the texture.
  79586. * @returns the cloned texture
  79587. */
  79588. clone(): Texture;
  79589. /**
  79590. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  79591. * @returns The JSON representation of the texture
  79592. */
  79593. serialize(): any;
  79594. /**
  79595. * Get the current class name of the texture useful for serialization or dynamic coding.
  79596. * @returns "Texture"
  79597. */
  79598. getClassName(): string;
  79599. /**
  79600. * Dispose the texture and release its associated resources.
  79601. */
  79602. dispose(): void;
  79603. /**
  79604. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  79605. * @param parsedTexture Define the JSON representation of the texture
  79606. * @param scene Define the scene the parsed texture should be instantiated in
  79607. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  79608. * @returns The parsed texture if successful
  79609. */
  79610. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  79611. /**
  79612. * Creates a texture from its base 64 representation.
  79613. * @param data Define the base64 payload without the data: prefix
  79614. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79615. * @param scene Define the scene the texture should belong to
  79616. * @param noMipmap Forces the texture to not create mip map information if true
  79617. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79618. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79619. * @param onLoad define a callback triggered when the texture has been loaded
  79620. * @param onError define a callback triggered when an error occurred during the loading session
  79621. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79622. * @returns the created texture
  79623. */
  79624. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  79625. /**
  79626. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  79627. * @param data Define the base64 payload without the data: prefix
  79628. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  79629. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  79630. * @param scene Define the scene the texture should belong to
  79631. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  79632. * @param noMipmap Forces the texture to not create mip map information if true
  79633. * @param invertY define if the texture needs to be inverted on the y axis during loading
  79634. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  79635. * @param onLoad define a callback triggered when the texture has been loaded
  79636. * @param onError define a callback triggered when an error occurred during the loading session
  79637. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  79638. * @returns the created texture
  79639. */
  79640. 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;
  79641. }
  79642. }
  79643. declare module BABYLON {
  79644. /**
  79645. * PostProcessManager is used to manage one or more post processes or post process pipelines
  79646. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79647. */
  79648. export class PostProcessManager {
  79649. private _scene;
  79650. private _indexBuffer;
  79651. private _vertexBuffers;
  79652. /**
  79653. * Creates a new instance PostProcess
  79654. * @param scene The scene that the post process is associated with.
  79655. */
  79656. constructor(scene: Scene);
  79657. private _prepareBuffers;
  79658. private _buildIndexBuffer;
  79659. /**
  79660. * Rebuilds the vertex buffers of the manager.
  79661. * @hidden
  79662. */
  79663. _rebuild(): void;
  79664. /**
  79665. * Prepares a frame to be run through a post process.
  79666. * @param sourceTexture The input texture to the post procesess. (default: null)
  79667. * @param postProcesses An array of post processes to be run. (default: null)
  79668. * @returns True if the post processes were able to be run.
  79669. * @hidden
  79670. */
  79671. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  79672. /**
  79673. * Manually render a set of post processes to a texture.
  79674. * @param postProcesses An array of post processes to be run.
  79675. * @param targetTexture The target texture to render to.
  79676. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  79677. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  79678. * @param lodLevel defines which lod of the texture to render to
  79679. */
  79680. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  79681. /**
  79682. * Finalize the result of the output of the postprocesses.
  79683. * @param doNotPresent If true the result will not be displayed to the screen.
  79684. * @param targetTexture The target texture to render to.
  79685. * @param faceIndex The index of the face to bind the target texture to.
  79686. * @param postProcesses The array of post processes to render.
  79687. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  79688. * @hidden
  79689. */
  79690. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  79691. /**
  79692. * Disposes of the post process manager.
  79693. */
  79694. dispose(): void;
  79695. }
  79696. }
  79697. declare module BABYLON {
  79698. /** Interface used by value gradients (color, factor, ...) */
  79699. export interface IValueGradient {
  79700. /**
  79701. * Gets or sets the gradient value (between 0 and 1)
  79702. */
  79703. gradient: number;
  79704. }
  79705. /** Class used to store color4 gradient */
  79706. export class ColorGradient implements IValueGradient {
  79707. /**
  79708. * Gets or sets the gradient value (between 0 and 1)
  79709. */
  79710. gradient: number;
  79711. /**
  79712. * Gets or sets first associated color
  79713. */
  79714. color1: Color4;
  79715. /**
  79716. * Gets or sets second associated color
  79717. */
  79718. color2?: Color4;
  79719. /**
  79720. * Will get a color picked randomly between color1 and color2.
  79721. * If color2 is undefined then color1 will be used
  79722. * @param result defines the target Color4 to store the result in
  79723. */
  79724. getColorToRef(result: Color4): void;
  79725. }
  79726. /** Class used to store color 3 gradient */
  79727. export class Color3Gradient implements IValueGradient {
  79728. /**
  79729. * Gets or sets the gradient value (between 0 and 1)
  79730. */
  79731. gradient: number;
  79732. /**
  79733. * Gets or sets the associated color
  79734. */
  79735. color: Color3;
  79736. }
  79737. /** Class used to store factor gradient */
  79738. export class FactorGradient implements IValueGradient {
  79739. /**
  79740. * Gets or sets the gradient value (between 0 and 1)
  79741. */
  79742. gradient: number;
  79743. /**
  79744. * Gets or sets first associated factor
  79745. */
  79746. factor1: number;
  79747. /**
  79748. * Gets or sets second associated factor
  79749. */
  79750. factor2?: number;
  79751. /**
  79752. * Will get a number picked randomly between factor1 and factor2.
  79753. * If factor2 is undefined then factor1 will be used
  79754. * @returns the picked number
  79755. */
  79756. getFactor(): number;
  79757. }
  79758. /**
  79759. * Helper used to simplify some generic gradient tasks
  79760. */
  79761. export class GradientHelper {
  79762. /**
  79763. * Gets the current gradient from an array of IValueGradient
  79764. * @param ratio defines the current ratio to get
  79765. * @param gradients defines the array of IValueGradient
  79766. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  79767. */
  79768. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  79769. }
  79770. }
  79771. declare module BABYLON {
  79772. interface AbstractScene {
  79773. /**
  79774. * The list of procedural textures added to the scene
  79775. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79776. */
  79777. proceduralTextures: Array<ProceduralTexture>;
  79778. }
  79779. /**
  79780. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  79781. * in a given scene.
  79782. */
  79783. export class ProceduralTextureSceneComponent implements ISceneComponent {
  79784. /**
  79785. * The component name helpfull to identify the component in the list of scene components.
  79786. */
  79787. readonly name: string;
  79788. /**
  79789. * The scene the component belongs to.
  79790. */
  79791. scene: Scene;
  79792. /**
  79793. * Creates a new instance of the component for the given scene
  79794. * @param scene Defines the scene to register the component in
  79795. */
  79796. constructor(scene: Scene);
  79797. /**
  79798. * Registers the component in a given scene
  79799. */
  79800. register(): void;
  79801. /**
  79802. * Rebuilds the elements related to this component in case of
  79803. * context lost for instance.
  79804. */
  79805. rebuild(): void;
  79806. /**
  79807. * Disposes the component and the associated ressources.
  79808. */
  79809. dispose(): void;
  79810. private _beforeClear;
  79811. }
  79812. }
  79813. declare module BABYLON {
  79814. interface Engine {
  79815. /**
  79816. * Creates a new render target cube texture
  79817. * @param size defines the size of the texture
  79818. * @param options defines the options used to create the texture
  79819. * @returns a new render target cube texture stored in an InternalTexture
  79820. */
  79821. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  79822. }
  79823. }
  79824. declare module BABYLON {
  79825. /** @hidden */
  79826. export var proceduralVertexShader: {
  79827. name: string;
  79828. shader: string;
  79829. };
  79830. }
  79831. declare module BABYLON {
  79832. /**
  79833. * 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.
  79834. * This is the base class of any Procedural texture and contains most of the shareable code.
  79835. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79836. */
  79837. export class ProceduralTexture extends Texture {
  79838. isCube: boolean;
  79839. /**
  79840. * Define if the texture is enabled or not (disabled texture will not render)
  79841. */
  79842. isEnabled: boolean;
  79843. /**
  79844. * Define if the texture must be cleared before rendering (default is true)
  79845. */
  79846. autoClear: boolean;
  79847. /**
  79848. * Callback called when the texture is generated
  79849. */
  79850. onGenerated: () => void;
  79851. /**
  79852. * Event raised when the texture is generated
  79853. */
  79854. onGeneratedObservable: Observable<ProceduralTexture>;
  79855. /** @hidden */
  79856. _generateMipMaps: boolean;
  79857. /** @hidden **/
  79858. _effect: Effect;
  79859. /** @hidden */
  79860. _textures: {
  79861. [key: string]: Texture;
  79862. };
  79863. private _size;
  79864. private _currentRefreshId;
  79865. private _refreshRate;
  79866. private _vertexBuffers;
  79867. private _indexBuffer;
  79868. private _uniforms;
  79869. private _samplers;
  79870. private _fragment;
  79871. private _floats;
  79872. private _ints;
  79873. private _floatsArrays;
  79874. private _colors3;
  79875. private _colors4;
  79876. private _vectors2;
  79877. private _vectors3;
  79878. private _matrices;
  79879. private _fallbackTexture;
  79880. private _fallbackTextureUsed;
  79881. private _engine;
  79882. private _cachedDefines;
  79883. private _contentUpdateId;
  79884. private _contentData;
  79885. /**
  79886. * Instantiates a new procedural texture.
  79887. * 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.
  79888. * This is the base class of any Procedural texture and contains most of the shareable code.
  79889. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  79890. * @param name Define the name of the texture
  79891. * @param size Define the size of the texture to create
  79892. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  79893. * @param scene Define the scene the texture belongs to
  79894. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  79895. * @param generateMipMaps Define if the texture should creates mip maps or not
  79896. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  79897. */
  79898. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  79899. /**
  79900. * The effect that is created when initializing the post process.
  79901. * @returns The created effect corresponding the the postprocess.
  79902. */
  79903. getEffect(): Effect;
  79904. /**
  79905. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  79906. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  79907. */
  79908. getContent(): Nullable<ArrayBufferView>;
  79909. private _createIndexBuffer;
  79910. /** @hidden */
  79911. _rebuild(): void;
  79912. /**
  79913. * Resets the texture in order to recreate its associated resources.
  79914. * This can be called in case of context loss
  79915. */
  79916. reset(): void;
  79917. protected _getDefines(): string;
  79918. /**
  79919. * Is the texture ready to be used ? (rendered at least once)
  79920. * @returns true if ready, otherwise, false.
  79921. */
  79922. isReady(): boolean;
  79923. /**
  79924. * Resets the refresh counter of the texture and start bak from scratch.
  79925. * Could be useful to regenerate the texture if it is setup to render only once.
  79926. */
  79927. resetRefreshCounter(): void;
  79928. /**
  79929. * Set the fragment shader to use in order to render the texture.
  79930. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  79931. */
  79932. setFragment(fragment: any): void;
  79933. /**
  79934. * Define the refresh rate of the texture or the rendering frequency.
  79935. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  79936. */
  79937. refreshRate: number;
  79938. /** @hidden */
  79939. _shouldRender(): boolean;
  79940. /**
  79941. * Get the size the texture is rendering at.
  79942. * @returns the size (texture is always squared)
  79943. */
  79944. getRenderSize(): number;
  79945. /**
  79946. * Resize the texture to new value.
  79947. * @param size Define the new size the texture should have
  79948. * @param generateMipMaps Define whether the new texture should create mip maps
  79949. */
  79950. resize(size: number, generateMipMaps: boolean): void;
  79951. private _checkUniform;
  79952. /**
  79953. * Set a texture in the shader program used to render.
  79954. * @param name Define the name of the uniform samplers as defined in the shader
  79955. * @param texture Define the texture to bind to this sampler
  79956. * @return the texture itself allowing "fluent" like uniform updates
  79957. */
  79958. setTexture(name: string, texture: Texture): ProceduralTexture;
  79959. /**
  79960. * Set a float in the shader.
  79961. * @param name Define the name of the uniform as defined in the shader
  79962. * @param value Define the value to give to the uniform
  79963. * @return the texture itself allowing "fluent" like uniform updates
  79964. */
  79965. setFloat(name: string, value: number): ProceduralTexture;
  79966. /**
  79967. * Set a int in the shader.
  79968. * @param name Define the name of the uniform as defined in the shader
  79969. * @param value Define the value to give to the uniform
  79970. * @return the texture itself allowing "fluent" like uniform updates
  79971. */
  79972. setInt(name: string, value: number): ProceduralTexture;
  79973. /**
  79974. * Set an array of floats in the shader.
  79975. * @param name Define the name of the uniform as defined in the shader
  79976. * @param value Define the value to give to the uniform
  79977. * @return the texture itself allowing "fluent" like uniform updates
  79978. */
  79979. setFloats(name: string, value: number[]): ProceduralTexture;
  79980. /**
  79981. * Set a vec3 in the shader from a Color3.
  79982. * @param name Define the name of the uniform as defined in the shader
  79983. * @param value Define the value to give to the uniform
  79984. * @return the texture itself allowing "fluent" like uniform updates
  79985. */
  79986. setColor3(name: string, value: Color3): ProceduralTexture;
  79987. /**
  79988. * Set a vec4 in the shader from a Color4.
  79989. * @param name Define the name of the uniform as defined in the shader
  79990. * @param value Define the value to give to the uniform
  79991. * @return the texture itself allowing "fluent" like uniform updates
  79992. */
  79993. setColor4(name: string, value: Color4): ProceduralTexture;
  79994. /**
  79995. * Set a vec2 in the shader from a Vector2.
  79996. * @param name Define the name of the uniform as defined in the shader
  79997. * @param value Define the value to give to the uniform
  79998. * @return the texture itself allowing "fluent" like uniform updates
  79999. */
  80000. setVector2(name: string, value: Vector2): ProceduralTexture;
  80001. /**
  80002. * Set a vec3 in the shader from a Vector3.
  80003. * @param name Define the name of the uniform as defined in the shader
  80004. * @param value Define the value to give to the uniform
  80005. * @return the texture itself allowing "fluent" like uniform updates
  80006. */
  80007. setVector3(name: string, value: Vector3): ProceduralTexture;
  80008. /**
  80009. * Set a mat4 in the shader from a MAtrix.
  80010. * @param name Define the name of the uniform as defined in the shader
  80011. * @param value Define the value to give to the uniform
  80012. * @return the texture itself allowing "fluent" like uniform updates
  80013. */
  80014. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80015. /**
  80016. * Render the texture to its associated render target.
  80017. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80018. */
  80019. render(useCameraPostProcess?: boolean): void;
  80020. /**
  80021. * Clone the texture.
  80022. * @returns the cloned texture
  80023. */
  80024. clone(): ProceduralTexture;
  80025. /**
  80026. * Dispose the texture and release its asoociated resources.
  80027. */
  80028. dispose(): void;
  80029. }
  80030. }
  80031. declare module BABYLON {
  80032. /**
  80033. * This represents the base class for particle system in Babylon.
  80034. * 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.
  80035. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80036. * @example https://doc.babylonjs.com/babylon101/particles
  80037. */
  80038. export class BaseParticleSystem {
  80039. /**
  80040. * Source color is added to the destination color without alpha affecting the result
  80041. */
  80042. static BLENDMODE_ONEONE: number;
  80043. /**
  80044. * Blend current color and particle color using particle’s alpha
  80045. */
  80046. static BLENDMODE_STANDARD: number;
  80047. /**
  80048. * Add current color and particle color multiplied by particle’s alpha
  80049. */
  80050. static BLENDMODE_ADD: number;
  80051. /**
  80052. * Multiply current color with particle color
  80053. */
  80054. static BLENDMODE_MULTIPLY: number;
  80055. /**
  80056. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80057. */
  80058. static BLENDMODE_MULTIPLYADD: number;
  80059. /**
  80060. * List of animations used by the particle system.
  80061. */
  80062. animations: Animation[];
  80063. /**
  80064. * The id of the Particle system.
  80065. */
  80066. id: string;
  80067. /**
  80068. * The friendly name of the Particle system.
  80069. */
  80070. name: string;
  80071. /**
  80072. * The rendering group used by the Particle system to chose when to render.
  80073. */
  80074. renderingGroupId: number;
  80075. /**
  80076. * The emitter represents the Mesh or position we are attaching the particle system to.
  80077. */
  80078. emitter: Nullable<AbstractMesh | Vector3>;
  80079. /**
  80080. * The maximum number of particles to emit per frame
  80081. */
  80082. emitRate: number;
  80083. /**
  80084. * If you want to launch only a few particles at once, that can be done, as well.
  80085. */
  80086. manualEmitCount: number;
  80087. /**
  80088. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80089. */
  80090. updateSpeed: number;
  80091. /**
  80092. * The amount of time the particle system is running (depends of the overall update speed).
  80093. */
  80094. targetStopDuration: number;
  80095. /**
  80096. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80097. */
  80098. disposeOnStop: boolean;
  80099. /**
  80100. * Minimum power of emitting particles.
  80101. */
  80102. minEmitPower: number;
  80103. /**
  80104. * Maximum power of emitting particles.
  80105. */
  80106. maxEmitPower: number;
  80107. /**
  80108. * Minimum life time of emitting particles.
  80109. */
  80110. minLifeTime: number;
  80111. /**
  80112. * Maximum life time of emitting particles.
  80113. */
  80114. maxLifeTime: number;
  80115. /**
  80116. * Minimum Size of emitting particles.
  80117. */
  80118. minSize: number;
  80119. /**
  80120. * Maximum Size of emitting particles.
  80121. */
  80122. maxSize: number;
  80123. /**
  80124. * Minimum scale of emitting particles on X axis.
  80125. */
  80126. minScaleX: number;
  80127. /**
  80128. * Maximum scale of emitting particles on X axis.
  80129. */
  80130. maxScaleX: number;
  80131. /**
  80132. * Minimum scale of emitting particles on Y axis.
  80133. */
  80134. minScaleY: number;
  80135. /**
  80136. * Maximum scale of emitting particles on Y axis.
  80137. */
  80138. maxScaleY: number;
  80139. /**
  80140. * Gets or sets the minimal initial rotation in radians.
  80141. */
  80142. minInitialRotation: number;
  80143. /**
  80144. * Gets or sets the maximal initial rotation in radians.
  80145. */
  80146. maxInitialRotation: number;
  80147. /**
  80148. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80149. */
  80150. minAngularSpeed: number;
  80151. /**
  80152. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80153. */
  80154. maxAngularSpeed: number;
  80155. /**
  80156. * The texture used to render each particle. (this can be a spritesheet)
  80157. */
  80158. particleTexture: Nullable<Texture>;
  80159. /**
  80160. * The layer mask we are rendering the particles through.
  80161. */
  80162. layerMask: number;
  80163. /**
  80164. * This can help using your own shader to render the particle system.
  80165. * The according effect will be created
  80166. */
  80167. customShader: any;
  80168. /**
  80169. * By default particle system starts as soon as they are created. This prevents the
  80170. * automatic start to happen and let you decide when to start emitting particles.
  80171. */
  80172. preventAutoStart: boolean;
  80173. private _noiseTexture;
  80174. /**
  80175. * Gets or sets a texture used to add random noise to particle positions
  80176. */
  80177. noiseTexture: Nullable<ProceduralTexture>;
  80178. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80179. noiseStrength: Vector3;
  80180. /**
  80181. * Callback triggered when the particle animation is ending.
  80182. */
  80183. onAnimationEnd: Nullable<() => void>;
  80184. /**
  80185. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80186. */
  80187. blendMode: number;
  80188. /**
  80189. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80190. * to override the particles.
  80191. */
  80192. forceDepthWrite: boolean;
  80193. /** 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 */
  80194. preWarmCycles: number;
  80195. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80196. preWarmStepOffset: number;
  80197. /**
  80198. * 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)
  80199. */
  80200. spriteCellChangeSpeed: number;
  80201. /**
  80202. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80203. */
  80204. startSpriteCellID: number;
  80205. /**
  80206. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80207. */
  80208. endSpriteCellID: number;
  80209. /**
  80210. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80211. */
  80212. spriteCellWidth: number;
  80213. /**
  80214. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80215. */
  80216. spriteCellHeight: number;
  80217. /**
  80218. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80219. */
  80220. spriteRandomStartCell: boolean;
  80221. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80222. translationPivot: Vector2;
  80223. /** @hidden */
  80224. protected _isAnimationSheetEnabled: boolean;
  80225. /**
  80226. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80227. */
  80228. beginAnimationOnStart: boolean;
  80229. /**
  80230. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80231. */
  80232. beginAnimationFrom: number;
  80233. /**
  80234. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80235. */
  80236. beginAnimationTo: number;
  80237. /**
  80238. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80239. */
  80240. beginAnimationLoop: boolean;
  80241. /**
  80242. * Gets or sets a world offset applied to all particles
  80243. */
  80244. worldOffset: Vector3;
  80245. /**
  80246. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80247. */
  80248. isAnimationSheetEnabled: boolean;
  80249. /**
  80250. * Get hosting scene
  80251. * @returns the scene
  80252. */
  80253. getScene(): Scene;
  80254. /**
  80255. * You can use gravity if you want to give an orientation to your particles.
  80256. */
  80257. gravity: Vector3;
  80258. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80259. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80260. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80261. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80262. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80263. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80264. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80265. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80266. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80267. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80268. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80269. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80270. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80271. /**
  80272. * Defines the delay in milliseconds before starting the system (0 by default)
  80273. */
  80274. startDelay: number;
  80275. /**
  80276. * Gets the current list of drag gradients.
  80277. * You must use addDragGradient and removeDragGradient to udpate this list
  80278. * @returns the list of drag gradients
  80279. */
  80280. getDragGradients(): Nullable<Array<FactorGradient>>;
  80281. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80282. limitVelocityDamping: number;
  80283. /**
  80284. * Gets the current list of limit velocity gradients.
  80285. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80286. * @returns the list of limit velocity gradients
  80287. */
  80288. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80289. /**
  80290. * Gets the current list of color gradients.
  80291. * You must use addColorGradient and removeColorGradient to udpate this list
  80292. * @returns the list of color gradients
  80293. */
  80294. getColorGradients(): Nullable<Array<ColorGradient>>;
  80295. /**
  80296. * Gets the current list of size gradients.
  80297. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80298. * @returns the list of size gradients
  80299. */
  80300. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80301. /**
  80302. * Gets the current list of color remap gradients.
  80303. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80304. * @returns the list of color remap gradients
  80305. */
  80306. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80307. /**
  80308. * Gets the current list of alpha remap gradients.
  80309. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80310. * @returns the list of alpha remap gradients
  80311. */
  80312. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  80313. /**
  80314. * Gets the current list of life time gradients.
  80315. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  80316. * @returns the list of life time gradients
  80317. */
  80318. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  80319. /**
  80320. * Gets the current list of angular speed gradients.
  80321. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  80322. * @returns the list of angular speed gradients
  80323. */
  80324. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  80325. /**
  80326. * Gets the current list of velocity gradients.
  80327. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  80328. * @returns the list of velocity gradients
  80329. */
  80330. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  80331. /**
  80332. * Gets the current list of start size gradients.
  80333. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  80334. * @returns the list of start size gradients
  80335. */
  80336. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  80337. /**
  80338. * Gets the current list of emit rate gradients.
  80339. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  80340. * @returns the list of emit rate gradients
  80341. */
  80342. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  80343. /**
  80344. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80345. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80346. */
  80347. direction1: Vector3;
  80348. /**
  80349. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  80350. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80351. */
  80352. direction2: Vector3;
  80353. /**
  80354. * 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.
  80355. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80356. */
  80357. minEmitBox: Vector3;
  80358. /**
  80359. * 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.
  80360. * This only works when particleEmitterTyps is a BoxParticleEmitter
  80361. */
  80362. maxEmitBox: Vector3;
  80363. /**
  80364. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80365. */
  80366. color1: Color4;
  80367. /**
  80368. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  80369. */
  80370. color2: Color4;
  80371. /**
  80372. * Color the particle will have at the end of its lifetime
  80373. */
  80374. colorDead: Color4;
  80375. /**
  80376. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  80377. */
  80378. textureMask: Color4;
  80379. /**
  80380. * The particle emitter type defines the emitter used by the particle system.
  80381. * It can be for example box, sphere, or cone...
  80382. */
  80383. particleEmitterType: IParticleEmitterType;
  80384. /** @hidden */
  80385. _isSubEmitter: boolean;
  80386. /**
  80387. * Gets or sets the billboard mode to use when isBillboardBased = true.
  80388. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  80389. */
  80390. billboardMode: number;
  80391. protected _isBillboardBased: boolean;
  80392. /**
  80393. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  80394. */
  80395. isBillboardBased: boolean;
  80396. /**
  80397. * The scene the particle system belongs to.
  80398. */
  80399. protected _scene: Scene;
  80400. /**
  80401. * Local cache of defines for image processing.
  80402. */
  80403. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  80404. /**
  80405. * Default configuration related to image processing available in the standard Material.
  80406. */
  80407. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  80408. /**
  80409. * Gets the image processing configuration used either in this material.
  80410. */
  80411. /**
  80412. * Sets the Default image processing configuration used either in the this material.
  80413. *
  80414. * If sets to null, the scene one is in use.
  80415. */
  80416. imageProcessingConfiguration: ImageProcessingConfiguration;
  80417. /**
  80418. * Attaches a new image processing configuration to the Standard Material.
  80419. * @param configuration
  80420. */
  80421. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  80422. /** @hidden */
  80423. protected _reset(): void;
  80424. /** @hidden */
  80425. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  80426. /**
  80427. * Instantiates a particle system.
  80428. * 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.
  80429. * @param name The name of the particle system
  80430. */
  80431. constructor(name: string);
  80432. /**
  80433. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  80434. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80435. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80436. * @returns the emitter
  80437. */
  80438. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  80439. /**
  80440. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  80441. * @param radius The radius of the hemisphere to emit from
  80442. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80443. * @returns the emitter
  80444. */
  80445. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  80446. /**
  80447. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  80448. * @param radius The radius of the sphere to emit from
  80449. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  80450. * @returns the emitter
  80451. */
  80452. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  80453. /**
  80454. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  80455. * @param radius The radius of the sphere to emit from
  80456. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  80457. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  80458. * @returns the emitter
  80459. */
  80460. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  80461. /**
  80462. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  80463. * @param radius The radius of the emission cylinder
  80464. * @param height The height of the emission cylinder
  80465. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  80466. * @param directionRandomizer How much to randomize the particle direction [0-1]
  80467. * @returns the emitter
  80468. */
  80469. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  80470. /**
  80471. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  80472. * @param radius The radius of the cylinder to emit from
  80473. * @param height The height of the emission cylinder
  80474. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  80475. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  80476. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  80477. * @returns the emitter
  80478. */
  80479. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  80480. /**
  80481. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  80482. * @param radius The radius of the cone to emit from
  80483. * @param angle The base angle of the cone
  80484. * @returns the emitter
  80485. */
  80486. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  80487. /**
  80488. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  80489. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  80490. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  80491. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80492. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  80493. * @returns the emitter
  80494. */
  80495. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  80496. }
  80497. }
  80498. declare module BABYLON {
  80499. /**
  80500. * Type of sub emitter
  80501. */
  80502. export enum SubEmitterType {
  80503. /**
  80504. * Attached to the particle over it's lifetime
  80505. */
  80506. ATTACHED = 0,
  80507. /**
  80508. * Created when the particle dies
  80509. */
  80510. END = 1
  80511. }
  80512. /**
  80513. * Sub emitter class used to emit particles from an existing particle
  80514. */
  80515. export class SubEmitter {
  80516. /**
  80517. * the particle system to be used by the sub emitter
  80518. */
  80519. particleSystem: ParticleSystem;
  80520. /**
  80521. * Type of the submitter (Default: END)
  80522. */
  80523. type: SubEmitterType;
  80524. /**
  80525. * 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)
  80526. * Note: This only is supported when using an emitter of type Mesh
  80527. */
  80528. inheritDirection: boolean;
  80529. /**
  80530. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  80531. */
  80532. inheritedVelocityAmount: number;
  80533. /**
  80534. * Creates a sub emitter
  80535. * @param particleSystem the particle system to be used by the sub emitter
  80536. */
  80537. constructor(
  80538. /**
  80539. * the particle system to be used by the sub emitter
  80540. */
  80541. particleSystem: ParticleSystem);
  80542. /**
  80543. * Clones the sub emitter
  80544. * @returns the cloned sub emitter
  80545. */
  80546. clone(): SubEmitter;
  80547. /**
  80548. * Serialize current object to a JSON object
  80549. * @returns the serialized object
  80550. */
  80551. serialize(): any;
  80552. /** @hidden */
  80553. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  80554. /**
  80555. * Creates a new SubEmitter from a serialized JSON version
  80556. * @param serializationObject defines the JSON object to read from
  80557. * @param scene defines the hosting scene
  80558. * @param rootUrl defines the rootUrl for data loading
  80559. * @returns a new SubEmitter
  80560. */
  80561. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  80562. /** Release associated resources */
  80563. dispose(): void;
  80564. }
  80565. }
  80566. declare module BABYLON {
  80567. /** @hidden */
  80568. export var clipPlaneFragmentDeclaration: {
  80569. name: string;
  80570. shader: string;
  80571. };
  80572. }
  80573. declare module BABYLON {
  80574. /** @hidden */
  80575. export var imageProcessingDeclaration: {
  80576. name: string;
  80577. shader: string;
  80578. };
  80579. }
  80580. declare module BABYLON {
  80581. /** @hidden */
  80582. export var imageProcessingFunctions: {
  80583. name: string;
  80584. shader: string;
  80585. };
  80586. }
  80587. declare module BABYLON {
  80588. /** @hidden */
  80589. export var clipPlaneFragment: {
  80590. name: string;
  80591. shader: string;
  80592. };
  80593. }
  80594. declare module BABYLON {
  80595. /** @hidden */
  80596. export var particlesPixelShader: {
  80597. name: string;
  80598. shader: string;
  80599. };
  80600. }
  80601. declare module BABYLON {
  80602. /** @hidden */
  80603. export var clipPlaneVertexDeclaration: {
  80604. name: string;
  80605. shader: string;
  80606. };
  80607. }
  80608. declare module BABYLON {
  80609. /** @hidden */
  80610. export var clipPlaneVertex: {
  80611. name: string;
  80612. shader: string;
  80613. };
  80614. }
  80615. declare module BABYLON {
  80616. /** @hidden */
  80617. export var particlesVertexShader: {
  80618. name: string;
  80619. shader: string;
  80620. };
  80621. }
  80622. declare module BABYLON {
  80623. /**
  80624. * This represents a particle system in Babylon.
  80625. * 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.
  80626. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80627. * @example https://doc.babylonjs.com/babylon101/particles
  80628. */
  80629. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  80630. /**
  80631. * Billboard mode will only apply to Y axis
  80632. */
  80633. static readonly BILLBOARDMODE_Y: number;
  80634. /**
  80635. * Billboard mode will apply to all axes
  80636. */
  80637. static readonly BILLBOARDMODE_ALL: number;
  80638. /**
  80639. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  80640. */
  80641. static readonly BILLBOARDMODE_STRETCHED: number;
  80642. /**
  80643. * This function can be defined to provide custom update for active particles.
  80644. * This function will be called instead of regular update (age, position, color, etc.).
  80645. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  80646. */
  80647. updateFunction: (particles: Particle[]) => void;
  80648. private _emitterWorldMatrix;
  80649. /**
  80650. * This function can be defined to specify initial direction for every new particle.
  80651. * It by default use the emitterType defined function
  80652. */
  80653. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  80654. /**
  80655. * This function can be defined to specify initial position for every new particle.
  80656. * It by default use the emitterType defined function
  80657. */
  80658. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  80659. /**
  80660. * @hidden
  80661. */
  80662. _inheritedVelocityOffset: Vector3;
  80663. /**
  80664. * An event triggered when the system is disposed
  80665. */
  80666. onDisposeObservable: Observable<ParticleSystem>;
  80667. private _onDisposeObserver;
  80668. /**
  80669. * Sets a callback that will be triggered when the system is disposed
  80670. */
  80671. onDispose: () => void;
  80672. private _particles;
  80673. private _epsilon;
  80674. private _capacity;
  80675. private _stockParticles;
  80676. private _newPartsExcess;
  80677. private _vertexData;
  80678. private _vertexBuffer;
  80679. private _vertexBuffers;
  80680. private _spriteBuffer;
  80681. private _indexBuffer;
  80682. private _effect;
  80683. private _customEffect;
  80684. private _cachedDefines;
  80685. private _scaledColorStep;
  80686. private _colorDiff;
  80687. private _scaledDirection;
  80688. private _scaledGravity;
  80689. private _currentRenderId;
  80690. private _alive;
  80691. private _useInstancing;
  80692. private _started;
  80693. private _stopped;
  80694. private _actualFrame;
  80695. private _scaledUpdateSpeed;
  80696. private _vertexBufferSize;
  80697. /** @hidden */
  80698. _currentEmitRateGradient: Nullable<FactorGradient>;
  80699. /** @hidden */
  80700. _currentEmitRate1: number;
  80701. /** @hidden */
  80702. _currentEmitRate2: number;
  80703. /** @hidden */
  80704. _currentStartSizeGradient: Nullable<FactorGradient>;
  80705. /** @hidden */
  80706. _currentStartSize1: number;
  80707. /** @hidden */
  80708. _currentStartSize2: number;
  80709. private readonly _rawTextureWidth;
  80710. private _rampGradientsTexture;
  80711. private _useRampGradients;
  80712. /** Gets or sets a boolean indicating that ramp gradients must be used
  80713. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  80714. */
  80715. useRampGradients: boolean;
  80716. /**
  80717. * 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.
  80718. * 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: [])
  80719. */
  80720. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  80721. private _subEmitters;
  80722. /**
  80723. * @hidden
  80724. * If the particle systems emitter should be disposed when the particle system is disposed
  80725. */
  80726. _disposeEmitterOnDispose: boolean;
  80727. /**
  80728. * The current active Sub-systems, this property is used by the root particle system only.
  80729. */
  80730. activeSubSystems: Array<ParticleSystem>;
  80731. private _rootParticleSystem;
  80732. /**
  80733. * Gets the current list of active particles
  80734. */
  80735. readonly particles: Particle[];
  80736. /**
  80737. * Returns the string "ParticleSystem"
  80738. * @returns a string containing the class name
  80739. */
  80740. getClassName(): string;
  80741. /**
  80742. * Instantiates a particle system.
  80743. * 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.
  80744. * @param name The name of the particle system
  80745. * @param capacity The max number of particles alive at the same time
  80746. * @param scene The scene the particle system belongs to
  80747. * @param customEffect a custom effect used to change the way particles are rendered by default
  80748. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  80749. * @param epsilon Offset used to render the particles
  80750. */
  80751. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  80752. private _addFactorGradient;
  80753. private _removeFactorGradient;
  80754. /**
  80755. * Adds a new life time gradient
  80756. * @param gradient defines the gradient to use (between 0 and 1)
  80757. * @param factor defines the life time factor to affect to the specified gradient
  80758. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80759. * @returns the current particle system
  80760. */
  80761. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80762. /**
  80763. * Remove a specific life time gradient
  80764. * @param gradient defines the gradient to remove
  80765. * @returns the current particle system
  80766. */
  80767. removeLifeTimeGradient(gradient: number): IParticleSystem;
  80768. /**
  80769. * Adds a new size gradient
  80770. * @param gradient defines the gradient to use (between 0 and 1)
  80771. * @param factor defines the size factor to affect to the specified gradient
  80772. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80773. * @returns the current particle system
  80774. */
  80775. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80776. /**
  80777. * Remove a specific size gradient
  80778. * @param gradient defines the gradient to remove
  80779. * @returns the current particle system
  80780. */
  80781. removeSizeGradient(gradient: number): IParticleSystem;
  80782. /**
  80783. * Adds a new color remap gradient
  80784. * @param gradient defines the gradient to use (between 0 and 1)
  80785. * @param min defines the color remap minimal range
  80786. * @param max defines the color remap maximal range
  80787. * @returns the current particle system
  80788. */
  80789. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80790. /**
  80791. * Remove a specific color remap gradient
  80792. * @param gradient defines the gradient to remove
  80793. * @returns the current particle system
  80794. */
  80795. removeColorRemapGradient(gradient: number): IParticleSystem;
  80796. /**
  80797. * Adds a new alpha remap gradient
  80798. * @param gradient defines the gradient to use (between 0 and 1)
  80799. * @param min defines the alpha remap minimal range
  80800. * @param max defines the alpha remap maximal range
  80801. * @returns the current particle system
  80802. */
  80803. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  80804. /**
  80805. * Remove a specific alpha remap gradient
  80806. * @param gradient defines the gradient to remove
  80807. * @returns the current particle system
  80808. */
  80809. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  80810. /**
  80811. * Adds a new angular speed gradient
  80812. * @param gradient defines the gradient to use (between 0 and 1)
  80813. * @param factor defines the angular speed to affect to the specified gradient
  80814. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80815. * @returns the current particle system
  80816. */
  80817. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80818. /**
  80819. * Remove a specific angular speed gradient
  80820. * @param gradient defines the gradient to remove
  80821. * @returns the current particle system
  80822. */
  80823. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  80824. /**
  80825. * Adds a new velocity gradient
  80826. * @param gradient defines the gradient to use (between 0 and 1)
  80827. * @param factor defines the velocity to affect to the specified gradient
  80828. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80829. * @returns the current particle system
  80830. */
  80831. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80832. /**
  80833. * Remove a specific velocity gradient
  80834. * @param gradient defines the gradient to remove
  80835. * @returns the current particle system
  80836. */
  80837. removeVelocityGradient(gradient: number): IParticleSystem;
  80838. /**
  80839. * Adds a new limit velocity gradient
  80840. * @param gradient defines the gradient to use (between 0 and 1)
  80841. * @param factor defines the limit velocity value to affect to the specified gradient
  80842. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80843. * @returns the current particle system
  80844. */
  80845. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80846. /**
  80847. * Remove a specific limit velocity gradient
  80848. * @param gradient defines the gradient to remove
  80849. * @returns the current particle system
  80850. */
  80851. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  80852. /**
  80853. * Adds a new drag gradient
  80854. * @param gradient defines the gradient to use (between 0 and 1)
  80855. * @param factor defines the drag value to affect to the specified gradient
  80856. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80857. * @returns the current particle system
  80858. */
  80859. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80860. /**
  80861. * Remove a specific drag gradient
  80862. * @param gradient defines the gradient to remove
  80863. * @returns the current particle system
  80864. */
  80865. removeDragGradient(gradient: number): IParticleSystem;
  80866. /**
  80867. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  80868. * @param gradient defines the gradient to use (between 0 and 1)
  80869. * @param factor defines the emit rate value to affect to the specified gradient
  80870. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80871. * @returns the current particle system
  80872. */
  80873. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80874. /**
  80875. * Remove a specific emit rate gradient
  80876. * @param gradient defines the gradient to remove
  80877. * @returns the current particle system
  80878. */
  80879. removeEmitRateGradient(gradient: number): IParticleSystem;
  80880. /**
  80881. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  80882. * @param gradient defines the gradient to use (between 0 and 1)
  80883. * @param factor defines the start size value to affect to the specified gradient
  80884. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  80885. * @returns the current particle system
  80886. */
  80887. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  80888. /**
  80889. * Remove a specific start size gradient
  80890. * @param gradient defines the gradient to remove
  80891. * @returns the current particle system
  80892. */
  80893. removeStartSizeGradient(gradient: number): IParticleSystem;
  80894. private _createRampGradientTexture;
  80895. /**
  80896. * Gets the current list of ramp gradients.
  80897. * You must use addRampGradient and removeRampGradient to udpate this list
  80898. * @returns the list of ramp gradients
  80899. */
  80900. getRampGradients(): Nullable<Array<Color3Gradient>>;
  80901. /**
  80902. * Adds a new ramp gradient used to remap particle colors
  80903. * @param gradient defines the gradient to use (between 0 and 1)
  80904. * @param color defines the color to affect to the specified gradient
  80905. * @returns the current particle system
  80906. */
  80907. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  80908. /**
  80909. * Remove a specific ramp gradient
  80910. * @param gradient defines the gradient to remove
  80911. * @returns the current particle system
  80912. */
  80913. removeRampGradient(gradient: number): ParticleSystem;
  80914. /**
  80915. * Adds a new color gradient
  80916. * @param gradient defines the gradient to use (between 0 and 1)
  80917. * @param color1 defines the color to affect to the specified gradient
  80918. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  80919. * @returns this particle system
  80920. */
  80921. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  80922. /**
  80923. * Remove a specific color gradient
  80924. * @param gradient defines the gradient to remove
  80925. * @returns this particle system
  80926. */
  80927. removeColorGradient(gradient: number): IParticleSystem;
  80928. private _fetchR;
  80929. protected _reset(): void;
  80930. private _resetEffect;
  80931. private _createVertexBuffers;
  80932. private _createIndexBuffer;
  80933. /**
  80934. * Gets the maximum number of particles active at the same time.
  80935. * @returns The max number of active particles.
  80936. */
  80937. getCapacity(): number;
  80938. /**
  80939. * Gets whether there are still active particles in the system.
  80940. * @returns True if it is alive, otherwise false.
  80941. */
  80942. isAlive(): boolean;
  80943. /**
  80944. * Gets if the system has been started. (Note: this will still be true after stop is called)
  80945. * @returns True if it has been started, otherwise false.
  80946. */
  80947. isStarted(): boolean;
  80948. private _prepareSubEmitterInternalArray;
  80949. /**
  80950. * Starts the particle system and begins to emit
  80951. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  80952. */
  80953. start(delay?: number): void;
  80954. /**
  80955. * Stops the particle system.
  80956. * @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.
  80957. */
  80958. stop(stopSubEmitters?: boolean): void;
  80959. /**
  80960. * Remove all active particles
  80961. */
  80962. reset(): void;
  80963. /**
  80964. * @hidden (for internal use only)
  80965. */
  80966. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  80967. /**
  80968. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  80969. * Its lifetime will start back at 0.
  80970. */
  80971. recycleParticle: (particle: Particle) => void;
  80972. private _stopSubEmitters;
  80973. private _createParticle;
  80974. private _removeFromRoot;
  80975. private _emitFromParticle;
  80976. private _update;
  80977. /** @hidden */
  80978. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  80979. /** @hidden */
  80980. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  80981. /** @hidden */
  80982. private _getEffect;
  80983. /**
  80984. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  80985. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  80986. */
  80987. animate(preWarmOnly?: boolean): void;
  80988. private _appendParticleVertices;
  80989. /**
  80990. * Rebuilds the particle system.
  80991. */
  80992. rebuild(): void;
  80993. /**
  80994. * Is this system ready to be used/rendered
  80995. * @return true if the system is ready
  80996. */
  80997. isReady(): boolean;
  80998. private _render;
  80999. /**
  81000. * Renders the particle system in its current state.
  81001. * @returns the current number of particles
  81002. */
  81003. render(): number;
  81004. /**
  81005. * Disposes the particle system and free the associated resources
  81006. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81007. */
  81008. dispose(disposeTexture?: boolean): void;
  81009. /**
  81010. * Clones the particle system.
  81011. * @param name The name of the cloned object
  81012. * @param newEmitter The new emitter to use
  81013. * @returns the cloned particle system
  81014. */
  81015. clone(name: string, newEmitter: any): ParticleSystem;
  81016. /**
  81017. * Serializes the particle system to a JSON object.
  81018. * @returns the JSON object
  81019. */
  81020. serialize(): any;
  81021. /** @hidden */
  81022. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81023. /** @hidden */
  81024. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81025. /**
  81026. * Parses a JSON object to create a particle system.
  81027. * @param parsedParticleSystem The JSON object to parse
  81028. * @param scene The scene to create the particle system in
  81029. * @param rootUrl The root url to use to load external dependencies like texture
  81030. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81031. * @returns the Parsed particle system
  81032. */
  81033. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81034. }
  81035. }
  81036. declare module BABYLON {
  81037. /**
  81038. * A particle represents one of the element emitted by a particle system.
  81039. * This is mainly define by its coordinates, direction, velocity and age.
  81040. */
  81041. export class Particle {
  81042. /**
  81043. * The particle system the particle belongs to.
  81044. */
  81045. particleSystem: ParticleSystem;
  81046. private static _Count;
  81047. /**
  81048. * Unique ID of the particle
  81049. */
  81050. id: number;
  81051. /**
  81052. * The world position of the particle in the scene.
  81053. */
  81054. position: Vector3;
  81055. /**
  81056. * The world direction of the particle in the scene.
  81057. */
  81058. direction: Vector3;
  81059. /**
  81060. * The color of the particle.
  81061. */
  81062. color: Color4;
  81063. /**
  81064. * The color change of the particle per step.
  81065. */
  81066. colorStep: Color4;
  81067. /**
  81068. * Defines how long will the life of the particle be.
  81069. */
  81070. lifeTime: number;
  81071. /**
  81072. * The current age of the particle.
  81073. */
  81074. age: number;
  81075. /**
  81076. * The current size of the particle.
  81077. */
  81078. size: number;
  81079. /**
  81080. * The current scale of the particle.
  81081. */
  81082. scale: Vector2;
  81083. /**
  81084. * The current angle of the particle.
  81085. */
  81086. angle: number;
  81087. /**
  81088. * Defines how fast is the angle changing.
  81089. */
  81090. angularSpeed: number;
  81091. /**
  81092. * Defines the cell index used by the particle to be rendered from a sprite.
  81093. */
  81094. cellIndex: number;
  81095. /**
  81096. * The information required to support color remapping
  81097. */
  81098. remapData: Vector4;
  81099. /** @hidden */
  81100. _randomCellOffset?: number;
  81101. /** @hidden */
  81102. _initialDirection: Nullable<Vector3>;
  81103. /** @hidden */
  81104. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81105. /** @hidden */
  81106. _initialStartSpriteCellID: number;
  81107. /** @hidden */
  81108. _initialEndSpriteCellID: number;
  81109. /** @hidden */
  81110. _currentColorGradient: Nullable<ColorGradient>;
  81111. /** @hidden */
  81112. _currentColor1: Color4;
  81113. /** @hidden */
  81114. _currentColor2: Color4;
  81115. /** @hidden */
  81116. _currentSizeGradient: Nullable<FactorGradient>;
  81117. /** @hidden */
  81118. _currentSize1: number;
  81119. /** @hidden */
  81120. _currentSize2: number;
  81121. /** @hidden */
  81122. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81123. /** @hidden */
  81124. _currentAngularSpeed1: number;
  81125. /** @hidden */
  81126. _currentAngularSpeed2: number;
  81127. /** @hidden */
  81128. _currentVelocityGradient: Nullable<FactorGradient>;
  81129. /** @hidden */
  81130. _currentVelocity1: number;
  81131. /** @hidden */
  81132. _currentVelocity2: number;
  81133. /** @hidden */
  81134. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81135. /** @hidden */
  81136. _currentLimitVelocity1: number;
  81137. /** @hidden */
  81138. _currentLimitVelocity2: number;
  81139. /** @hidden */
  81140. _currentDragGradient: Nullable<FactorGradient>;
  81141. /** @hidden */
  81142. _currentDrag1: number;
  81143. /** @hidden */
  81144. _currentDrag2: number;
  81145. /** @hidden */
  81146. _randomNoiseCoordinates1: Vector3;
  81147. /** @hidden */
  81148. _randomNoiseCoordinates2: Vector3;
  81149. /**
  81150. * Creates a new instance Particle
  81151. * @param particleSystem the particle system the particle belongs to
  81152. */
  81153. constructor(
  81154. /**
  81155. * The particle system the particle belongs to.
  81156. */
  81157. particleSystem: ParticleSystem);
  81158. private updateCellInfoFromSystem;
  81159. /**
  81160. * Defines how the sprite cell index is updated for the particle
  81161. */
  81162. updateCellIndex(): void;
  81163. /** @hidden */
  81164. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81165. /** @hidden */
  81166. _inheritParticleInfoToSubEmitters(): void;
  81167. /** @hidden */
  81168. _reset(): void;
  81169. /**
  81170. * Copy the properties of particle to another one.
  81171. * @param other the particle to copy the information to.
  81172. */
  81173. copyTo(other: Particle): void;
  81174. }
  81175. }
  81176. declare module BABYLON {
  81177. /**
  81178. * Particle emitter represents a volume emitting particles.
  81179. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81180. */
  81181. export interface IParticleEmitterType {
  81182. /**
  81183. * Called by the particle System when the direction is computed for the created particle.
  81184. * @param worldMatrix is the world matrix of the particle system
  81185. * @param directionToUpdate is the direction vector to update with the result
  81186. * @param particle is the particle we are computed the direction for
  81187. */
  81188. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81189. /**
  81190. * Called by the particle System when the position is computed for the created particle.
  81191. * @param worldMatrix is the world matrix of the particle system
  81192. * @param positionToUpdate is the position vector to update with the result
  81193. * @param particle is the particle we are computed the position for
  81194. */
  81195. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81196. /**
  81197. * Clones the current emitter and returns a copy of it
  81198. * @returns the new emitter
  81199. */
  81200. clone(): IParticleEmitterType;
  81201. /**
  81202. * Called by the GPUParticleSystem to setup the update shader
  81203. * @param effect defines the update shader
  81204. */
  81205. applyToShader(effect: Effect): void;
  81206. /**
  81207. * Returns a string to use to update the GPU particles update shader
  81208. * @returns the effect defines string
  81209. */
  81210. getEffectDefines(): string;
  81211. /**
  81212. * Returns a string representing the class name
  81213. * @returns a string containing the class name
  81214. */
  81215. getClassName(): string;
  81216. /**
  81217. * Serializes the particle system to a JSON object.
  81218. * @returns the JSON object
  81219. */
  81220. serialize(): any;
  81221. /**
  81222. * Parse properties from a JSON object
  81223. * @param serializationObject defines the JSON object
  81224. */
  81225. parse(serializationObject: any): void;
  81226. }
  81227. }
  81228. declare module BABYLON {
  81229. /**
  81230. * Particle emitter emitting particles from the inside of a box.
  81231. * It emits the particles randomly between 2 given directions.
  81232. */
  81233. export class BoxParticleEmitter implements IParticleEmitterType {
  81234. /**
  81235. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81236. */
  81237. direction1: Vector3;
  81238. /**
  81239. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81240. */
  81241. direction2: Vector3;
  81242. /**
  81243. * 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.
  81244. */
  81245. minEmitBox: Vector3;
  81246. /**
  81247. * 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.
  81248. */
  81249. maxEmitBox: Vector3;
  81250. /**
  81251. * Creates a new instance BoxParticleEmitter
  81252. */
  81253. constructor();
  81254. /**
  81255. * Called by the particle System when the direction is computed for the created particle.
  81256. * @param worldMatrix is the world matrix of the particle system
  81257. * @param directionToUpdate is the direction vector to update with the result
  81258. * @param particle is the particle we are computed the direction for
  81259. */
  81260. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81261. /**
  81262. * Called by the particle System when the position is computed for the created particle.
  81263. * @param worldMatrix is the world matrix of the particle system
  81264. * @param positionToUpdate is the position vector to update with the result
  81265. * @param particle is the particle we are computed the position for
  81266. */
  81267. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81268. /**
  81269. * Clones the current emitter and returns a copy of it
  81270. * @returns the new emitter
  81271. */
  81272. clone(): BoxParticleEmitter;
  81273. /**
  81274. * Called by the GPUParticleSystem to setup the update shader
  81275. * @param effect defines the update shader
  81276. */
  81277. applyToShader(effect: Effect): void;
  81278. /**
  81279. * Returns a string to use to update the GPU particles update shader
  81280. * @returns a string containng the defines string
  81281. */
  81282. getEffectDefines(): string;
  81283. /**
  81284. * Returns the string "BoxParticleEmitter"
  81285. * @returns a string containing the class name
  81286. */
  81287. getClassName(): string;
  81288. /**
  81289. * Serializes the particle system to a JSON object.
  81290. * @returns the JSON object
  81291. */
  81292. serialize(): any;
  81293. /**
  81294. * Parse properties from a JSON object
  81295. * @param serializationObject defines the JSON object
  81296. */
  81297. parse(serializationObject: any): void;
  81298. }
  81299. }
  81300. declare module BABYLON {
  81301. /**
  81302. * Particle emitter emitting particles from the inside of a cone.
  81303. * It emits the particles alongside the cone volume from the base to the particle.
  81304. * The emission direction might be randomized.
  81305. */
  81306. export class ConeParticleEmitter implements IParticleEmitterType {
  81307. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81308. directionRandomizer: number;
  81309. private _radius;
  81310. private _angle;
  81311. private _height;
  81312. /**
  81313. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  81314. */
  81315. radiusRange: number;
  81316. /**
  81317. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  81318. */
  81319. heightRange: number;
  81320. /**
  81321. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  81322. */
  81323. emitFromSpawnPointOnly: boolean;
  81324. /**
  81325. * Gets or sets the radius of the emission cone
  81326. */
  81327. radius: number;
  81328. /**
  81329. * Gets or sets the angle of the emission cone
  81330. */
  81331. angle: number;
  81332. private _buildHeight;
  81333. /**
  81334. * Creates a new instance ConeParticleEmitter
  81335. * @param radius the radius of the emission cone (1 by default)
  81336. * @param angle the cone base angle (PI by default)
  81337. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  81338. */
  81339. constructor(radius?: number, angle?: number,
  81340. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81341. directionRandomizer?: number);
  81342. /**
  81343. * Called by the particle System when the direction is computed for the created particle.
  81344. * @param worldMatrix is the world matrix of the particle system
  81345. * @param directionToUpdate is the direction vector to update with the result
  81346. * @param particle is the particle we are computed the direction for
  81347. */
  81348. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81349. /**
  81350. * Called by the particle System when the position is computed for the created particle.
  81351. * @param worldMatrix is the world matrix of the particle system
  81352. * @param positionToUpdate is the position vector to update with the result
  81353. * @param particle is the particle we are computed the position for
  81354. */
  81355. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81356. /**
  81357. * Clones the current emitter and returns a copy of it
  81358. * @returns the new emitter
  81359. */
  81360. clone(): ConeParticleEmitter;
  81361. /**
  81362. * Called by the GPUParticleSystem to setup the update shader
  81363. * @param effect defines the update shader
  81364. */
  81365. applyToShader(effect: Effect): void;
  81366. /**
  81367. * Returns a string to use to update the GPU particles update shader
  81368. * @returns a string containng the defines string
  81369. */
  81370. getEffectDefines(): string;
  81371. /**
  81372. * Returns the string "ConeParticleEmitter"
  81373. * @returns a string containing the class name
  81374. */
  81375. getClassName(): string;
  81376. /**
  81377. * Serializes the particle system to a JSON object.
  81378. * @returns the JSON object
  81379. */
  81380. serialize(): any;
  81381. /**
  81382. * Parse properties from a JSON object
  81383. * @param serializationObject defines the JSON object
  81384. */
  81385. parse(serializationObject: any): void;
  81386. }
  81387. }
  81388. declare module BABYLON {
  81389. /**
  81390. * Particle emitter emitting particles from the inside of a cylinder.
  81391. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  81392. */
  81393. export class CylinderParticleEmitter implements IParticleEmitterType {
  81394. /**
  81395. * The radius of the emission cylinder.
  81396. */
  81397. radius: number;
  81398. /**
  81399. * The height of the emission cylinder.
  81400. */
  81401. height: number;
  81402. /**
  81403. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81404. */
  81405. radiusRange: number;
  81406. /**
  81407. * How much to randomize the particle direction [0-1].
  81408. */
  81409. directionRandomizer: number;
  81410. /**
  81411. * Creates a new instance CylinderParticleEmitter
  81412. * @param radius the radius of the emission cylinder (1 by default)
  81413. * @param height the height of the emission cylinder (1 by default)
  81414. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81415. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81416. */
  81417. constructor(
  81418. /**
  81419. * The radius of the emission cylinder.
  81420. */
  81421. radius?: number,
  81422. /**
  81423. * The height of the emission cylinder.
  81424. */
  81425. height?: number,
  81426. /**
  81427. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81428. */
  81429. radiusRange?: number,
  81430. /**
  81431. * How much to randomize the particle direction [0-1].
  81432. */
  81433. directionRandomizer?: number);
  81434. /**
  81435. * Called by the particle System when the direction is computed for the created particle.
  81436. * @param worldMatrix is the world matrix of the particle system
  81437. * @param directionToUpdate is the direction vector to update with the result
  81438. * @param particle is the particle we are computed the direction for
  81439. */
  81440. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81441. /**
  81442. * Called by the particle System when the position is computed for the created particle.
  81443. * @param worldMatrix is the world matrix of the particle system
  81444. * @param positionToUpdate is the position vector to update with the result
  81445. * @param particle is the particle we are computed the position for
  81446. */
  81447. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81448. /**
  81449. * Clones the current emitter and returns a copy of it
  81450. * @returns the new emitter
  81451. */
  81452. clone(): CylinderParticleEmitter;
  81453. /**
  81454. * Called by the GPUParticleSystem to setup the update shader
  81455. * @param effect defines the update shader
  81456. */
  81457. applyToShader(effect: Effect): void;
  81458. /**
  81459. * Returns a string to use to update the GPU particles update shader
  81460. * @returns a string containng the defines string
  81461. */
  81462. getEffectDefines(): string;
  81463. /**
  81464. * Returns the string "CylinderParticleEmitter"
  81465. * @returns a string containing the class name
  81466. */
  81467. getClassName(): string;
  81468. /**
  81469. * Serializes the particle system to a JSON object.
  81470. * @returns the JSON object
  81471. */
  81472. serialize(): any;
  81473. /**
  81474. * Parse properties from a JSON object
  81475. * @param serializationObject defines the JSON object
  81476. */
  81477. parse(serializationObject: any): void;
  81478. }
  81479. /**
  81480. * Particle emitter emitting particles from the inside of a cylinder.
  81481. * It emits the particles randomly between two vectors.
  81482. */
  81483. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  81484. /**
  81485. * The min limit of the emission direction.
  81486. */
  81487. direction1: Vector3;
  81488. /**
  81489. * The max limit of the emission direction.
  81490. */
  81491. direction2: Vector3;
  81492. /**
  81493. * Creates a new instance CylinderDirectedParticleEmitter
  81494. * @param radius the radius of the emission cylinder (1 by default)
  81495. * @param height the height of the emission cylinder (1 by default)
  81496. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81497. * @param direction1 the min limit of the emission direction (up vector by default)
  81498. * @param direction2 the max limit of the emission direction (up vector by default)
  81499. */
  81500. constructor(radius?: number, height?: number, radiusRange?: number,
  81501. /**
  81502. * The min limit of the emission direction.
  81503. */
  81504. direction1?: Vector3,
  81505. /**
  81506. * The max limit of the emission direction.
  81507. */
  81508. direction2?: Vector3);
  81509. /**
  81510. * Called by the particle System when the direction is computed for the created particle.
  81511. * @param worldMatrix is the world matrix of the particle system
  81512. * @param directionToUpdate is the direction vector to update with the result
  81513. * @param particle is the particle we are computed the direction for
  81514. */
  81515. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81516. /**
  81517. * Clones the current emitter and returns a copy of it
  81518. * @returns the new emitter
  81519. */
  81520. clone(): CylinderDirectedParticleEmitter;
  81521. /**
  81522. * Called by the GPUParticleSystem to setup the update shader
  81523. * @param effect defines the update shader
  81524. */
  81525. applyToShader(effect: Effect): void;
  81526. /**
  81527. * Returns a string to use to update the GPU particles update shader
  81528. * @returns a string containng the defines string
  81529. */
  81530. getEffectDefines(): string;
  81531. /**
  81532. * Returns the string "CylinderDirectedParticleEmitter"
  81533. * @returns a string containing the class name
  81534. */
  81535. getClassName(): string;
  81536. /**
  81537. * Serializes the particle system to a JSON object.
  81538. * @returns the JSON object
  81539. */
  81540. serialize(): any;
  81541. /**
  81542. * Parse properties from a JSON object
  81543. * @param serializationObject defines the JSON object
  81544. */
  81545. parse(serializationObject: any): void;
  81546. }
  81547. }
  81548. declare module BABYLON {
  81549. /**
  81550. * Particle emitter emitting particles from the inside of a hemisphere.
  81551. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  81552. */
  81553. export class HemisphericParticleEmitter implements IParticleEmitterType {
  81554. /**
  81555. * The radius of the emission hemisphere.
  81556. */
  81557. radius: number;
  81558. /**
  81559. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81560. */
  81561. radiusRange: number;
  81562. /**
  81563. * How much to randomize the particle direction [0-1].
  81564. */
  81565. directionRandomizer: number;
  81566. /**
  81567. * Creates a new instance HemisphericParticleEmitter
  81568. * @param radius the radius of the emission hemisphere (1 by default)
  81569. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81570. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81571. */
  81572. constructor(
  81573. /**
  81574. * The radius of the emission hemisphere.
  81575. */
  81576. radius?: number,
  81577. /**
  81578. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81579. */
  81580. radiusRange?: number,
  81581. /**
  81582. * How much to randomize the particle direction [0-1].
  81583. */
  81584. directionRandomizer?: number);
  81585. /**
  81586. * Called by the particle System when the direction is computed for the created particle.
  81587. * @param worldMatrix is the world matrix of the particle system
  81588. * @param directionToUpdate is the direction vector to update with the result
  81589. * @param particle is the particle we are computed the direction for
  81590. */
  81591. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81592. /**
  81593. * Called by the particle System when the position is computed for the created particle.
  81594. * @param worldMatrix is the world matrix of the particle system
  81595. * @param positionToUpdate is the position vector to update with the result
  81596. * @param particle is the particle we are computed the position for
  81597. */
  81598. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81599. /**
  81600. * Clones the current emitter and returns a copy of it
  81601. * @returns the new emitter
  81602. */
  81603. clone(): HemisphericParticleEmitter;
  81604. /**
  81605. * Called by the GPUParticleSystem to setup the update shader
  81606. * @param effect defines the update shader
  81607. */
  81608. applyToShader(effect: Effect): void;
  81609. /**
  81610. * Returns a string to use to update the GPU particles update shader
  81611. * @returns a string containng the defines string
  81612. */
  81613. getEffectDefines(): string;
  81614. /**
  81615. * Returns the string "HemisphericParticleEmitter"
  81616. * @returns a string containing the class name
  81617. */
  81618. getClassName(): string;
  81619. /**
  81620. * Serializes the particle system to a JSON object.
  81621. * @returns the JSON object
  81622. */
  81623. serialize(): any;
  81624. /**
  81625. * Parse properties from a JSON object
  81626. * @param serializationObject defines the JSON object
  81627. */
  81628. parse(serializationObject: any): void;
  81629. }
  81630. }
  81631. declare module BABYLON {
  81632. /**
  81633. * Particle emitter emitting particles from a point.
  81634. * It emits the particles randomly between 2 given directions.
  81635. */
  81636. export class PointParticleEmitter implements IParticleEmitterType {
  81637. /**
  81638. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81639. */
  81640. direction1: Vector3;
  81641. /**
  81642. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81643. */
  81644. direction2: Vector3;
  81645. /**
  81646. * Creates a new instance PointParticleEmitter
  81647. */
  81648. constructor();
  81649. /**
  81650. * Called by the particle System when the direction is computed for the created particle.
  81651. * @param worldMatrix is the world matrix of the particle system
  81652. * @param directionToUpdate is the direction vector to update with the result
  81653. * @param particle is the particle we are computed the direction for
  81654. */
  81655. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81656. /**
  81657. * Called by the particle System when the position is computed for the created particle.
  81658. * @param worldMatrix is the world matrix of the particle system
  81659. * @param positionToUpdate is the position vector to update with the result
  81660. * @param particle is the particle we are computed the position for
  81661. */
  81662. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81663. /**
  81664. * Clones the current emitter and returns a copy of it
  81665. * @returns the new emitter
  81666. */
  81667. clone(): PointParticleEmitter;
  81668. /**
  81669. * Called by the GPUParticleSystem to setup the update shader
  81670. * @param effect defines the update shader
  81671. */
  81672. applyToShader(effect: Effect): void;
  81673. /**
  81674. * Returns a string to use to update the GPU particles update shader
  81675. * @returns a string containng the defines string
  81676. */
  81677. getEffectDefines(): string;
  81678. /**
  81679. * Returns the string "PointParticleEmitter"
  81680. * @returns a string containing the class name
  81681. */
  81682. getClassName(): string;
  81683. /**
  81684. * Serializes the particle system to a JSON object.
  81685. * @returns the JSON object
  81686. */
  81687. serialize(): any;
  81688. /**
  81689. * Parse properties from a JSON object
  81690. * @param serializationObject defines the JSON object
  81691. */
  81692. parse(serializationObject: any): void;
  81693. }
  81694. }
  81695. declare module BABYLON {
  81696. /**
  81697. * Particle emitter emitting particles from the inside of a sphere.
  81698. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  81699. */
  81700. export class SphereParticleEmitter implements IParticleEmitterType {
  81701. /**
  81702. * The radius of the emission sphere.
  81703. */
  81704. radius: number;
  81705. /**
  81706. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81707. */
  81708. radiusRange: number;
  81709. /**
  81710. * How much to randomize the particle direction [0-1].
  81711. */
  81712. directionRandomizer: number;
  81713. /**
  81714. * Creates a new instance SphereParticleEmitter
  81715. * @param radius the radius of the emission sphere (1 by default)
  81716. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81717. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  81718. */
  81719. constructor(
  81720. /**
  81721. * The radius of the emission sphere.
  81722. */
  81723. radius?: number,
  81724. /**
  81725. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  81726. */
  81727. radiusRange?: number,
  81728. /**
  81729. * How much to randomize the particle direction [0-1].
  81730. */
  81731. directionRandomizer?: number);
  81732. /**
  81733. * Called by the particle System when the direction is computed for the created particle.
  81734. * @param worldMatrix is the world matrix of the particle system
  81735. * @param directionToUpdate is the direction vector to update with the result
  81736. * @param particle is the particle we are computed the direction for
  81737. */
  81738. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81739. /**
  81740. * Called by the particle System when the position is computed for the created particle.
  81741. * @param worldMatrix is the world matrix of the particle system
  81742. * @param positionToUpdate is the position vector to update with the result
  81743. * @param particle is the particle we are computed the position for
  81744. */
  81745. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81746. /**
  81747. * Clones the current emitter and returns a copy of it
  81748. * @returns the new emitter
  81749. */
  81750. clone(): SphereParticleEmitter;
  81751. /**
  81752. * Called by the GPUParticleSystem to setup the update shader
  81753. * @param effect defines the update shader
  81754. */
  81755. applyToShader(effect: Effect): void;
  81756. /**
  81757. * Returns a string to use to update the GPU particles update shader
  81758. * @returns a string containng the defines string
  81759. */
  81760. getEffectDefines(): string;
  81761. /**
  81762. * Returns the string "SphereParticleEmitter"
  81763. * @returns a string containing the class name
  81764. */
  81765. getClassName(): string;
  81766. /**
  81767. * Serializes the particle system to a JSON object.
  81768. * @returns the JSON object
  81769. */
  81770. serialize(): any;
  81771. /**
  81772. * Parse properties from a JSON object
  81773. * @param serializationObject defines the JSON object
  81774. */
  81775. parse(serializationObject: any): void;
  81776. }
  81777. /**
  81778. * Particle emitter emitting particles from the inside of a sphere.
  81779. * It emits the particles randomly between two vectors.
  81780. */
  81781. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  81782. /**
  81783. * The min limit of the emission direction.
  81784. */
  81785. direction1: Vector3;
  81786. /**
  81787. * The max limit of the emission direction.
  81788. */
  81789. direction2: Vector3;
  81790. /**
  81791. * Creates a new instance SphereDirectedParticleEmitter
  81792. * @param radius the radius of the emission sphere (1 by default)
  81793. * @param direction1 the min limit of the emission direction (up vector by default)
  81794. * @param direction2 the max limit of the emission direction (up vector by default)
  81795. */
  81796. constructor(radius?: number,
  81797. /**
  81798. * The min limit of the emission direction.
  81799. */
  81800. direction1?: Vector3,
  81801. /**
  81802. * The max limit of the emission direction.
  81803. */
  81804. direction2?: Vector3);
  81805. /**
  81806. * Called by the particle System when the direction is computed for the created particle.
  81807. * @param worldMatrix is the world matrix of the particle system
  81808. * @param directionToUpdate is the direction vector to update with the result
  81809. * @param particle is the particle we are computed the direction for
  81810. */
  81811. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81812. /**
  81813. * Clones the current emitter and returns a copy of it
  81814. * @returns the new emitter
  81815. */
  81816. clone(): SphereDirectedParticleEmitter;
  81817. /**
  81818. * Called by the GPUParticleSystem to setup the update shader
  81819. * @param effect defines the update shader
  81820. */
  81821. applyToShader(effect: Effect): void;
  81822. /**
  81823. * Returns a string to use to update the GPU particles update shader
  81824. * @returns a string containng the defines string
  81825. */
  81826. getEffectDefines(): string;
  81827. /**
  81828. * Returns the string "SphereDirectedParticleEmitter"
  81829. * @returns a string containing the class name
  81830. */
  81831. getClassName(): string;
  81832. /**
  81833. * Serializes the particle system to a JSON object.
  81834. * @returns the JSON object
  81835. */
  81836. serialize(): any;
  81837. /**
  81838. * Parse properties from a JSON object
  81839. * @param serializationObject defines the JSON object
  81840. */
  81841. parse(serializationObject: any): void;
  81842. }
  81843. }
  81844. declare module BABYLON {
  81845. /**
  81846. * Interface representing a particle system in Babylon.js.
  81847. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  81848. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  81849. */
  81850. export interface IParticleSystem {
  81851. /**
  81852. * List of animations used by the particle system.
  81853. */
  81854. animations: Animation[];
  81855. /**
  81856. * The id of the Particle system.
  81857. */
  81858. id: string;
  81859. /**
  81860. * The name of the Particle system.
  81861. */
  81862. name: string;
  81863. /**
  81864. * The emitter represents the Mesh or position we are attaching the particle system to.
  81865. */
  81866. emitter: Nullable<AbstractMesh | Vector3>;
  81867. /**
  81868. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81869. */
  81870. isBillboardBased: boolean;
  81871. /**
  81872. * The rendering group used by the Particle system to chose when to render.
  81873. */
  81874. renderingGroupId: number;
  81875. /**
  81876. * The layer mask we are rendering the particles through.
  81877. */
  81878. layerMask: number;
  81879. /**
  81880. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81881. */
  81882. updateSpeed: number;
  81883. /**
  81884. * The amount of time the particle system is running (depends of the overall update speed).
  81885. */
  81886. targetStopDuration: number;
  81887. /**
  81888. * The texture used to render each particle. (this can be a spritesheet)
  81889. */
  81890. particleTexture: Nullable<Texture>;
  81891. /**
  81892. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  81893. */
  81894. blendMode: number;
  81895. /**
  81896. * Minimum life time of emitting particles.
  81897. */
  81898. minLifeTime: number;
  81899. /**
  81900. * Maximum life time of emitting particles.
  81901. */
  81902. maxLifeTime: number;
  81903. /**
  81904. * Minimum Size of emitting particles.
  81905. */
  81906. minSize: number;
  81907. /**
  81908. * Maximum Size of emitting particles.
  81909. */
  81910. maxSize: number;
  81911. /**
  81912. * Minimum scale of emitting particles on X axis.
  81913. */
  81914. minScaleX: number;
  81915. /**
  81916. * Maximum scale of emitting particles on X axis.
  81917. */
  81918. maxScaleX: number;
  81919. /**
  81920. * Minimum scale of emitting particles on Y axis.
  81921. */
  81922. minScaleY: number;
  81923. /**
  81924. * Maximum scale of emitting particles on Y axis.
  81925. */
  81926. maxScaleY: number;
  81927. /**
  81928. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81929. */
  81930. color1: Color4;
  81931. /**
  81932. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  81933. */
  81934. color2: Color4;
  81935. /**
  81936. * Color the particle will have at the end of its lifetime.
  81937. */
  81938. colorDead: Color4;
  81939. /**
  81940. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  81941. */
  81942. emitRate: number;
  81943. /**
  81944. * You can use gravity if you want to give an orientation to your particles.
  81945. */
  81946. gravity: Vector3;
  81947. /**
  81948. * Minimum power of emitting particles.
  81949. */
  81950. minEmitPower: number;
  81951. /**
  81952. * Maximum power of emitting particles.
  81953. */
  81954. maxEmitPower: number;
  81955. /**
  81956. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81957. */
  81958. minAngularSpeed: number;
  81959. /**
  81960. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81961. */
  81962. maxAngularSpeed: number;
  81963. /**
  81964. * Gets or sets the minimal initial rotation in radians.
  81965. */
  81966. minInitialRotation: number;
  81967. /**
  81968. * Gets or sets the maximal initial rotation in radians.
  81969. */
  81970. maxInitialRotation: number;
  81971. /**
  81972. * The particle emitter type defines the emitter used by the particle system.
  81973. * It can be for example box, sphere, or cone...
  81974. */
  81975. particleEmitterType: Nullable<IParticleEmitterType>;
  81976. /**
  81977. * Defines the delay in milliseconds before starting the system (0 by default)
  81978. */
  81979. startDelay: number;
  81980. /**
  81981. * 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
  81982. */
  81983. preWarmCycles: number;
  81984. /**
  81985. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  81986. */
  81987. preWarmStepOffset: number;
  81988. /**
  81989. * 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)
  81990. */
  81991. spriteCellChangeSpeed: number;
  81992. /**
  81993. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81994. */
  81995. startSpriteCellID: number;
  81996. /**
  81997. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81998. */
  81999. endSpriteCellID: number;
  82000. /**
  82001. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82002. */
  82003. spriteCellWidth: number;
  82004. /**
  82005. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82006. */
  82007. spriteCellHeight: number;
  82008. /**
  82009. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82010. */
  82011. spriteRandomStartCell: boolean;
  82012. /**
  82013. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82014. */
  82015. isAnimationSheetEnabled: boolean;
  82016. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82017. translationPivot: Vector2;
  82018. /**
  82019. * Gets or sets a texture used to add random noise to particle positions
  82020. */
  82021. noiseTexture: Nullable<BaseTexture>;
  82022. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82023. noiseStrength: Vector3;
  82024. /**
  82025. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82026. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82027. */
  82028. billboardMode: number;
  82029. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82030. limitVelocityDamping: number;
  82031. /**
  82032. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82033. */
  82034. beginAnimationOnStart: boolean;
  82035. /**
  82036. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82037. */
  82038. beginAnimationFrom: number;
  82039. /**
  82040. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82041. */
  82042. beginAnimationTo: number;
  82043. /**
  82044. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82045. */
  82046. beginAnimationLoop: boolean;
  82047. /**
  82048. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82049. */
  82050. disposeOnStop: boolean;
  82051. /**
  82052. * Gets the maximum number of particles active at the same time.
  82053. * @returns The max number of active particles.
  82054. */
  82055. getCapacity(): number;
  82056. /**
  82057. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82058. * @returns True if it has been started, otherwise false.
  82059. */
  82060. isStarted(): boolean;
  82061. /**
  82062. * Animates the particle system for this frame.
  82063. */
  82064. animate(): void;
  82065. /**
  82066. * Renders the particle system in its current state.
  82067. * @returns the current number of particles
  82068. */
  82069. render(): number;
  82070. /**
  82071. * Dispose the particle system and frees its associated resources.
  82072. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82073. */
  82074. dispose(disposeTexture?: boolean): void;
  82075. /**
  82076. * Clones the particle system.
  82077. * @param name The name of the cloned object
  82078. * @param newEmitter The new emitter to use
  82079. * @returns the cloned particle system
  82080. */
  82081. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82082. /**
  82083. * Serializes the particle system to a JSON object.
  82084. * @returns the JSON object
  82085. */
  82086. serialize(): any;
  82087. /**
  82088. * Rebuild the particle system
  82089. */
  82090. rebuild(): void;
  82091. /**
  82092. * Starts the particle system and begins to emit
  82093. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82094. */
  82095. start(delay?: number): void;
  82096. /**
  82097. * Stops the particle system.
  82098. */
  82099. stop(): void;
  82100. /**
  82101. * Remove all active particles
  82102. */
  82103. reset(): void;
  82104. /**
  82105. * Is this system ready to be used/rendered
  82106. * @return true if the system is ready
  82107. */
  82108. isReady(): boolean;
  82109. /**
  82110. * Adds a new color gradient
  82111. * @param gradient defines the gradient to use (between 0 and 1)
  82112. * @param color1 defines the color to affect to the specified gradient
  82113. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82114. * @returns the current particle system
  82115. */
  82116. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82117. /**
  82118. * Remove a specific color gradient
  82119. * @param gradient defines the gradient to remove
  82120. * @returns the current particle system
  82121. */
  82122. removeColorGradient(gradient: number): IParticleSystem;
  82123. /**
  82124. * Adds a new size gradient
  82125. * @param gradient defines the gradient to use (between 0 and 1)
  82126. * @param factor defines the size factor to affect to the specified gradient
  82127. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82128. * @returns the current particle system
  82129. */
  82130. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82131. /**
  82132. * Remove a specific size gradient
  82133. * @param gradient defines the gradient to remove
  82134. * @returns the current particle system
  82135. */
  82136. removeSizeGradient(gradient: number): IParticleSystem;
  82137. /**
  82138. * Gets the current list of color gradients.
  82139. * You must use addColorGradient and removeColorGradient to udpate this list
  82140. * @returns the list of color gradients
  82141. */
  82142. getColorGradients(): Nullable<Array<ColorGradient>>;
  82143. /**
  82144. * Gets the current list of size gradients.
  82145. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82146. * @returns the list of size gradients
  82147. */
  82148. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82149. /**
  82150. * Gets the current list of angular speed gradients.
  82151. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82152. * @returns the list of angular speed gradients
  82153. */
  82154. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82155. /**
  82156. * Adds a new angular speed gradient
  82157. * @param gradient defines the gradient to use (between 0 and 1)
  82158. * @param factor defines the angular speed to affect to the specified gradient
  82159. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82160. * @returns the current particle system
  82161. */
  82162. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82163. /**
  82164. * Remove a specific angular speed gradient
  82165. * @param gradient defines the gradient to remove
  82166. * @returns the current particle system
  82167. */
  82168. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82169. /**
  82170. * Gets the current list of velocity gradients.
  82171. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82172. * @returns the list of velocity gradients
  82173. */
  82174. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82175. /**
  82176. * Adds a new velocity gradient
  82177. * @param gradient defines the gradient to use (between 0 and 1)
  82178. * @param factor defines the velocity to affect to the specified gradient
  82179. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82180. * @returns the current particle system
  82181. */
  82182. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82183. /**
  82184. * Remove a specific velocity gradient
  82185. * @param gradient defines the gradient to remove
  82186. * @returns the current particle system
  82187. */
  82188. removeVelocityGradient(gradient: number): IParticleSystem;
  82189. /**
  82190. * Gets the current list of limit velocity gradients.
  82191. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82192. * @returns the list of limit velocity gradients
  82193. */
  82194. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82195. /**
  82196. * Adds a new limit velocity gradient
  82197. * @param gradient defines the gradient to use (between 0 and 1)
  82198. * @param factor defines the limit velocity to affect to the specified gradient
  82199. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82200. * @returns the current particle system
  82201. */
  82202. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82203. /**
  82204. * Remove a specific limit velocity gradient
  82205. * @param gradient defines the gradient to remove
  82206. * @returns the current particle system
  82207. */
  82208. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82209. /**
  82210. * Adds a new drag gradient
  82211. * @param gradient defines the gradient to use (between 0 and 1)
  82212. * @param factor defines the drag to affect to the specified gradient
  82213. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82214. * @returns the current particle system
  82215. */
  82216. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82217. /**
  82218. * Remove a specific drag gradient
  82219. * @param gradient defines the gradient to remove
  82220. * @returns the current particle system
  82221. */
  82222. removeDragGradient(gradient: number): IParticleSystem;
  82223. /**
  82224. * Gets the current list of drag gradients.
  82225. * You must use addDragGradient and removeDragGradient to udpate this list
  82226. * @returns the list of drag gradients
  82227. */
  82228. getDragGradients(): Nullable<Array<FactorGradient>>;
  82229. /**
  82230. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82231. * @param gradient defines the gradient to use (between 0 and 1)
  82232. * @param factor defines the emit rate to affect to the specified gradient
  82233. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82234. * @returns the current particle system
  82235. */
  82236. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82237. /**
  82238. * Remove a specific emit rate gradient
  82239. * @param gradient defines the gradient to remove
  82240. * @returns the current particle system
  82241. */
  82242. removeEmitRateGradient(gradient: number): IParticleSystem;
  82243. /**
  82244. * Gets the current list of emit rate gradients.
  82245. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82246. * @returns the list of emit rate gradients
  82247. */
  82248. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82249. /**
  82250. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82251. * @param gradient defines the gradient to use (between 0 and 1)
  82252. * @param factor defines the start size to affect to the specified gradient
  82253. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82254. * @returns the current particle system
  82255. */
  82256. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82257. /**
  82258. * Remove a specific start size gradient
  82259. * @param gradient defines the gradient to remove
  82260. * @returns the current particle system
  82261. */
  82262. removeStartSizeGradient(gradient: number): IParticleSystem;
  82263. /**
  82264. * Gets the current list of start size gradients.
  82265. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82266. * @returns the list of start size gradients
  82267. */
  82268. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82269. /**
  82270. * Adds a new life time gradient
  82271. * @param gradient defines the gradient to use (between 0 and 1)
  82272. * @param factor defines the life time factor to affect to the specified gradient
  82273. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82274. * @returns the current particle system
  82275. */
  82276. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82277. /**
  82278. * Remove a specific life time gradient
  82279. * @param gradient defines the gradient to remove
  82280. * @returns the current particle system
  82281. */
  82282. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82283. /**
  82284. * Gets the current list of life time gradients.
  82285. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82286. * @returns the list of life time gradients
  82287. */
  82288. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82289. /**
  82290. * Gets the current list of color gradients.
  82291. * You must use addColorGradient and removeColorGradient to udpate this list
  82292. * @returns the list of color gradients
  82293. */
  82294. getColorGradients(): Nullable<Array<ColorGradient>>;
  82295. /**
  82296. * Adds a new ramp gradient used to remap particle colors
  82297. * @param gradient defines the gradient to use (between 0 and 1)
  82298. * @param color defines the color to affect to the specified gradient
  82299. * @returns the current particle system
  82300. */
  82301. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82302. /**
  82303. * Gets the current list of ramp gradients.
  82304. * You must use addRampGradient and removeRampGradient to udpate this list
  82305. * @returns the list of ramp gradients
  82306. */
  82307. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82308. /** Gets or sets a boolean indicating that ramp gradients must be used
  82309. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82310. */
  82311. useRampGradients: boolean;
  82312. /**
  82313. * Adds a new color remap gradient
  82314. * @param gradient defines the gradient to use (between 0 and 1)
  82315. * @param min defines the color remap minimal range
  82316. * @param max defines the color remap maximal range
  82317. * @returns the current particle system
  82318. */
  82319. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82320. /**
  82321. * Gets the current list of color remap gradients.
  82322. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82323. * @returns the list of color remap gradients
  82324. */
  82325. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82326. /**
  82327. * Adds a new alpha remap gradient
  82328. * @param gradient defines the gradient to use (between 0 and 1)
  82329. * @param min defines the alpha remap minimal range
  82330. * @param max defines the alpha remap maximal range
  82331. * @returns the current particle system
  82332. */
  82333. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82334. /**
  82335. * Gets the current list of alpha remap gradients.
  82336. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82337. * @returns the list of alpha remap gradients
  82338. */
  82339. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82340. /**
  82341. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82342. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82343. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82344. * @returns the emitter
  82345. */
  82346. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82347. /**
  82348. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82349. * @param radius The radius of the hemisphere to emit from
  82350. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82351. * @returns the emitter
  82352. */
  82353. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  82354. /**
  82355. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82356. * @param radius The radius of the sphere to emit from
  82357. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82358. * @returns the emitter
  82359. */
  82360. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  82361. /**
  82362. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82363. * @param radius The radius of the sphere to emit from
  82364. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82365. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82366. * @returns the emitter
  82367. */
  82368. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82369. /**
  82370. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82371. * @param radius The radius of the emission cylinder
  82372. * @param height The height of the emission cylinder
  82373. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82374. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82375. * @returns the emitter
  82376. */
  82377. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  82378. /**
  82379. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82380. * @param radius The radius of the cylinder to emit from
  82381. * @param height The height of the emission cylinder
  82382. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82383. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82384. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82385. * @returns the emitter
  82386. */
  82387. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  82388. /**
  82389. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82390. * @param radius The radius of the cone to emit from
  82391. * @param angle The base angle of the cone
  82392. * @returns the emitter
  82393. */
  82394. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  82395. /**
  82396. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82397. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82398. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82399. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82400. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82401. * @returns the emitter
  82402. */
  82403. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82404. /**
  82405. * Get hosting scene
  82406. * @returns the scene
  82407. */
  82408. getScene(): Scene;
  82409. }
  82410. }
  82411. declare module BABYLON {
  82412. /**
  82413. * Creates an instance based on a source mesh.
  82414. */
  82415. export class InstancedMesh extends AbstractMesh {
  82416. private _sourceMesh;
  82417. private _currentLOD;
  82418. /** @hidden */
  82419. _indexInSourceMeshInstanceArray: number;
  82420. constructor(name: string, source: Mesh);
  82421. /**
  82422. * Returns the string "InstancedMesh".
  82423. */
  82424. getClassName(): string;
  82425. /** Gets the list of lights affecting that mesh */
  82426. readonly lightSources: Light[];
  82427. _resyncLightSources(): void;
  82428. _resyncLighSource(light: Light): void;
  82429. _removeLightSource(light: Light): void;
  82430. /**
  82431. * If the source mesh receives shadows
  82432. */
  82433. readonly receiveShadows: boolean;
  82434. /**
  82435. * The material of the source mesh
  82436. */
  82437. readonly material: Nullable<Material>;
  82438. /**
  82439. * Visibility of the source mesh
  82440. */
  82441. readonly visibility: number;
  82442. /**
  82443. * Skeleton of the source mesh
  82444. */
  82445. readonly skeleton: Nullable<Skeleton>;
  82446. /**
  82447. * Rendering ground id of the source mesh
  82448. */
  82449. renderingGroupId: number;
  82450. /**
  82451. * Returns the total number of vertices (integer).
  82452. */
  82453. getTotalVertices(): number;
  82454. /**
  82455. * Returns a positive integer : the total number of indices in this mesh geometry.
  82456. * @returns the numner of indices or zero if the mesh has no geometry.
  82457. */
  82458. getTotalIndices(): number;
  82459. /**
  82460. * The source mesh of the instance
  82461. */
  82462. readonly sourceMesh: Mesh;
  82463. /**
  82464. * Is this node ready to be used/rendered
  82465. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  82466. * @return {boolean} is it ready
  82467. */
  82468. isReady(completeCheck?: boolean): boolean;
  82469. /**
  82470. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  82471. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  82472. * @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.
  82473. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  82474. */
  82475. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  82476. /**
  82477. * Sets the vertex data of the mesh geometry for the requested `kind`.
  82478. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  82479. * The `data` are either a numeric array either a Float32Array.
  82480. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  82481. * 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).
  82482. * Note that a new underlying VertexBuffer object is created each call.
  82483. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  82484. *
  82485. * Possible `kind` values :
  82486. * - VertexBuffer.PositionKind
  82487. * - VertexBuffer.UVKind
  82488. * - VertexBuffer.UV2Kind
  82489. * - VertexBuffer.UV3Kind
  82490. * - VertexBuffer.UV4Kind
  82491. * - VertexBuffer.UV5Kind
  82492. * - VertexBuffer.UV6Kind
  82493. * - VertexBuffer.ColorKind
  82494. * - VertexBuffer.MatricesIndicesKind
  82495. * - VertexBuffer.MatricesIndicesExtraKind
  82496. * - VertexBuffer.MatricesWeightsKind
  82497. * - VertexBuffer.MatricesWeightsExtraKind
  82498. *
  82499. * Returns the Mesh.
  82500. */
  82501. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  82502. /**
  82503. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  82504. * If the mesh has no geometry, it is simply returned as it is.
  82505. * The `data` are either a numeric array either a Float32Array.
  82506. * No new underlying VertexBuffer object is created.
  82507. * 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.
  82508. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  82509. *
  82510. * Possible `kind` values :
  82511. * - VertexBuffer.PositionKind
  82512. * - VertexBuffer.UVKind
  82513. * - VertexBuffer.UV2Kind
  82514. * - VertexBuffer.UV3Kind
  82515. * - VertexBuffer.UV4Kind
  82516. * - VertexBuffer.UV5Kind
  82517. * - VertexBuffer.UV6Kind
  82518. * - VertexBuffer.ColorKind
  82519. * - VertexBuffer.MatricesIndicesKind
  82520. * - VertexBuffer.MatricesIndicesExtraKind
  82521. * - VertexBuffer.MatricesWeightsKind
  82522. * - VertexBuffer.MatricesWeightsExtraKind
  82523. *
  82524. * Returns the Mesh.
  82525. */
  82526. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  82527. /**
  82528. * Sets the mesh indices.
  82529. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  82530. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  82531. * This method creates a new index buffer each call.
  82532. * Returns the Mesh.
  82533. */
  82534. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  82535. /**
  82536. * Boolean : True if the mesh owns the requested kind of data.
  82537. */
  82538. isVerticesDataPresent(kind: string): boolean;
  82539. /**
  82540. * Returns an array of indices (IndicesArray).
  82541. */
  82542. getIndices(): Nullable<IndicesArray>;
  82543. readonly _positions: Nullable<Vector3[]>;
  82544. /**
  82545. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  82546. * This means the mesh underlying bounding box and sphere are recomputed.
  82547. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  82548. * @returns the current mesh
  82549. */
  82550. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  82551. /** @hidden */
  82552. _preActivate(): InstancedMesh;
  82553. /** @hidden */
  82554. _activate(renderId: number, intermediateRendering: boolean): boolean;
  82555. /** @hidden */
  82556. _postActivate(): void;
  82557. getWorldMatrix(): Matrix;
  82558. readonly isAnInstance: boolean;
  82559. /**
  82560. * Returns the current associated LOD AbstractMesh.
  82561. */
  82562. getLOD(camera: Camera): AbstractMesh;
  82563. /** @hidden */
  82564. _syncSubMeshes(): InstancedMesh;
  82565. /** @hidden */
  82566. _generatePointsArray(): boolean;
  82567. /**
  82568. * Creates a new InstancedMesh from the current mesh.
  82569. * - name (string) : the cloned mesh name
  82570. * - newParent (optional Node) : the optional Node to parent the clone to.
  82571. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  82572. *
  82573. * Returns the clone.
  82574. */
  82575. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  82576. /**
  82577. * Disposes the InstancedMesh.
  82578. * Returns nothing.
  82579. */
  82580. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82581. }
  82582. }
  82583. declare module BABYLON {
  82584. /**
  82585. * Defines the options associated with the creation of a shader material.
  82586. */
  82587. export interface IShaderMaterialOptions {
  82588. /**
  82589. * Does the material work in alpha blend mode
  82590. */
  82591. needAlphaBlending: boolean;
  82592. /**
  82593. * Does the material work in alpha test mode
  82594. */
  82595. needAlphaTesting: boolean;
  82596. /**
  82597. * The list of attribute names used in the shader
  82598. */
  82599. attributes: string[];
  82600. /**
  82601. * The list of unifrom names used in the shader
  82602. */
  82603. uniforms: string[];
  82604. /**
  82605. * The list of UBO names used in the shader
  82606. */
  82607. uniformBuffers: string[];
  82608. /**
  82609. * The list of sampler names used in the shader
  82610. */
  82611. samplers: string[];
  82612. /**
  82613. * The list of defines used in the shader
  82614. */
  82615. defines: string[];
  82616. }
  82617. /**
  82618. * 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.
  82619. *
  82620. * This returned material effects how the mesh will look based on the code in the shaders.
  82621. *
  82622. * @see http://doc.babylonjs.com/how_to/shader_material
  82623. */
  82624. export class ShaderMaterial extends Material {
  82625. private _shaderPath;
  82626. private _options;
  82627. private _textures;
  82628. private _textureArrays;
  82629. private _floats;
  82630. private _ints;
  82631. private _floatsArrays;
  82632. private _colors3;
  82633. private _colors3Arrays;
  82634. private _colors4;
  82635. private _colors4Arrays;
  82636. private _vectors2;
  82637. private _vectors3;
  82638. private _vectors4;
  82639. private _matrices;
  82640. private _matrices3x3;
  82641. private _matrices2x2;
  82642. private _vectors2Arrays;
  82643. private _vectors3Arrays;
  82644. private _vectors4Arrays;
  82645. private _cachedWorldViewMatrix;
  82646. private _cachedWorldViewProjectionMatrix;
  82647. private _renderId;
  82648. /**
  82649. * Instantiate a new shader material.
  82650. * 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.
  82651. * This returned material effects how the mesh will look based on the code in the shaders.
  82652. * @see http://doc.babylonjs.com/how_to/shader_material
  82653. * @param name Define the name of the material in the scene
  82654. * @param scene Define the scene the material belongs to
  82655. * @param shaderPath Defines the route to the shader code in one of three ways:
  82656. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  82657. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  82658. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  82659. * @param options Define the options used to create the shader
  82660. */
  82661. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  82662. /**
  82663. * Gets the options used to compile the shader.
  82664. * They can be modified to trigger a new compilation
  82665. */
  82666. readonly options: IShaderMaterialOptions;
  82667. /**
  82668. * Gets the current class name of the material e.g. "ShaderMaterial"
  82669. * Mainly use in serialization.
  82670. * @returns the class name
  82671. */
  82672. getClassName(): string;
  82673. /**
  82674. * Specifies if the material will require alpha blending
  82675. * @returns a boolean specifying if alpha blending is needed
  82676. */
  82677. needAlphaBlending(): boolean;
  82678. /**
  82679. * Specifies if this material should be rendered in alpha test mode
  82680. * @returns a boolean specifying if an alpha test is needed.
  82681. */
  82682. needAlphaTesting(): boolean;
  82683. private _checkUniform;
  82684. /**
  82685. * Set a texture in the shader.
  82686. * @param name Define the name of the uniform samplers as defined in the shader
  82687. * @param texture Define the texture to bind to this sampler
  82688. * @return the material itself allowing "fluent" like uniform updates
  82689. */
  82690. setTexture(name: string, texture: Texture): ShaderMaterial;
  82691. /**
  82692. * Set a texture array in the shader.
  82693. * @param name Define the name of the uniform sampler array as defined in the shader
  82694. * @param textures Define the list of textures to bind to this sampler
  82695. * @return the material itself allowing "fluent" like uniform updates
  82696. */
  82697. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  82698. /**
  82699. * Set a float in the shader.
  82700. * @param name Define the name of the uniform as defined in the shader
  82701. * @param value Define the value to give to the uniform
  82702. * @return the material itself allowing "fluent" like uniform updates
  82703. */
  82704. setFloat(name: string, value: number): ShaderMaterial;
  82705. /**
  82706. * Set a int in the shader.
  82707. * @param name Define the name of the uniform as defined in the shader
  82708. * @param value Define the value to give to the uniform
  82709. * @return the material itself allowing "fluent" like uniform updates
  82710. */
  82711. setInt(name: string, value: number): ShaderMaterial;
  82712. /**
  82713. * Set an array of floats in the shader.
  82714. * @param name Define the name of the uniform as defined in the shader
  82715. * @param value Define the value to give to the uniform
  82716. * @return the material itself allowing "fluent" like uniform updates
  82717. */
  82718. setFloats(name: string, value: number[]): ShaderMaterial;
  82719. /**
  82720. * Set a vec3 in the shader from a Color3.
  82721. * @param name Define the name of the uniform as defined in the shader
  82722. * @param value Define the value to give to the uniform
  82723. * @return the material itself allowing "fluent" like uniform updates
  82724. */
  82725. setColor3(name: string, value: Color3): ShaderMaterial;
  82726. /**
  82727. * Set a vec3 array in the shader from a Color3 array.
  82728. * @param name Define the name of the uniform as defined in the shader
  82729. * @param value Define the value to give to the uniform
  82730. * @return the material itself allowing "fluent" like uniform updates
  82731. */
  82732. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  82733. /**
  82734. * Set a vec4 in the shader from a Color4.
  82735. * @param name Define the name of the uniform as defined in the shader
  82736. * @param value Define the value to give to the uniform
  82737. * @return the material itself allowing "fluent" like uniform updates
  82738. */
  82739. setColor4(name: string, value: Color4): ShaderMaterial;
  82740. /**
  82741. * Set a vec4 array in the shader from a Color4 array.
  82742. * @param name Define the name of the uniform as defined in the shader
  82743. * @param value Define the value to give to the uniform
  82744. * @return the material itself allowing "fluent" like uniform updates
  82745. */
  82746. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  82747. /**
  82748. * Set a vec2 in the shader from a Vector2.
  82749. * @param name Define the name of the uniform as defined in the shader
  82750. * @param value Define the value to give to the uniform
  82751. * @return the material itself allowing "fluent" like uniform updates
  82752. */
  82753. setVector2(name: string, value: Vector2): ShaderMaterial;
  82754. /**
  82755. * Set a vec3 in the shader from a Vector3.
  82756. * @param name Define the name of the uniform as defined in the shader
  82757. * @param value Define the value to give to the uniform
  82758. * @return the material itself allowing "fluent" like uniform updates
  82759. */
  82760. setVector3(name: string, value: Vector3): ShaderMaterial;
  82761. /**
  82762. * Set a vec4 in the shader from a Vector4.
  82763. * @param name Define the name of the uniform as defined in the shader
  82764. * @param value Define the value to give to the uniform
  82765. * @return the material itself allowing "fluent" like uniform updates
  82766. */
  82767. setVector4(name: string, value: Vector4): ShaderMaterial;
  82768. /**
  82769. * Set a mat4 in the shader from a Matrix.
  82770. * @param name Define the name of the uniform as defined in the shader
  82771. * @param value Define the value to give to the uniform
  82772. * @return the material itself allowing "fluent" like uniform updates
  82773. */
  82774. setMatrix(name: string, value: Matrix): ShaderMaterial;
  82775. /**
  82776. * Set a mat3 in the shader from a Float32Array.
  82777. * @param name Define the name of the uniform as defined in the shader
  82778. * @param value Define the value to give to the uniform
  82779. * @return the material itself allowing "fluent" like uniform updates
  82780. */
  82781. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  82782. /**
  82783. * Set a mat2 in the shader from a Float32Array.
  82784. * @param name Define the name of the uniform as defined in the shader
  82785. * @param value Define the value to give to the uniform
  82786. * @return the material itself allowing "fluent" like uniform updates
  82787. */
  82788. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  82789. /**
  82790. * Set a vec2 array in the shader from a number array.
  82791. * @param name Define the name of the uniform as defined in the shader
  82792. * @param value Define the value to give to the uniform
  82793. * @return the material itself allowing "fluent" like uniform updates
  82794. */
  82795. setArray2(name: string, value: number[]): ShaderMaterial;
  82796. /**
  82797. * Set a vec3 array in the shader from a number array.
  82798. * @param name Define the name of the uniform as defined in the shader
  82799. * @param value Define the value to give to the uniform
  82800. * @return the material itself allowing "fluent" like uniform updates
  82801. */
  82802. setArray3(name: string, value: number[]): ShaderMaterial;
  82803. /**
  82804. * Set a vec4 array in the shader from a number array.
  82805. * @param name Define the name of the uniform as defined in the shader
  82806. * @param value Define the value to give to the uniform
  82807. * @return the material itself allowing "fluent" like uniform updates
  82808. */
  82809. setArray4(name: string, value: number[]): ShaderMaterial;
  82810. private _checkCache;
  82811. /**
  82812. * Specifies that the submesh is ready to be used
  82813. * @param mesh defines the mesh to check
  82814. * @param subMesh defines which submesh to check
  82815. * @param useInstances specifies that instances should be used
  82816. * @returns a boolean indicating that the submesh is ready or not
  82817. */
  82818. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  82819. /**
  82820. * Checks if the material is ready to render the requested mesh
  82821. * @param mesh Define the mesh to render
  82822. * @param useInstances Define whether or not the material is used with instances
  82823. * @returns true if ready, otherwise false
  82824. */
  82825. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  82826. /**
  82827. * Binds the world matrix to the material
  82828. * @param world defines the world transformation matrix
  82829. */
  82830. bindOnlyWorldMatrix(world: Matrix): void;
  82831. /**
  82832. * Binds the material to the mesh
  82833. * @param world defines the world transformation matrix
  82834. * @param mesh defines the mesh to bind the material to
  82835. */
  82836. bind(world: Matrix, mesh?: Mesh): void;
  82837. /**
  82838. * Gets the active textures from the material
  82839. * @returns an array of textures
  82840. */
  82841. getActiveTextures(): BaseTexture[];
  82842. /**
  82843. * Specifies if the material uses a texture
  82844. * @param texture defines the texture to check against the material
  82845. * @returns a boolean specifying if the material uses the texture
  82846. */
  82847. hasTexture(texture: BaseTexture): boolean;
  82848. /**
  82849. * Makes a duplicate of the material, and gives it a new name
  82850. * @param name defines the new name for the duplicated material
  82851. * @returns the cloned material
  82852. */
  82853. clone(name: string): ShaderMaterial;
  82854. /**
  82855. * Disposes the material
  82856. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  82857. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  82858. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  82859. */
  82860. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  82861. /**
  82862. * Serializes this material in a JSON representation
  82863. * @returns the serialized material object
  82864. */
  82865. serialize(): any;
  82866. /**
  82867. * Creates a shader material from parsed shader material data
  82868. * @param source defines the JSON represnetation of the material
  82869. * @param scene defines the hosting scene
  82870. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  82871. * @returns a new material
  82872. */
  82873. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  82874. }
  82875. }
  82876. declare module BABYLON {
  82877. /** @hidden */
  82878. export var colorPixelShader: {
  82879. name: string;
  82880. shader: string;
  82881. };
  82882. }
  82883. declare module BABYLON {
  82884. /** @hidden */
  82885. export var colorVertexShader: {
  82886. name: string;
  82887. shader: string;
  82888. };
  82889. }
  82890. declare module BABYLON {
  82891. /**
  82892. * Line mesh
  82893. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  82894. */
  82895. export class LinesMesh extends Mesh {
  82896. /**
  82897. * If vertex color should be applied to the mesh
  82898. */
  82899. readonly useVertexColor?: boolean | undefined;
  82900. /**
  82901. * If vertex alpha should be applied to the mesh
  82902. */
  82903. readonly useVertexAlpha?: boolean | undefined;
  82904. /**
  82905. * Color of the line (Default: White)
  82906. */
  82907. color: Color3;
  82908. /**
  82909. * Alpha of the line (Default: 1)
  82910. */
  82911. alpha: number;
  82912. /**
  82913. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82914. * This margin is expressed in world space coordinates, so its value may vary.
  82915. * Default value is 0.1
  82916. */
  82917. intersectionThreshold: number;
  82918. private _colorShader;
  82919. private color4;
  82920. /**
  82921. * Creates a new LinesMesh
  82922. * @param name defines the name
  82923. * @param scene defines the hosting scene
  82924. * @param parent defines the parent mesh if any
  82925. * @param source defines the optional source LinesMesh used to clone data from
  82926. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  82927. * When false, achieved by calling a clone(), also passing False.
  82928. * This will make creation of children, recursive.
  82929. * @param useVertexColor defines if this LinesMesh supports vertex color
  82930. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  82931. */
  82932. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  82933. /**
  82934. * If vertex color should be applied to the mesh
  82935. */
  82936. useVertexColor?: boolean | undefined,
  82937. /**
  82938. * If vertex alpha should be applied to the mesh
  82939. */
  82940. useVertexAlpha?: boolean | undefined);
  82941. private _addClipPlaneDefine;
  82942. private _removeClipPlaneDefine;
  82943. isReady(): boolean;
  82944. /**
  82945. * Returns the string "LineMesh"
  82946. */
  82947. getClassName(): string;
  82948. /**
  82949. * @hidden
  82950. */
  82951. /**
  82952. * @hidden
  82953. */
  82954. material: Material;
  82955. /**
  82956. * @hidden
  82957. */
  82958. readonly checkCollisions: boolean;
  82959. /** @hidden */
  82960. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  82961. /** @hidden */
  82962. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  82963. /**
  82964. * Disposes of the line mesh
  82965. * @param doNotRecurse If children should be disposed
  82966. */
  82967. dispose(doNotRecurse?: boolean): void;
  82968. /**
  82969. * Returns a new LineMesh object cloned from the current one.
  82970. */
  82971. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  82972. /**
  82973. * Creates a new InstancedLinesMesh object from the mesh model.
  82974. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  82975. * @param name defines the name of the new instance
  82976. * @returns a new InstancedLinesMesh
  82977. */
  82978. createInstance(name: string): InstancedLinesMesh;
  82979. }
  82980. /**
  82981. * Creates an instance based on a source LinesMesh
  82982. */
  82983. export class InstancedLinesMesh extends InstancedMesh {
  82984. /**
  82985. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  82986. * This margin is expressed in world space coordinates, so its value may vary.
  82987. * Initilized with the intersectionThreshold value of the source LinesMesh
  82988. */
  82989. intersectionThreshold: number;
  82990. constructor(name: string, source: LinesMesh);
  82991. /**
  82992. * Returns the string "InstancedLinesMesh".
  82993. */
  82994. getClassName(): string;
  82995. }
  82996. }
  82997. declare module BABYLON {
  82998. /** @hidden */
  82999. export var linePixelShader: {
  83000. name: string;
  83001. shader: string;
  83002. };
  83003. }
  83004. declare module BABYLON {
  83005. /** @hidden */
  83006. export var lineVertexShader: {
  83007. name: string;
  83008. shader: string;
  83009. };
  83010. }
  83011. declare module BABYLON {
  83012. interface AbstractMesh {
  83013. /**
  83014. * Gets the edgesRenderer associated with the mesh
  83015. */
  83016. edgesRenderer: Nullable<EdgesRenderer>;
  83017. }
  83018. interface LinesMesh {
  83019. /**
  83020. * Enables the edge rendering mode on the mesh.
  83021. * This mode makes the mesh edges visible
  83022. * @param epsilon defines the maximal distance between two angles to detect a face
  83023. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83024. * @returns the currentAbstractMesh
  83025. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83026. */
  83027. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83028. }
  83029. interface InstancedLinesMesh {
  83030. /**
  83031. * Enables the edge rendering mode on the mesh.
  83032. * This mode makes the mesh edges visible
  83033. * @param epsilon defines the maximal distance between two angles to detect a face
  83034. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83035. * @returns the current InstancedLinesMesh
  83036. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83037. */
  83038. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83039. }
  83040. /**
  83041. * Defines the minimum contract an Edges renderer should follow.
  83042. */
  83043. export interface IEdgesRenderer extends IDisposable {
  83044. /**
  83045. * Gets or sets a boolean indicating if the edgesRenderer is active
  83046. */
  83047. isEnabled: boolean;
  83048. /**
  83049. * Renders the edges of the attached mesh,
  83050. */
  83051. render(): void;
  83052. /**
  83053. * Checks wether or not the edges renderer is ready to render.
  83054. * @return true if ready, otherwise false.
  83055. */
  83056. isReady(): boolean;
  83057. }
  83058. /**
  83059. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83060. */
  83061. export class EdgesRenderer implements IEdgesRenderer {
  83062. /**
  83063. * Define the size of the edges with an orthographic camera
  83064. */
  83065. edgesWidthScalerForOrthographic: number;
  83066. /**
  83067. * Define the size of the edges with a perspective camera
  83068. */
  83069. edgesWidthScalerForPerspective: number;
  83070. protected _source: AbstractMesh;
  83071. protected _linesPositions: number[];
  83072. protected _linesNormals: number[];
  83073. protected _linesIndices: number[];
  83074. protected _epsilon: number;
  83075. protected _indicesCount: number;
  83076. protected _lineShader: ShaderMaterial;
  83077. protected _ib: DataBuffer;
  83078. protected _buffers: {
  83079. [key: string]: Nullable<VertexBuffer>;
  83080. };
  83081. protected _checkVerticesInsteadOfIndices: boolean;
  83082. private _meshRebuildObserver;
  83083. private _meshDisposeObserver;
  83084. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83085. isEnabled: boolean;
  83086. /**
  83087. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83088. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83089. * @param source Mesh used to create edges
  83090. * @param epsilon sum of angles in adjacency to check for edge
  83091. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83092. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83093. */
  83094. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83095. protected _prepareRessources(): void;
  83096. /** @hidden */
  83097. _rebuild(): void;
  83098. /**
  83099. * Releases the required resources for the edges renderer
  83100. */
  83101. dispose(): void;
  83102. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83103. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83104. /**
  83105. * Checks if the pair of p0 and p1 is en edge
  83106. * @param faceIndex
  83107. * @param edge
  83108. * @param faceNormals
  83109. * @param p0
  83110. * @param p1
  83111. * @private
  83112. */
  83113. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83114. /**
  83115. * push line into the position, normal and index buffer
  83116. * @protected
  83117. */
  83118. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83119. /**
  83120. * Generates lines edges from adjacencjes
  83121. * @private
  83122. */
  83123. _generateEdgesLines(): void;
  83124. /**
  83125. * Checks wether or not the edges renderer is ready to render.
  83126. * @return true if ready, otherwise false.
  83127. */
  83128. isReady(): boolean;
  83129. /**
  83130. * Renders the edges of the attached mesh,
  83131. */
  83132. render(): void;
  83133. }
  83134. /**
  83135. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83136. */
  83137. export class LineEdgesRenderer extends EdgesRenderer {
  83138. /**
  83139. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83140. * @param source LineMesh used to generate edges
  83141. * @param epsilon not important (specified angle for edge detection)
  83142. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83143. */
  83144. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83145. /**
  83146. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83147. */
  83148. _generateEdgesLines(): void;
  83149. }
  83150. }
  83151. declare module BABYLON {
  83152. /**
  83153. * This represents the object necessary to create a rendering group.
  83154. * This is exclusively used and created by the rendering manager.
  83155. * To modify the behavior, you use the available helpers in your scene or meshes.
  83156. * @hidden
  83157. */
  83158. export class RenderingGroup {
  83159. index: number;
  83160. private static _zeroVector;
  83161. private _scene;
  83162. private _opaqueSubMeshes;
  83163. private _transparentSubMeshes;
  83164. private _alphaTestSubMeshes;
  83165. private _depthOnlySubMeshes;
  83166. private _particleSystems;
  83167. private _spriteManagers;
  83168. private _opaqueSortCompareFn;
  83169. private _alphaTestSortCompareFn;
  83170. private _transparentSortCompareFn;
  83171. private _renderOpaque;
  83172. private _renderAlphaTest;
  83173. private _renderTransparent;
  83174. /** @hidden */
  83175. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83176. onBeforeTransparentRendering: () => void;
  83177. /**
  83178. * Set the opaque sort comparison function.
  83179. * If null the sub meshes will be render in the order they were created
  83180. */
  83181. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83182. /**
  83183. * Set the alpha test sort comparison function.
  83184. * If null the sub meshes will be render in the order they were created
  83185. */
  83186. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83187. /**
  83188. * Set the transparent sort comparison function.
  83189. * If null the sub meshes will be render in the order they were created
  83190. */
  83191. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83192. /**
  83193. * Creates a new rendering group.
  83194. * @param index The rendering group index
  83195. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83196. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83197. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83198. */
  83199. 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>);
  83200. /**
  83201. * Render all the sub meshes contained in the group.
  83202. * @param customRenderFunction Used to override the default render behaviour of the group.
  83203. * @returns true if rendered some submeshes.
  83204. */
  83205. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83206. /**
  83207. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83208. * @param subMeshes The submeshes to render
  83209. */
  83210. private renderOpaqueSorted;
  83211. /**
  83212. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83213. * @param subMeshes The submeshes to render
  83214. */
  83215. private renderAlphaTestSorted;
  83216. /**
  83217. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83218. * @param subMeshes The submeshes to render
  83219. */
  83220. private renderTransparentSorted;
  83221. /**
  83222. * Renders the submeshes in a specified order.
  83223. * @param subMeshes The submeshes to sort before render
  83224. * @param sortCompareFn The comparison function use to sort
  83225. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83226. * @param transparent Specifies to activate blending if true
  83227. */
  83228. private static renderSorted;
  83229. /**
  83230. * Renders the submeshes in the order they were dispatched (no sort applied).
  83231. * @param subMeshes The submeshes to render
  83232. */
  83233. private static renderUnsorted;
  83234. /**
  83235. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83236. * are rendered back to front if in the same alpha index.
  83237. *
  83238. * @param a The first submesh
  83239. * @param b The second submesh
  83240. * @returns The result of the comparison
  83241. */
  83242. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83243. /**
  83244. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83245. * are rendered back to front.
  83246. *
  83247. * @param a The first submesh
  83248. * @param b The second submesh
  83249. * @returns The result of the comparison
  83250. */
  83251. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83252. /**
  83253. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83254. * are rendered front to back (prevent overdraw).
  83255. *
  83256. * @param a The first submesh
  83257. * @param b The second submesh
  83258. * @returns The result of the comparison
  83259. */
  83260. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83261. /**
  83262. * Resets the different lists of submeshes to prepare a new frame.
  83263. */
  83264. prepare(): void;
  83265. dispose(): void;
  83266. /**
  83267. * Inserts the submesh in its correct queue depending on its material.
  83268. * @param subMesh The submesh to dispatch
  83269. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83270. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83271. */
  83272. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83273. dispatchSprites(spriteManager: ISpriteManager): void;
  83274. dispatchParticles(particleSystem: IParticleSystem): void;
  83275. private _renderParticles;
  83276. private _renderSprites;
  83277. }
  83278. }
  83279. declare module BABYLON {
  83280. /**
  83281. * Interface describing the different options available in the rendering manager
  83282. * regarding Auto Clear between groups.
  83283. */
  83284. export interface IRenderingManagerAutoClearSetup {
  83285. /**
  83286. * Defines whether or not autoclear is enable.
  83287. */
  83288. autoClear: boolean;
  83289. /**
  83290. * Defines whether or not to autoclear the depth buffer.
  83291. */
  83292. depth: boolean;
  83293. /**
  83294. * Defines whether or not to autoclear the stencil buffer.
  83295. */
  83296. stencil: boolean;
  83297. }
  83298. /**
  83299. * This class is used by the onRenderingGroupObservable
  83300. */
  83301. export class RenderingGroupInfo {
  83302. /**
  83303. * The Scene that being rendered
  83304. */
  83305. scene: Scene;
  83306. /**
  83307. * The camera currently used for the rendering pass
  83308. */
  83309. camera: Nullable<Camera>;
  83310. /**
  83311. * The ID of the renderingGroup being processed
  83312. */
  83313. renderingGroupId: number;
  83314. }
  83315. /**
  83316. * This is the manager responsible of all the rendering for meshes sprites and particles.
  83317. * It is enable to manage the different groups as well as the different necessary sort functions.
  83318. * This should not be used directly aside of the few static configurations
  83319. */
  83320. export class RenderingManager {
  83321. /**
  83322. * The max id used for rendering groups (not included)
  83323. */
  83324. static MAX_RENDERINGGROUPS: number;
  83325. /**
  83326. * The min id used for rendering groups (included)
  83327. */
  83328. static MIN_RENDERINGGROUPS: number;
  83329. /**
  83330. * Used to globally prevent autoclearing scenes.
  83331. */
  83332. static AUTOCLEAR: boolean;
  83333. /**
  83334. * @hidden
  83335. */
  83336. _useSceneAutoClearSetup: boolean;
  83337. private _scene;
  83338. private _renderingGroups;
  83339. private _depthStencilBufferAlreadyCleaned;
  83340. private _autoClearDepthStencil;
  83341. private _customOpaqueSortCompareFn;
  83342. private _customAlphaTestSortCompareFn;
  83343. private _customTransparentSortCompareFn;
  83344. private _renderingGroupInfo;
  83345. /**
  83346. * Instantiates a new rendering group for a particular scene
  83347. * @param scene Defines the scene the groups belongs to
  83348. */
  83349. constructor(scene: Scene);
  83350. private _clearDepthStencilBuffer;
  83351. /**
  83352. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  83353. * @hidden
  83354. */
  83355. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  83356. /**
  83357. * Resets the different information of the group to prepare a new frame
  83358. * @hidden
  83359. */
  83360. reset(): void;
  83361. /**
  83362. * Dispose and release the group and its associated resources.
  83363. * @hidden
  83364. */
  83365. dispose(): void;
  83366. /**
  83367. * Clear the info related to rendering groups preventing retention points during dispose.
  83368. */
  83369. freeRenderingGroups(): void;
  83370. private _prepareRenderingGroup;
  83371. /**
  83372. * Add a sprite manager to the rendering manager in order to render it this frame.
  83373. * @param spriteManager Define the sprite manager to render
  83374. */
  83375. dispatchSprites(spriteManager: ISpriteManager): void;
  83376. /**
  83377. * Add a particle system to the rendering manager in order to render it this frame.
  83378. * @param particleSystem Define the particle system to render
  83379. */
  83380. dispatchParticles(particleSystem: IParticleSystem): void;
  83381. /**
  83382. * Add a submesh to the manager in order to render it this frame
  83383. * @param subMesh The submesh to dispatch
  83384. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83385. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83386. */
  83387. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83388. /**
  83389. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83390. * This allowed control for front to back rendering or reversly depending of the special needs.
  83391. *
  83392. * @param renderingGroupId The rendering group id corresponding to its index
  83393. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83394. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83395. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83396. */
  83397. 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;
  83398. /**
  83399. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83400. *
  83401. * @param renderingGroupId The rendering group id corresponding to its index
  83402. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83403. * @param depth Automatically clears depth between groups if true and autoClear is true.
  83404. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  83405. */
  83406. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  83407. /**
  83408. * Gets the current auto clear configuration for one rendering group of the rendering
  83409. * manager.
  83410. * @param index the rendering group index to get the information for
  83411. * @returns The auto clear setup for the requested rendering group
  83412. */
  83413. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  83414. }
  83415. }
  83416. declare module BABYLON {
  83417. /**
  83418. * This Helps creating a texture that will be created from a camera in your scene.
  83419. * It is basically a dynamic texture that could be used to create special effects for instance.
  83420. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  83421. */
  83422. export class RenderTargetTexture extends Texture {
  83423. isCube: boolean;
  83424. /**
  83425. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  83426. */
  83427. static readonly REFRESHRATE_RENDER_ONCE: number;
  83428. /**
  83429. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  83430. */
  83431. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  83432. /**
  83433. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  83434. * the central point of your effect and can save a lot of performances.
  83435. */
  83436. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  83437. /**
  83438. * Use this predicate to dynamically define the list of mesh you want to render.
  83439. * If set, the renderList property will be overwritten.
  83440. */
  83441. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  83442. private _renderList;
  83443. /**
  83444. * Use this list to define the list of mesh you want to render.
  83445. */
  83446. renderList: Nullable<Array<AbstractMesh>>;
  83447. private _hookArray;
  83448. /**
  83449. * Define if particles should be rendered in your texture.
  83450. */
  83451. renderParticles: boolean;
  83452. /**
  83453. * Define if sprites should be rendered in your texture.
  83454. */
  83455. renderSprites: boolean;
  83456. /**
  83457. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  83458. */
  83459. coordinatesMode: number;
  83460. /**
  83461. * Define the camera used to render the texture.
  83462. */
  83463. activeCamera: Nullable<Camera>;
  83464. /**
  83465. * Override the render function of the texture with your own one.
  83466. */
  83467. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  83468. /**
  83469. * Define if camera post processes should be use while rendering the texture.
  83470. */
  83471. useCameraPostProcesses: boolean;
  83472. /**
  83473. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  83474. */
  83475. ignoreCameraViewport: boolean;
  83476. private _postProcessManager;
  83477. private _postProcesses;
  83478. private _resizeObserver;
  83479. /**
  83480. * An event triggered when the texture is unbind.
  83481. */
  83482. onBeforeBindObservable: Observable<RenderTargetTexture>;
  83483. /**
  83484. * An event triggered when the texture is unbind.
  83485. */
  83486. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  83487. private _onAfterUnbindObserver;
  83488. /**
  83489. * Set a after unbind callback in the texture.
  83490. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  83491. */
  83492. onAfterUnbind: () => void;
  83493. /**
  83494. * An event triggered before rendering the texture
  83495. */
  83496. onBeforeRenderObservable: Observable<number>;
  83497. private _onBeforeRenderObserver;
  83498. /**
  83499. * Set a before render callback in the texture.
  83500. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  83501. */
  83502. onBeforeRender: (faceIndex: number) => void;
  83503. /**
  83504. * An event triggered after rendering the texture
  83505. */
  83506. onAfterRenderObservable: Observable<number>;
  83507. private _onAfterRenderObserver;
  83508. /**
  83509. * Set a after render callback in the texture.
  83510. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  83511. */
  83512. onAfterRender: (faceIndex: number) => void;
  83513. /**
  83514. * An event triggered after the texture clear
  83515. */
  83516. onClearObservable: Observable<Engine>;
  83517. private _onClearObserver;
  83518. /**
  83519. * Set a clear callback in the texture.
  83520. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  83521. */
  83522. onClear: (Engine: Engine) => void;
  83523. /**
  83524. * An event triggered when the texture is resized.
  83525. */
  83526. onResizeObservable: Observable<RenderTargetTexture>;
  83527. /**
  83528. * Define the clear color of the Render Target if it should be different from the scene.
  83529. */
  83530. clearColor: Color4;
  83531. protected _size: number | {
  83532. width: number;
  83533. height: number;
  83534. };
  83535. protected _initialSizeParameter: number | {
  83536. width: number;
  83537. height: number;
  83538. } | {
  83539. ratio: number;
  83540. };
  83541. protected _sizeRatio: Nullable<number>;
  83542. /** @hidden */
  83543. _generateMipMaps: boolean;
  83544. protected _renderingManager: RenderingManager;
  83545. /** @hidden */
  83546. _waitingRenderList: string[];
  83547. protected _doNotChangeAspectRatio: boolean;
  83548. protected _currentRefreshId: number;
  83549. protected _refreshRate: number;
  83550. protected _textureMatrix: Matrix;
  83551. protected _samples: number;
  83552. protected _renderTargetOptions: RenderTargetCreationOptions;
  83553. /**
  83554. * Gets render target creation options that were used.
  83555. */
  83556. readonly renderTargetOptions: RenderTargetCreationOptions;
  83557. protected _engine: Engine;
  83558. protected _onRatioRescale(): void;
  83559. /**
  83560. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  83561. * It must define where the camera used to render the texture is set
  83562. */
  83563. boundingBoxPosition: Vector3;
  83564. private _boundingBoxSize;
  83565. /**
  83566. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  83567. * When defined, the cubemap will switch to local mode
  83568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  83569. * @example https://www.babylonjs-playground.com/#RNASML
  83570. */
  83571. boundingBoxSize: Vector3;
  83572. /**
  83573. * In case the RTT has been created with a depth texture, get the associated
  83574. * depth texture.
  83575. * Otherwise, return null.
  83576. */
  83577. depthStencilTexture: Nullable<InternalTexture>;
  83578. /**
  83579. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  83580. * or used a shadow, depth texture...
  83581. * @param name The friendly name of the texture
  83582. * @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)
  83583. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  83584. * @param generateMipMaps True if mip maps need to be generated after render.
  83585. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  83586. * @param type The type of the buffer in the RTT (int, half float, float...)
  83587. * @param isCube True if a cube texture needs to be created
  83588. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  83589. * @param generateDepthBuffer True to generate a depth buffer
  83590. * @param generateStencilBuffer True to generate a stencil buffer
  83591. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  83592. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  83593. * @param delayAllocation if the texture allocation should be delayed (default: false)
  83594. */
  83595. constructor(name: string, size: number | {
  83596. width: number;
  83597. height: number;
  83598. } | {
  83599. ratio: number;
  83600. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  83601. /**
  83602. * Creates a depth stencil texture.
  83603. * This is only available in WebGL 2 or with the depth texture extension available.
  83604. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  83605. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  83606. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  83607. */
  83608. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  83609. private _processSizeParameter;
  83610. /**
  83611. * Define the number of samples to use in case of MSAA.
  83612. * It defaults to one meaning no MSAA has been enabled.
  83613. */
  83614. samples: number;
  83615. /**
  83616. * Resets the refresh counter of the texture and start bak from scratch.
  83617. * Could be useful to regenerate the texture if it is setup to render only once.
  83618. */
  83619. resetRefreshCounter(): void;
  83620. /**
  83621. * Define the refresh rate of the texture or the rendering frequency.
  83622. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  83623. */
  83624. refreshRate: number;
  83625. /**
  83626. * Adds a post process to the render target rendering passes.
  83627. * @param postProcess define the post process to add
  83628. */
  83629. addPostProcess(postProcess: PostProcess): void;
  83630. /**
  83631. * Clear all the post processes attached to the render target
  83632. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  83633. */
  83634. clearPostProcesses(dispose?: boolean): void;
  83635. /**
  83636. * Remove one of the post process from the list of attached post processes to the texture
  83637. * @param postProcess define the post process to remove from the list
  83638. */
  83639. removePostProcess(postProcess: PostProcess): void;
  83640. /** @hidden */
  83641. _shouldRender(): boolean;
  83642. /**
  83643. * Gets the actual render size of the texture.
  83644. * @returns the width of the render size
  83645. */
  83646. getRenderSize(): number;
  83647. /**
  83648. * Gets the actual render width of the texture.
  83649. * @returns the width of the render size
  83650. */
  83651. getRenderWidth(): number;
  83652. /**
  83653. * Gets the actual render height of the texture.
  83654. * @returns the height of the render size
  83655. */
  83656. getRenderHeight(): number;
  83657. /**
  83658. * Get if the texture can be rescaled or not.
  83659. */
  83660. readonly canRescale: boolean;
  83661. /**
  83662. * Resize the texture using a ratio.
  83663. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  83664. */
  83665. scale(ratio: number): void;
  83666. /**
  83667. * Get the texture reflection matrix used to rotate/transform the reflection.
  83668. * @returns the reflection matrix
  83669. */
  83670. getReflectionTextureMatrix(): Matrix;
  83671. /**
  83672. * Resize the texture to a new desired size.
  83673. * Be carrefull as it will recreate all the data in the new texture.
  83674. * @param size Define the new size. It can be:
  83675. * - a number for squared texture,
  83676. * - an object containing { width: number, height: number }
  83677. * - or an object containing a ratio { ratio: number }
  83678. */
  83679. resize(size: number | {
  83680. width: number;
  83681. height: number;
  83682. } | {
  83683. ratio: number;
  83684. }): void;
  83685. /**
  83686. * Renders all the objects from the render list into the texture.
  83687. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  83688. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  83689. */
  83690. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  83691. private _bestReflectionRenderTargetDimension;
  83692. /**
  83693. * @hidden
  83694. * @param faceIndex face index to bind to if this is a cubetexture
  83695. */
  83696. _bindFrameBuffer(faceIndex?: number): void;
  83697. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  83698. private renderToTarget;
  83699. /**
  83700. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  83701. * This allowed control for front to back rendering or reversly depending of the special needs.
  83702. *
  83703. * @param renderingGroupId The rendering group id corresponding to its index
  83704. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  83705. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  83706. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  83707. */
  83708. 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;
  83709. /**
  83710. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  83711. *
  83712. * @param renderingGroupId The rendering group id corresponding to its index
  83713. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  83714. */
  83715. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  83716. /**
  83717. * Clones the texture.
  83718. * @returns the cloned texture
  83719. */
  83720. clone(): RenderTargetTexture;
  83721. /**
  83722. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83723. * @returns The JSON representation of the texture
  83724. */
  83725. serialize(): any;
  83726. /**
  83727. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  83728. */
  83729. disposeFramebufferObjects(): void;
  83730. /**
  83731. * Dispose the texture and release its associated resources.
  83732. */
  83733. dispose(): void;
  83734. /** @hidden */
  83735. _rebuild(): void;
  83736. /**
  83737. * Clear the info related to rendering groups preventing retention point in material dispose.
  83738. */
  83739. freeRenderingGroups(): void;
  83740. /**
  83741. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  83742. * @returns the view count
  83743. */
  83744. getViewCount(): number;
  83745. }
  83746. }
  83747. declare module BABYLON {
  83748. /**
  83749. * Base class for the main features of a material in Babylon.js
  83750. */
  83751. export class Material implements IAnimatable {
  83752. /**
  83753. * Returns the triangle fill mode
  83754. */
  83755. static readonly TriangleFillMode: number;
  83756. /**
  83757. * Returns the wireframe mode
  83758. */
  83759. static readonly WireFrameFillMode: number;
  83760. /**
  83761. * Returns the point fill mode
  83762. */
  83763. static readonly PointFillMode: number;
  83764. /**
  83765. * Returns the point list draw mode
  83766. */
  83767. static readonly PointListDrawMode: number;
  83768. /**
  83769. * Returns the line list draw mode
  83770. */
  83771. static readonly LineListDrawMode: number;
  83772. /**
  83773. * Returns the line loop draw mode
  83774. */
  83775. static readonly LineLoopDrawMode: number;
  83776. /**
  83777. * Returns the line strip draw mode
  83778. */
  83779. static readonly LineStripDrawMode: number;
  83780. /**
  83781. * Returns the triangle strip draw mode
  83782. */
  83783. static readonly TriangleStripDrawMode: number;
  83784. /**
  83785. * Returns the triangle fan draw mode
  83786. */
  83787. static readonly TriangleFanDrawMode: number;
  83788. /**
  83789. * Stores the clock-wise side orientation
  83790. */
  83791. static readonly ClockWiseSideOrientation: number;
  83792. /**
  83793. * Stores the counter clock-wise side orientation
  83794. */
  83795. static readonly CounterClockWiseSideOrientation: number;
  83796. /**
  83797. * The dirty texture flag value
  83798. */
  83799. static readonly TextureDirtyFlag: number;
  83800. /**
  83801. * The dirty light flag value
  83802. */
  83803. static readonly LightDirtyFlag: number;
  83804. /**
  83805. * The dirty fresnel flag value
  83806. */
  83807. static readonly FresnelDirtyFlag: number;
  83808. /**
  83809. * The dirty attribute flag value
  83810. */
  83811. static readonly AttributesDirtyFlag: number;
  83812. /**
  83813. * The dirty misc flag value
  83814. */
  83815. static readonly MiscDirtyFlag: number;
  83816. /**
  83817. * The all dirty flag value
  83818. */
  83819. static readonly AllDirtyFlag: number;
  83820. /**
  83821. * The ID of the material
  83822. */
  83823. id: string;
  83824. /**
  83825. * Gets or sets the unique id of the material
  83826. */
  83827. uniqueId: number;
  83828. /**
  83829. * The name of the material
  83830. */
  83831. name: string;
  83832. /**
  83833. * Gets or sets user defined metadata
  83834. */
  83835. metadata: any;
  83836. /**
  83837. * For internal use only. Please do not use.
  83838. */
  83839. reservedDataStore: any;
  83840. /**
  83841. * Specifies if the ready state should be checked on each call
  83842. */
  83843. checkReadyOnEveryCall: boolean;
  83844. /**
  83845. * Specifies if the ready state should be checked once
  83846. */
  83847. checkReadyOnlyOnce: boolean;
  83848. /**
  83849. * The state of the material
  83850. */
  83851. state: string;
  83852. /**
  83853. * The alpha value of the material
  83854. */
  83855. protected _alpha: number;
  83856. /**
  83857. * List of inspectable custom properties (used by the Inspector)
  83858. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83859. */
  83860. inspectableCustomProperties: IInspectable[];
  83861. /**
  83862. * Sets the alpha value of the material
  83863. */
  83864. /**
  83865. * Gets the alpha value of the material
  83866. */
  83867. alpha: number;
  83868. /**
  83869. * Specifies if back face culling is enabled
  83870. */
  83871. protected _backFaceCulling: boolean;
  83872. /**
  83873. * Sets the back-face culling state
  83874. */
  83875. /**
  83876. * Gets the back-face culling state
  83877. */
  83878. backFaceCulling: boolean;
  83879. /**
  83880. * Stores the value for side orientation
  83881. */
  83882. sideOrientation: number;
  83883. /**
  83884. * Callback triggered when the material is compiled
  83885. */
  83886. onCompiled: Nullable<(effect: Effect) => void>;
  83887. /**
  83888. * Callback triggered when an error occurs
  83889. */
  83890. onError: Nullable<(effect: Effect, errors: string) => void>;
  83891. /**
  83892. * Callback triggered to get the render target textures
  83893. */
  83894. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  83895. /**
  83896. * Gets a boolean indicating that current material needs to register RTT
  83897. */
  83898. readonly hasRenderTargetTextures: boolean;
  83899. /**
  83900. * Specifies if the material should be serialized
  83901. */
  83902. doNotSerialize: boolean;
  83903. /**
  83904. * @hidden
  83905. */
  83906. _storeEffectOnSubMeshes: boolean;
  83907. /**
  83908. * Stores the animations for the material
  83909. */
  83910. animations: Nullable<Array<Animation>>;
  83911. /**
  83912. * An event triggered when the material is disposed
  83913. */
  83914. onDisposeObservable: Observable<Material>;
  83915. /**
  83916. * An observer which watches for dispose events
  83917. */
  83918. private _onDisposeObserver;
  83919. private _onUnBindObservable;
  83920. /**
  83921. * Called during a dispose event
  83922. */
  83923. onDispose: () => void;
  83924. private _onBindObservable;
  83925. /**
  83926. * An event triggered when the material is bound
  83927. */
  83928. readonly onBindObservable: Observable<AbstractMesh>;
  83929. /**
  83930. * An observer which watches for bind events
  83931. */
  83932. private _onBindObserver;
  83933. /**
  83934. * Called during a bind event
  83935. */
  83936. onBind: (Mesh: AbstractMesh) => void;
  83937. /**
  83938. * An event triggered when the material is unbound
  83939. */
  83940. readonly onUnBindObservable: Observable<Material>;
  83941. /**
  83942. * Stores the value of the alpha mode
  83943. */
  83944. private _alphaMode;
  83945. /**
  83946. * Sets the value of the alpha mode.
  83947. *
  83948. * | Value | Type | Description |
  83949. * | --- | --- | --- |
  83950. * | 0 | ALPHA_DISABLE | |
  83951. * | 1 | ALPHA_ADD | |
  83952. * | 2 | ALPHA_COMBINE | |
  83953. * | 3 | ALPHA_SUBTRACT | |
  83954. * | 4 | ALPHA_MULTIPLY | |
  83955. * | 5 | ALPHA_MAXIMIZED | |
  83956. * | 6 | ALPHA_ONEONE | |
  83957. * | 7 | ALPHA_PREMULTIPLIED | |
  83958. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  83959. * | 9 | ALPHA_INTERPOLATE | |
  83960. * | 10 | ALPHA_SCREENMODE | |
  83961. *
  83962. */
  83963. /**
  83964. * Gets the value of the alpha mode
  83965. */
  83966. alphaMode: number;
  83967. /**
  83968. * Stores the state of the need depth pre-pass value
  83969. */
  83970. private _needDepthPrePass;
  83971. /**
  83972. * Sets the need depth pre-pass value
  83973. */
  83974. /**
  83975. * Gets the depth pre-pass value
  83976. */
  83977. needDepthPrePass: boolean;
  83978. /**
  83979. * Specifies if depth writing should be disabled
  83980. */
  83981. disableDepthWrite: boolean;
  83982. /**
  83983. * Specifies if depth writing should be forced
  83984. */
  83985. forceDepthWrite: boolean;
  83986. /**
  83987. * Specifies if there should be a separate pass for culling
  83988. */
  83989. separateCullingPass: boolean;
  83990. /**
  83991. * Stores the state specifing if fog should be enabled
  83992. */
  83993. private _fogEnabled;
  83994. /**
  83995. * Sets the state for enabling fog
  83996. */
  83997. /**
  83998. * Gets the value of the fog enabled state
  83999. */
  84000. fogEnabled: boolean;
  84001. /**
  84002. * Stores the size of points
  84003. */
  84004. pointSize: number;
  84005. /**
  84006. * Stores the z offset value
  84007. */
  84008. zOffset: number;
  84009. /**
  84010. * Gets a value specifying if wireframe mode is enabled
  84011. */
  84012. /**
  84013. * Sets the state of wireframe mode
  84014. */
  84015. wireframe: boolean;
  84016. /**
  84017. * Gets the value specifying if point clouds are enabled
  84018. */
  84019. /**
  84020. * Sets the state of point cloud mode
  84021. */
  84022. pointsCloud: boolean;
  84023. /**
  84024. * Gets the material fill mode
  84025. */
  84026. /**
  84027. * Sets the material fill mode
  84028. */
  84029. fillMode: number;
  84030. /**
  84031. * @hidden
  84032. * Stores the effects for the material
  84033. */
  84034. _effect: Nullable<Effect>;
  84035. /**
  84036. * @hidden
  84037. * Specifies if the material was previously ready
  84038. */
  84039. _wasPreviouslyReady: boolean;
  84040. /**
  84041. * Specifies if uniform buffers should be used
  84042. */
  84043. private _useUBO;
  84044. /**
  84045. * Stores a reference to the scene
  84046. */
  84047. private _scene;
  84048. /**
  84049. * Stores the fill mode state
  84050. */
  84051. private _fillMode;
  84052. /**
  84053. * Specifies if the depth write state should be cached
  84054. */
  84055. private _cachedDepthWriteState;
  84056. /**
  84057. * Stores the uniform buffer
  84058. */
  84059. protected _uniformBuffer: UniformBuffer;
  84060. /** @hidden */
  84061. _indexInSceneMaterialArray: number;
  84062. /** @hidden */
  84063. meshMap: Nullable<{
  84064. [id: string]: AbstractMesh | undefined;
  84065. }>;
  84066. /**
  84067. * Creates a material instance
  84068. * @param name defines the name of the material
  84069. * @param scene defines the scene to reference
  84070. * @param doNotAdd specifies if the material should be added to the scene
  84071. */
  84072. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84073. /**
  84074. * Returns a string representation of the current material
  84075. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84076. * @returns a string with material information
  84077. */
  84078. toString(fullDetails?: boolean): string;
  84079. /**
  84080. * Gets the class name of the material
  84081. * @returns a string with the class name of the material
  84082. */
  84083. getClassName(): string;
  84084. /**
  84085. * Specifies if updates for the material been locked
  84086. */
  84087. readonly isFrozen: boolean;
  84088. /**
  84089. * Locks updates for the material
  84090. */
  84091. freeze(): void;
  84092. /**
  84093. * Unlocks updates for the material
  84094. */
  84095. unfreeze(): void;
  84096. /**
  84097. * Specifies if the material is ready to be used
  84098. * @param mesh defines the mesh to check
  84099. * @param useInstances specifies if instances should be used
  84100. * @returns a boolean indicating if the material is ready to be used
  84101. */
  84102. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84103. /**
  84104. * Specifies that the submesh is ready to be used
  84105. * @param mesh defines the mesh to check
  84106. * @param subMesh defines which submesh to check
  84107. * @param useInstances specifies that instances should be used
  84108. * @returns a boolean indicating that the submesh is ready or not
  84109. */
  84110. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84111. /**
  84112. * Returns the material effect
  84113. * @returns the effect associated with the material
  84114. */
  84115. getEffect(): Nullable<Effect>;
  84116. /**
  84117. * Returns the current scene
  84118. * @returns a Scene
  84119. */
  84120. getScene(): Scene;
  84121. /**
  84122. * Specifies if the material will require alpha blending
  84123. * @returns a boolean specifying if alpha blending is needed
  84124. */
  84125. needAlphaBlending(): boolean;
  84126. /**
  84127. * Specifies if the mesh will require alpha blending
  84128. * @param mesh defines the mesh to check
  84129. * @returns a boolean specifying if alpha blending is needed for the mesh
  84130. */
  84131. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84132. /**
  84133. * Specifies if this material should be rendered in alpha test mode
  84134. * @returns a boolean specifying if an alpha test is needed.
  84135. */
  84136. needAlphaTesting(): boolean;
  84137. /**
  84138. * Gets the texture used for the alpha test
  84139. * @returns the texture to use for alpha testing
  84140. */
  84141. getAlphaTestTexture(): Nullable<BaseTexture>;
  84142. /**
  84143. * Marks the material to indicate that it needs to be re-calculated
  84144. */
  84145. markDirty(): void;
  84146. /** @hidden */
  84147. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84148. /**
  84149. * Binds the material to the mesh
  84150. * @param world defines the world transformation matrix
  84151. * @param mesh defines the mesh to bind the material to
  84152. */
  84153. bind(world: Matrix, mesh?: Mesh): void;
  84154. /**
  84155. * Binds the submesh to the material
  84156. * @param world defines the world transformation matrix
  84157. * @param mesh defines the mesh containing the submesh
  84158. * @param subMesh defines the submesh to bind the material to
  84159. */
  84160. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84161. /**
  84162. * Binds the world matrix to the material
  84163. * @param world defines the world transformation matrix
  84164. */
  84165. bindOnlyWorldMatrix(world: Matrix): void;
  84166. /**
  84167. * Binds the scene's uniform buffer to the effect.
  84168. * @param effect defines the effect to bind to the scene uniform buffer
  84169. * @param sceneUbo defines the uniform buffer storing scene data
  84170. */
  84171. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84172. /**
  84173. * Binds the view matrix to the effect
  84174. * @param effect defines the effect to bind the view matrix to
  84175. */
  84176. bindView(effect: Effect): void;
  84177. /**
  84178. * Binds the view projection matrix to the effect
  84179. * @param effect defines the effect to bind the view projection matrix to
  84180. */
  84181. bindViewProjection(effect: Effect): void;
  84182. /**
  84183. * Specifies if material alpha testing should be turned on for the mesh
  84184. * @param mesh defines the mesh to check
  84185. */
  84186. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84187. /**
  84188. * Processes to execute after binding the material to a mesh
  84189. * @param mesh defines the rendered mesh
  84190. */
  84191. protected _afterBind(mesh?: Mesh): void;
  84192. /**
  84193. * Unbinds the material from the mesh
  84194. */
  84195. unbind(): void;
  84196. /**
  84197. * Gets the active textures from the material
  84198. * @returns an array of textures
  84199. */
  84200. getActiveTextures(): BaseTexture[];
  84201. /**
  84202. * Specifies if the material uses a texture
  84203. * @param texture defines the texture to check against the material
  84204. * @returns a boolean specifying if the material uses the texture
  84205. */
  84206. hasTexture(texture: BaseTexture): boolean;
  84207. /**
  84208. * Makes a duplicate of the material, and gives it a new name
  84209. * @param name defines the new name for the duplicated material
  84210. * @returns the cloned material
  84211. */
  84212. clone(name: string): Nullable<Material>;
  84213. /**
  84214. * Gets the meshes bound to the material
  84215. * @returns an array of meshes bound to the material
  84216. */
  84217. getBindedMeshes(): AbstractMesh[];
  84218. /**
  84219. * Force shader compilation
  84220. * @param mesh defines the mesh associated with this material
  84221. * @param onCompiled defines a function to execute once the material is compiled
  84222. * @param options defines the options to configure the compilation
  84223. */
  84224. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84225. clipPlane: boolean;
  84226. }>): void;
  84227. /**
  84228. * Force shader compilation
  84229. * @param mesh defines the mesh that will use this material
  84230. * @param options defines additional options for compiling the shaders
  84231. * @returns a promise that resolves when the compilation completes
  84232. */
  84233. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84234. clipPlane: boolean;
  84235. }>): Promise<void>;
  84236. private static readonly _AllDirtyCallBack;
  84237. private static readonly _ImageProcessingDirtyCallBack;
  84238. private static readonly _TextureDirtyCallBack;
  84239. private static readonly _FresnelDirtyCallBack;
  84240. private static readonly _MiscDirtyCallBack;
  84241. private static readonly _LightsDirtyCallBack;
  84242. private static readonly _AttributeDirtyCallBack;
  84243. private static _FresnelAndMiscDirtyCallBack;
  84244. private static _TextureAndMiscDirtyCallBack;
  84245. private static readonly _DirtyCallbackArray;
  84246. private static readonly _RunDirtyCallBacks;
  84247. /**
  84248. * Marks a define in the material to indicate that it needs to be re-computed
  84249. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84250. */
  84251. markAsDirty(flag: number): void;
  84252. /**
  84253. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84254. * @param func defines a function which checks material defines against the submeshes
  84255. */
  84256. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84257. /**
  84258. * Indicates that we need to re-calculated for all submeshes
  84259. */
  84260. protected _markAllSubMeshesAsAllDirty(): void;
  84261. /**
  84262. * Indicates that image processing needs to be re-calculated for all submeshes
  84263. */
  84264. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84265. /**
  84266. * Indicates that textures need to be re-calculated for all submeshes
  84267. */
  84268. protected _markAllSubMeshesAsTexturesDirty(): void;
  84269. /**
  84270. * Indicates that fresnel needs to be re-calculated for all submeshes
  84271. */
  84272. protected _markAllSubMeshesAsFresnelDirty(): void;
  84273. /**
  84274. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84275. */
  84276. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84277. /**
  84278. * Indicates that lights need to be re-calculated for all submeshes
  84279. */
  84280. protected _markAllSubMeshesAsLightsDirty(): void;
  84281. /**
  84282. * Indicates that attributes need to be re-calculated for all submeshes
  84283. */
  84284. protected _markAllSubMeshesAsAttributesDirty(): void;
  84285. /**
  84286. * Indicates that misc needs to be re-calculated for all submeshes
  84287. */
  84288. protected _markAllSubMeshesAsMiscDirty(): void;
  84289. /**
  84290. * Indicates that textures and misc need to be re-calculated for all submeshes
  84291. */
  84292. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84293. /**
  84294. * Disposes the material
  84295. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84296. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84297. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84298. */
  84299. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84300. /** @hidden */
  84301. private releaseVertexArrayObject;
  84302. /**
  84303. * Serializes this material
  84304. * @returns the serialized material object
  84305. */
  84306. serialize(): any;
  84307. /**
  84308. * Creates a material from parsed material data
  84309. * @param parsedMaterial defines parsed material data
  84310. * @param scene defines the hosting scene
  84311. * @param rootUrl defines the root URL to use to load textures
  84312. * @returns a new material
  84313. */
  84314. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  84315. }
  84316. }
  84317. declare module BABYLON {
  84318. /**
  84319. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84320. * separate meshes. This can be use to improve performances.
  84321. * @see http://doc.babylonjs.com/how_to/multi_materials
  84322. */
  84323. export class MultiMaterial extends Material {
  84324. private _subMaterials;
  84325. /**
  84326. * Gets or Sets the list of Materials used within the multi material.
  84327. * They need to be ordered according to the submeshes order in the associated mesh
  84328. */
  84329. subMaterials: Nullable<Material>[];
  84330. /**
  84331. * Function used to align with Node.getChildren()
  84332. * @returns the list of Materials used within the multi material
  84333. */
  84334. getChildren(): Nullable<Material>[];
  84335. /**
  84336. * Instantiates a new Multi Material
  84337. * A multi-material is used to apply different materials to different parts of the same object without the need of
  84338. * separate meshes. This can be use to improve performances.
  84339. * @see http://doc.babylonjs.com/how_to/multi_materials
  84340. * @param name Define the name in the scene
  84341. * @param scene Define the scene the material belongs to
  84342. */
  84343. constructor(name: string, scene: Scene);
  84344. private _hookArray;
  84345. /**
  84346. * Get one of the submaterial by its index in the submaterials array
  84347. * @param index The index to look the sub material at
  84348. * @returns The Material if the index has been defined
  84349. */
  84350. getSubMaterial(index: number): Nullable<Material>;
  84351. /**
  84352. * Get the list of active textures for the whole sub materials list.
  84353. * @returns All the textures that will be used during the rendering
  84354. */
  84355. getActiveTextures(): BaseTexture[];
  84356. /**
  84357. * Gets the current class name of the material e.g. "MultiMaterial"
  84358. * Mainly use in serialization.
  84359. * @returns the class name
  84360. */
  84361. getClassName(): string;
  84362. /**
  84363. * Checks if the material is ready to render the requested sub mesh
  84364. * @param mesh Define the mesh the submesh belongs to
  84365. * @param subMesh Define the sub mesh to look readyness for
  84366. * @param useInstances Define whether or not the material is used with instances
  84367. * @returns true if ready, otherwise false
  84368. */
  84369. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84370. /**
  84371. * Clones the current material and its related sub materials
  84372. * @param name Define the name of the newly cloned material
  84373. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  84374. * @returns the cloned material
  84375. */
  84376. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  84377. /**
  84378. * Serializes the materials into a JSON representation.
  84379. * @returns the JSON representation
  84380. */
  84381. serialize(): any;
  84382. /**
  84383. * Dispose the material and release its associated resources
  84384. * @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)
  84385. * @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)
  84386. * @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)
  84387. */
  84388. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  84389. /**
  84390. * Creates a MultiMaterial from parsed MultiMaterial data.
  84391. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  84392. * @param scene defines the hosting scene
  84393. * @returns a new MultiMaterial
  84394. */
  84395. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  84396. }
  84397. }
  84398. declare module BABYLON {
  84399. /**
  84400. * Base class for submeshes
  84401. */
  84402. export class BaseSubMesh {
  84403. /** @hidden */
  84404. _materialDefines: Nullable<MaterialDefines>;
  84405. /** @hidden */
  84406. _materialEffect: Nullable<Effect>;
  84407. /**
  84408. * Gets associated effect
  84409. */
  84410. readonly effect: Nullable<Effect>;
  84411. /**
  84412. * Sets associated effect (effect used to render this submesh)
  84413. * @param effect defines the effect to associate with
  84414. * @param defines defines the set of defines used to compile this effect
  84415. */
  84416. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  84417. }
  84418. /**
  84419. * Defines a subdivision inside a mesh
  84420. */
  84421. export class SubMesh extends BaseSubMesh implements ICullable {
  84422. /** the material index to use */
  84423. materialIndex: number;
  84424. /** vertex index start */
  84425. verticesStart: number;
  84426. /** vertices count */
  84427. verticesCount: number;
  84428. /** index start */
  84429. indexStart: number;
  84430. /** indices count */
  84431. indexCount: number;
  84432. /** @hidden */
  84433. _linesIndexCount: number;
  84434. private _mesh;
  84435. private _renderingMesh;
  84436. private _boundingInfo;
  84437. private _linesIndexBuffer;
  84438. /** @hidden */
  84439. _lastColliderWorldVertices: Nullable<Vector3[]>;
  84440. /** @hidden */
  84441. _trianglePlanes: Plane[];
  84442. /** @hidden */
  84443. _lastColliderTransformMatrix: Nullable<Matrix>;
  84444. /** @hidden */
  84445. _renderId: number;
  84446. /** @hidden */
  84447. _alphaIndex: number;
  84448. /** @hidden */
  84449. _distanceToCamera: number;
  84450. /** @hidden */
  84451. _id: number;
  84452. private _currentMaterial;
  84453. /**
  84454. * Add a new submesh to a mesh
  84455. * @param materialIndex defines the material index to use
  84456. * @param verticesStart defines vertex index start
  84457. * @param verticesCount defines vertices count
  84458. * @param indexStart defines index start
  84459. * @param indexCount defines indices count
  84460. * @param mesh defines the parent mesh
  84461. * @param renderingMesh defines an optional rendering mesh
  84462. * @param createBoundingBox defines if bounding box should be created for this submesh
  84463. * @returns the new submesh
  84464. */
  84465. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  84466. /**
  84467. * Creates a new submesh
  84468. * @param materialIndex defines the material index to use
  84469. * @param verticesStart defines vertex index start
  84470. * @param verticesCount defines vertices count
  84471. * @param indexStart defines index start
  84472. * @param indexCount defines indices count
  84473. * @param mesh defines the parent mesh
  84474. * @param renderingMesh defines an optional rendering mesh
  84475. * @param createBoundingBox defines if bounding box should be created for this submesh
  84476. */
  84477. constructor(
  84478. /** the material index to use */
  84479. materialIndex: number,
  84480. /** vertex index start */
  84481. verticesStart: number,
  84482. /** vertices count */
  84483. verticesCount: number,
  84484. /** index start */
  84485. indexStart: number,
  84486. /** indices count */
  84487. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  84488. /**
  84489. * Returns true if this submesh covers the entire parent mesh
  84490. * @ignorenaming
  84491. */
  84492. readonly IsGlobal: boolean;
  84493. /**
  84494. * Returns the submesh BoudingInfo object
  84495. * @returns current bounding info (or mesh's one if the submesh is global)
  84496. */
  84497. getBoundingInfo(): BoundingInfo;
  84498. /**
  84499. * Sets the submesh BoundingInfo
  84500. * @param boundingInfo defines the new bounding info to use
  84501. * @returns the SubMesh
  84502. */
  84503. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  84504. /**
  84505. * Returns the mesh of the current submesh
  84506. * @return the parent mesh
  84507. */
  84508. getMesh(): AbstractMesh;
  84509. /**
  84510. * Returns the rendering mesh of the submesh
  84511. * @returns the rendering mesh (could be different from parent mesh)
  84512. */
  84513. getRenderingMesh(): Mesh;
  84514. /**
  84515. * Returns the submesh material
  84516. * @returns null or the current material
  84517. */
  84518. getMaterial(): Nullable<Material>;
  84519. /**
  84520. * Sets a new updated BoundingInfo object to the submesh
  84521. * @param data defines an optional position array to use to determine the bounding info
  84522. * @returns the SubMesh
  84523. */
  84524. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  84525. /** @hidden */
  84526. _checkCollision(collider: Collider): boolean;
  84527. /**
  84528. * Updates the submesh BoundingInfo
  84529. * @param world defines the world matrix to use to update the bounding info
  84530. * @returns the submesh
  84531. */
  84532. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  84533. /**
  84534. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  84535. * @param frustumPlanes defines the frustum planes
  84536. * @returns true if the submesh is intersecting with the frustum
  84537. */
  84538. isInFrustum(frustumPlanes: Plane[]): boolean;
  84539. /**
  84540. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  84541. * @param frustumPlanes defines the frustum planes
  84542. * @returns true if the submesh is inside the frustum
  84543. */
  84544. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  84545. /**
  84546. * Renders the submesh
  84547. * @param enableAlphaMode defines if alpha needs to be used
  84548. * @returns the submesh
  84549. */
  84550. render(enableAlphaMode: boolean): SubMesh;
  84551. /**
  84552. * @hidden
  84553. */
  84554. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  84555. /**
  84556. * Checks if the submesh intersects with a ray
  84557. * @param ray defines the ray to test
  84558. * @returns true is the passed ray intersects the submesh bounding box
  84559. */
  84560. canIntersects(ray: Ray): boolean;
  84561. /**
  84562. * Intersects current submesh with a ray
  84563. * @param ray defines the ray to test
  84564. * @param positions defines mesh's positions array
  84565. * @param indices defines mesh's indices array
  84566. * @param fastCheck defines if only bounding info should be used
  84567. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  84568. * @returns intersection info or null if no intersection
  84569. */
  84570. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  84571. /** @hidden */
  84572. private _intersectLines;
  84573. /** @hidden */
  84574. private _intersectUnIndexedLines;
  84575. /** @hidden */
  84576. private _intersectTriangles;
  84577. /** @hidden */
  84578. private _intersectUnIndexedTriangles;
  84579. /** @hidden */
  84580. _rebuild(): void;
  84581. /**
  84582. * Creates a new submesh from the passed mesh
  84583. * @param newMesh defines the new hosting mesh
  84584. * @param newRenderingMesh defines an optional rendering mesh
  84585. * @returns the new submesh
  84586. */
  84587. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  84588. /**
  84589. * Release associated resources
  84590. */
  84591. dispose(): void;
  84592. /**
  84593. * Gets the class name
  84594. * @returns the string "SubMesh".
  84595. */
  84596. getClassName(): string;
  84597. /**
  84598. * Creates a new submesh from indices data
  84599. * @param materialIndex the index of the main mesh material
  84600. * @param startIndex the index where to start the copy in the mesh indices array
  84601. * @param indexCount the number of indices to copy then from the startIndex
  84602. * @param mesh the main mesh to create the submesh from
  84603. * @param renderingMesh the optional rendering mesh
  84604. * @returns a new submesh
  84605. */
  84606. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  84607. }
  84608. }
  84609. declare module BABYLON {
  84610. /**
  84611. * Class used to represent data loading progression
  84612. */
  84613. export class SceneLoaderFlags {
  84614. private static _ForceFullSceneLoadingForIncremental;
  84615. private static _ShowLoadingScreen;
  84616. private static _CleanBoneMatrixWeights;
  84617. private static _loggingLevel;
  84618. /**
  84619. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  84620. */
  84621. static ForceFullSceneLoadingForIncremental: boolean;
  84622. /**
  84623. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  84624. */
  84625. static ShowLoadingScreen: boolean;
  84626. /**
  84627. * Defines the current logging level (while loading the scene)
  84628. * @ignorenaming
  84629. */
  84630. static loggingLevel: number;
  84631. /**
  84632. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  84633. */
  84634. static CleanBoneMatrixWeights: boolean;
  84635. }
  84636. }
  84637. declare module BABYLON {
  84638. /**
  84639. * Class used to store geometry data (vertex buffers + index buffer)
  84640. */
  84641. export class Geometry implements IGetSetVerticesData {
  84642. /**
  84643. * Gets or sets the ID of the geometry
  84644. */
  84645. id: string;
  84646. /**
  84647. * Gets or sets the unique ID of the geometry
  84648. */
  84649. uniqueId: number;
  84650. /**
  84651. * Gets the delay loading state of the geometry (none by default which means not delayed)
  84652. */
  84653. delayLoadState: number;
  84654. /**
  84655. * Gets the file containing the data to load when running in delay load state
  84656. */
  84657. delayLoadingFile: Nullable<string>;
  84658. /**
  84659. * Callback called when the geometry is updated
  84660. */
  84661. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  84662. private _scene;
  84663. private _engine;
  84664. private _meshes;
  84665. private _totalVertices;
  84666. /** @hidden */
  84667. _indices: IndicesArray;
  84668. /** @hidden */
  84669. _vertexBuffers: {
  84670. [key: string]: VertexBuffer;
  84671. };
  84672. private _isDisposed;
  84673. private _extend;
  84674. private _boundingBias;
  84675. /** @hidden */
  84676. _delayInfo: Array<string>;
  84677. private _indexBuffer;
  84678. private _indexBufferIsUpdatable;
  84679. /** @hidden */
  84680. _boundingInfo: Nullable<BoundingInfo>;
  84681. /** @hidden */
  84682. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  84683. /** @hidden */
  84684. _softwareSkinningFrameId: number;
  84685. private _vertexArrayObjects;
  84686. private _updatable;
  84687. /** @hidden */
  84688. _positions: Nullable<Vector3[]>;
  84689. /**
  84690. * 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
  84691. */
  84692. /**
  84693. * 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
  84694. */
  84695. boundingBias: Vector2;
  84696. /**
  84697. * Static function used to attach a new empty geometry to a mesh
  84698. * @param mesh defines the mesh to attach the geometry to
  84699. * @returns the new Geometry
  84700. */
  84701. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  84702. /**
  84703. * Creates a new geometry
  84704. * @param id defines the unique ID
  84705. * @param scene defines the hosting scene
  84706. * @param vertexData defines the VertexData used to get geometry data
  84707. * @param updatable defines if geometry must be updatable (false by default)
  84708. * @param mesh defines the mesh that will be associated with the geometry
  84709. */
  84710. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  84711. /**
  84712. * Gets the current extend of the geometry
  84713. */
  84714. readonly extend: {
  84715. minimum: Vector3;
  84716. maximum: Vector3;
  84717. };
  84718. /**
  84719. * Gets the hosting scene
  84720. * @returns the hosting Scene
  84721. */
  84722. getScene(): Scene;
  84723. /**
  84724. * Gets the hosting engine
  84725. * @returns the hosting Engine
  84726. */
  84727. getEngine(): Engine;
  84728. /**
  84729. * Defines if the geometry is ready to use
  84730. * @returns true if the geometry is ready to be used
  84731. */
  84732. isReady(): boolean;
  84733. /**
  84734. * Gets a value indicating that the geometry should not be serialized
  84735. */
  84736. readonly doNotSerialize: boolean;
  84737. /** @hidden */
  84738. _rebuild(): void;
  84739. /**
  84740. * Affects all geometry data in one call
  84741. * @param vertexData defines the geometry data
  84742. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  84743. */
  84744. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  84745. /**
  84746. * Set specific vertex data
  84747. * @param kind defines the data kind (Position, normal, etc...)
  84748. * @param data defines the vertex data to use
  84749. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84750. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84751. */
  84752. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  84753. /**
  84754. * Removes a specific vertex data
  84755. * @param kind defines the data kind (Position, normal, etc...)
  84756. */
  84757. removeVerticesData(kind: string): void;
  84758. /**
  84759. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  84760. * @param buffer defines the vertex buffer to use
  84761. * @param totalVertices defines the total number of vertices for position kind (could be null)
  84762. */
  84763. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  84764. /**
  84765. * Update a specific vertex buffer
  84766. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  84767. * It will do nothing if the buffer is not updatable
  84768. * @param kind defines the data kind (Position, normal, etc...)
  84769. * @param data defines the data to use
  84770. * @param offset defines the offset in the target buffer where to store the data
  84771. * @param useBytes set to true if the offset is in bytes
  84772. */
  84773. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  84774. /**
  84775. * Update a specific vertex buffer
  84776. * This function will create a new buffer if the current one is not updatable
  84777. * @param kind defines the data kind (Position, normal, etc...)
  84778. * @param data defines the data to use
  84779. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  84780. */
  84781. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  84782. private _updateBoundingInfo;
  84783. /** @hidden */
  84784. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  84785. /**
  84786. * Gets total number of vertices
  84787. * @returns the total number of vertices
  84788. */
  84789. getTotalVertices(): number;
  84790. /**
  84791. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84792. * @param kind defines the data kind (Position, normal, etc...)
  84793. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84794. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84795. * @returns a float array containing vertex data
  84796. */
  84797. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84798. /**
  84799. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  84800. * @param kind defines the data kind (Position, normal, etc...)
  84801. * @returns true if the vertex buffer with the specified kind is updatable
  84802. */
  84803. isVertexBufferUpdatable(kind: string): boolean;
  84804. /**
  84805. * Gets a specific vertex buffer
  84806. * @param kind defines the data kind (Position, normal, etc...)
  84807. * @returns a VertexBuffer
  84808. */
  84809. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  84810. /**
  84811. * Returns all vertex buffers
  84812. * @return an object holding all vertex buffers indexed by kind
  84813. */
  84814. getVertexBuffers(): Nullable<{
  84815. [key: string]: VertexBuffer;
  84816. }>;
  84817. /**
  84818. * Gets a boolean indicating if specific vertex buffer is present
  84819. * @param kind defines the data kind (Position, normal, etc...)
  84820. * @returns true if data is present
  84821. */
  84822. isVerticesDataPresent(kind: string): boolean;
  84823. /**
  84824. * Gets a list of all attached data kinds (Position, normal, etc...)
  84825. * @returns a list of string containing all kinds
  84826. */
  84827. getVerticesDataKinds(): string[];
  84828. /**
  84829. * Update index buffer
  84830. * @param indices defines the indices to store in the index buffer
  84831. * @param offset defines the offset in the target buffer where to store the data
  84832. * @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)
  84833. */
  84834. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  84835. /**
  84836. * Creates a new index buffer
  84837. * @param indices defines the indices to store in the index buffer
  84838. * @param totalVertices defines the total number of vertices (could be null)
  84839. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  84840. */
  84841. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  84842. /**
  84843. * Return the total number of indices
  84844. * @returns the total number of indices
  84845. */
  84846. getTotalIndices(): number;
  84847. /**
  84848. * Gets the index buffer array
  84849. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84850. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84851. * @returns the index buffer array
  84852. */
  84853. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84854. /**
  84855. * Gets the index buffer
  84856. * @return the index buffer
  84857. */
  84858. getIndexBuffer(): Nullable<DataBuffer>;
  84859. /** @hidden */
  84860. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  84861. /**
  84862. * Release the associated resources for a specific mesh
  84863. * @param mesh defines the source mesh
  84864. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  84865. */
  84866. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  84867. /**
  84868. * Apply current geometry to a given mesh
  84869. * @param mesh defines the mesh to apply geometry to
  84870. */
  84871. applyToMesh(mesh: Mesh): void;
  84872. private _updateExtend;
  84873. private _applyToMesh;
  84874. private notifyUpdate;
  84875. /**
  84876. * Load the geometry if it was flagged as delay loaded
  84877. * @param scene defines the hosting scene
  84878. * @param onLoaded defines a callback called when the geometry is loaded
  84879. */
  84880. load(scene: Scene, onLoaded?: () => void): void;
  84881. private _queueLoad;
  84882. /**
  84883. * Invert the geometry to move from a right handed system to a left handed one.
  84884. */
  84885. toLeftHanded(): void;
  84886. /** @hidden */
  84887. _resetPointsArrayCache(): void;
  84888. /** @hidden */
  84889. _generatePointsArray(): boolean;
  84890. /**
  84891. * Gets a value indicating if the geometry is disposed
  84892. * @returns true if the geometry was disposed
  84893. */
  84894. isDisposed(): boolean;
  84895. private _disposeVertexArrayObjects;
  84896. /**
  84897. * Free all associated resources
  84898. */
  84899. dispose(): void;
  84900. /**
  84901. * Clone the current geometry into a new geometry
  84902. * @param id defines the unique ID of the new geometry
  84903. * @returns a new geometry object
  84904. */
  84905. copy(id: string): Geometry;
  84906. /**
  84907. * Serialize the current geometry info (and not the vertices data) into a JSON object
  84908. * @return a JSON representation of the current geometry data (without the vertices data)
  84909. */
  84910. serialize(): any;
  84911. private toNumberArray;
  84912. /**
  84913. * Serialize all vertices data into a JSON oject
  84914. * @returns a JSON representation of the current geometry data
  84915. */
  84916. serializeVerticeData(): any;
  84917. /**
  84918. * Extracts a clone of a mesh geometry
  84919. * @param mesh defines the source mesh
  84920. * @param id defines the unique ID of the new geometry object
  84921. * @returns the new geometry object
  84922. */
  84923. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  84924. /**
  84925. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  84926. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  84927. * Be aware Math.random() could cause collisions, but:
  84928. * "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"
  84929. * @returns a string containing a new GUID
  84930. */
  84931. static RandomId(): string;
  84932. /** @hidden */
  84933. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  84934. private static _CleanMatricesWeights;
  84935. /**
  84936. * Create a new geometry from persisted data (Using .babylon file format)
  84937. * @param parsedVertexData defines the persisted data
  84938. * @param scene defines the hosting scene
  84939. * @param rootUrl defines the root url to use to load assets (like delayed data)
  84940. * @returns the new geometry object
  84941. */
  84942. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  84943. }
  84944. }
  84945. declare module BABYLON {
  84946. /**
  84947. * Define an interface for all classes that will get and set the data on vertices
  84948. */
  84949. export interface IGetSetVerticesData {
  84950. /**
  84951. * Gets a boolean indicating if specific vertex data is present
  84952. * @param kind defines the vertex data kind to use
  84953. * @returns true is data kind is present
  84954. */
  84955. isVerticesDataPresent(kind: string): boolean;
  84956. /**
  84957. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  84958. * @param kind defines the data kind (Position, normal, etc...)
  84959. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  84960. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84961. * @returns a float array containing vertex data
  84962. */
  84963. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  84964. /**
  84965. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84966. * @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.
  84967. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  84968. * @returns the indices array or an empty array if the mesh has no geometry
  84969. */
  84970. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  84971. /**
  84972. * Set specific vertex data
  84973. * @param kind defines the data kind (Position, normal, etc...)
  84974. * @param data defines the vertex data to use
  84975. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  84976. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  84977. */
  84978. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  84979. /**
  84980. * Update a specific associated vertex buffer
  84981. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  84982. * - VertexBuffer.PositionKind
  84983. * - VertexBuffer.UVKind
  84984. * - VertexBuffer.UV2Kind
  84985. * - VertexBuffer.UV3Kind
  84986. * - VertexBuffer.UV4Kind
  84987. * - VertexBuffer.UV5Kind
  84988. * - VertexBuffer.UV6Kind
  84989. * - VertexBuffer.ColorKind
  84990. * - VertexBuffer.MatricesIndicesKind
  84991. * - VertexBuffer.MatricesIndicesExtraKind
  84992. * - VertexBuffer.MatricesWeightsKind
  84993. * - VertexBuffer.MatricesWeightsExtraKind
  84994. * @param data defines the data source
  84995. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  84996. * @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)
  84997. */
  84998. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  84999. /**
  85000. * Creates a new index buffer
  85001. * @param indices defines the indices to store in the index buffer
  85002. * @param totalVertices defines the total number of vertices (could be null)
  85003. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85004. */
  85005. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85006. }
  85007. /**
  85008. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85009. */
  85010. export class VertexData {
  85011. /**
  85012. * Mesh side orientation : usually the external or front surface
  85013. */
  85014. static readonly FRONTSIDE: number;
  85015. /**
  85016. * Mesh side orientation : usually the internal or back surface
  85017. */
  85018. static readonly BACKSIDE: number;
  85019. /**
  85020. * Mesh side orientation : both internal and external or front and back surfaces
  85021. */
  85022. static readonly DOUBLESIDE: number;
  85023. /**
  85024. * Mesh side orientation : by default, `FRONTSIDE`
  85025. */
  85026. static readonly DEFAULTSIDE: number;
  85027. /**
  85028. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85029. */
  85030. positions: Nullable<FloatArray>;
  85031. /**
  85032. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85033. */
  85034. normals: Nullable<FloatArray>;
  85035. /**
  85036. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85037. */
  85038. tangents: Nullable<FloatArray>;
  85039. /**
  85040. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85041. */
  85042. uvs: Nullable<FloatArray>;
  85043. /**
  85044. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85045. */
  85046. uvs2: Nullable<FloatArray>;
  85047. /**
  85048. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85049. */
  85050. uvs3: Nullable<FloatArray>;
  85051. /**
  85052. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85053. */
  85054. uvs4: Nullable<FloatArray>;
  85055. /**
  85056. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85057. */
  85058. uvs5: Nullable<FloatArray>;
  85059. /**
  85060. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85061. */
  85062. uvs6: Nullable<FloatArray>;
  85063. /**
  85064. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85065. */
  85066. colors: Nullable<FloatArray>;
  85067. /**
  85068. * 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).
  85069. */
  85070. matricesIndices: Nullable<FloatArray>;
  85071. /**
  85072. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85073. */
  85074. matricesWeights: Nullable<FloatArray>;
  85075. /**
  85076. * An array extending the number of possible indices
  85077. */
  85078. matricesIndicesExtra: Nullable<FloatArray>;
  85079. /**
  85080. * An array extending the number of possible weights when the number of indices is extended
  85081. */
  85082. matricesWeightsExtra: Nullable<FloatArray>;
  85083. /**
  85084. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85085. */
  85086. indices: Nullable<IndicesArray>;
  85087. /**
  85088. * Uses the passed data array to set the set the values for the specified kind of data
  85089. * @param data a linear array of floating numbers
  85090. * @param kind the type of data that is being set, eg positions, colors etc
  85091. */
  85092. set(data: FloatArray, kind: string): void;
  85093. /**
  85094. * Associates the vertexData to the passed Mesh.
  85095. * Sets it as updatable or not (default `false`)
  85096. * @param mesh the mesh the vertexData is applied to
  85097. * @param updatable when used and having the value true allows new data to update the vertexData
  85098. * @returns the VertexData
  85099. */
  85100. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85101. /**
  85102. * Associates the vertexData to the passed Geometry.
  85103. * Sets it as updatable or not (default `false`)
  85104. * @param geometry the geometry the vertexData is applied to
  85105. * @param updatable when used and having the value true allows new data to update the vertexData
  85106. * @returns VertexData
  85107. */
  85108. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85109. /**
  85110. * Updates the associated mesh
  85111. * @param mesh the mesh to be updated
  85112. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85113. * @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
  85114. * @returns VertexData
  85115. */
  85116. updateMesh(mesh: Mesh): VertexData;
  85117. /**
  85118. * Updates the associated geometry
  85119. * @param geometry the geometry to be updated
  85120. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85121. * @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
  85122. * @returns VertexData.
  85123. */
  85124. updateGeometry(geometry: Geometry): VertexData;
  85125. private _applyTo;
  85126. private _update;
  85127. /**
  85128. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85129. * @param matrix the transforming matrix
  85130. * @returns the VertexData
  85131. */
  85132. transform(matrix: Matrix): VertexData;
  85133. /**
  85134. * Merges the passed VertexData into the current one
  85135. * @param other the VertexData to be merged into the current one
  85136. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85137. * @returns the modified VertexData
  85138. */
  85139. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85140. private _mergeElement;
  85141. private _validate;
  85142. /**
  85143. * Serializes the VertexData
  85144. * @returns a serialized object
  85145. */
  85146. serialize(): any;
  85147. /**
  85148. * Extracts the vertexData from a mesh
  85149. * @param mesh the mesh from which to extract the VertexData
  85150. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85151. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85152. * @returns the object VertexData associated to the passed mesh
  85153. */
  85154. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85155. /**
  85156. * Extracts the vertexData from the geometry
  85157. * @param geometry the geometry from which to extract the VertexData
  85158. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85159. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85160. * @returns the object VertexData associated to the passed mesh
  85161. */
  85162. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85163. private static _ExtractFrom;
  85164. /**
  85165. * Creates the VertexData for a Ribbon
  85166. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85167. * * pathArray array of paths, each of which an array of successive Vector3
  85168. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85169. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85170. * * 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
  85171. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85172. * * 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)
  85173. * * 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)
  85174. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85175. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85176. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85177. * @returns the VertexData of the ribbon
  85178. */
  85179. static CreateRibbon(options: {
  85180. pathArray: Vector3[][];
  85181. closeArray?: boolean;
  85182. closePath?: boolean;
  85183. offset?: number;
  85184. sideOrientation?: number;
  85185. frontUVs?: Vector4;
  85186. backUVs?: Vector4;
  85187. invertUV?: boolean;
  85188. uvs?: Vector2[];
  85189. colors?: Color4[];
  85190. }): VertexData;
  85191. /**
  85192. * Creates the VertexData for a box
  85193. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85194. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85195. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85196. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85197. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85198. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85199. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85200. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85201. * * 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)
  85202. * * 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)
  85203. * @returns the VertexData of the box
  85204. */
  85205. static CreateBox(options: {
  85206. size?: number;
  85207. width?: number;
  85208. height?: number;
  85209. depth?: number;
  85210. faceUV?: Vector4[];
  85211. faceColors?: Color4[];
  85212. sideOrientation?: number;
  85213. frontUVs?: Vector4;
  85214. backUVs?: Vector4;
  85215. }): VertexData;
  85216. /**
  85217. * Creates the VertexData for a tiled box
  85218. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85219. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85220. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85221. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85222. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85223. * @returns the VertexData of the box
  85224. */
  85225. static CreateTiledBox(options: {
  85226. pattern?: number;
  85227. width?: number;
  85228. height?: number;
  85229. depth?: number;
  85230. tileSize?: number;
  85231. tileWidth?: number;
  85232. tileHeight?: number;
  85233. alignHorizontal?: number;
  85234. alignVertical?: number;
  85235. faceUV?: Vector4[];
  85236. faceColors?: Color4[];
  85237. sideOrientation?: number;
  85238. }): VertexData;
  85239. /**
  85240. * Creates the VertexData for a tiled plane
  85241. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85242. * * pattern a limited pattern arrangement depending on the number
  85243. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85244. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85245. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85246. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85247. * * 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)
  85248. * * 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)
  85249. * @returns the VertexData of the tiled plane
  85250. */
  85251. static CreateTiledPlane(options: {
  85252. pattern?: number;
  85253. tileSize?: number;
  85254. tileWidth?: number;
  85255. tileHeight?: number;
  85256. size?: number;
  85257. width?: number;
  85258. height?: number;
  85259. alignHorizontal?: number;
  85260. alignVertical?: number;
  85261. sideOrientation?: number;
  85262. frontUVs?: Vector4;
  85263. backUVs?: Vector4;
  85264. }): VertexData;
  85265. /**
  85266. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85267. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85268. * * segments sets the number of horizontal strips optional, default 32
  85269. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85270. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85271. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85272. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85273. * * 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
  85274. * * 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
  85275. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85276. * * 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)
  85277. * * 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)
  85278. * @returns the VertexData of the ellipsoid
  85279. */
  85280. static CreateSphere(options: {
  85281. segments?: number;
  85282. diameter?: number;
  85283. diameterX?: number;
  85284. diameterY?: number;
  85285. diameterZ?: number;
  85286. arc?: number;
  85287. slice?: number;
  85288. sideOrientation?: number;
  85289. frontUVs?: Vector4;
  85290. backUVs?: Vector4;
  85291. }): VertexData;
  85292. /**
  85293. * Creates the VertexData for a cylinder, cone or prism
  85294. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85295. * * height sets the height (y direction) of the cylinder, optional, default 2
  85296. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85297. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85298. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85299. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85300. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85301. * * 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
  85302. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85303. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85304. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85305. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85306. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85307. * * 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)
  85308. * * 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)
  85309. * @returns the VertexData of the cylinder, cone or prism
  85310. */
  85311. static CreateCylinder(options: {
  85312. height?: number;
  85313. diameterTop?: number;
  85314. diameterBottom?: number;
  85315. diameter?: number;
  85316. tessellation?: number;
  85317. subdivisions?: number;
  85318. arc?: number;
  85319. faceColors?: Color4[];
  85320. faceUV?: Vector4[];
  85321. hasRings?: boolean;
  85322. enclose?: boolean;
  85323. sideOrientation?: number;
  85324. frontUVs?: Vector4;
  85325. backUVs?: Vector4;
  85326. }): VertexData;
  85327. /**
  85328. * Creates the VertexData for a torus
  85329. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85330. * * diameter the diameter of the torus, optional default 1
  85331. * * thickness the diameter of the tube forming the torus, optional default 0.5
  85332. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85333. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85334. * * 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)
  85335. * * 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)
  85336. * @returns the VertexData of the torus
  85337. */
  85338. static CreateTorus(options: {
  85339. diameter?: number;
  85340. thickness?: number;
  85341. tessellation?: number;
  85342. sideOrientation?: number;
  85343. frontUVs?: Vector4;
  85344. backUVs?: Vector4;
  85345. }): VertexData;
  85346. /**
  85347. * Creates the VertexData of the LineSystem
  85348. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  85349. * - lines an array of lines, each line being an array of successive Vector3
  85350. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  85351. * @returns the VertexData of the LineSystem
  85352. */
  85353. static CreateLineSystem(options: {
  85354. lines: Vector3[][];
  85355. colors?: Nullable<Color4[][]>;
  85356. }): VertexData;
  85357. /**
  85358. * Create the VertexData for a DashedLines
  85359. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  85360. * - points an array successive Vector3
  85361. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  85362. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  85363. * - dashNb the intended total number of dashes, optional, default 200
  85364. * @returns the VertexData for the DashedLines
  85365. */
  85366. static CreateDashedLines(options: {
  85367. points: Vector3[];
  85368. dashSize?: number;
  85369. gapSize?: number;
  85370. dashNb?: number;
  85371. }): VertexData;
  85372. /**
  85373. * Creates the VertexData for a Ground
  85374. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85375. * - width the width (x direction) of the ground, optional, default 1
  85376. * - height the height (z direction) of the ground, optional, default 1
  85377. * - subdivisions the number of subdivisions per side, optional, default 1
  85378. * @returns the VertexData of the Ground
  85379. */
  85380. static CreateGround(options: {
  85381. width?: number;
  85382. height?: number;
  85383. subdivisions?: number;
  85384. subdivisionsX?: number;
  85385. subdivisionsY?: number;
  85386. }): VertexData;
  85387. /**
  85388. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  85389. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  85390. * * xmin the ground minimum X coordinate, optional, default -1
  85391. * * zmin the ground minimum Z coordinate, optional, default -1
  85392. * * xmax the ground maximum X coordinate, optional, default 1
  85393. * * zmax the ground maximum Z coordinate, optional, default 1
  85394. * * 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}
  85395. * * 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}
  85396. * @returns the VertexData of the TiledGround
  85397. */
  85398. static CreateTiledGround(options: {
  85399. xmin: number;
  85400. zmin: number;
  85401. xmax: number;
  85402. zmax: number;
  85403. subdivisions?: {
  85404. w: number;
  85405. h: number;
  85406. };
  85407. precision?: {
  85408. w: number;
  85409. h: number;
  85410. };
  85411. }): VertexData;
  85412. /**
  85413. * Creates the VertexData of the Ground designed from a heightmap
  85414. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  85415. * * width the width (x direction) of the ground
  85416. * * height the height (z direction) of the ground
  85417. * * subdivisions the number of subdivisions per side
  85418. * * minHeight the minimum altitude on the ground, optional, default 0
  85419. * * maxHeight the maximum altitude on the ground, optional default 1
  85420. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  85421. * * buffer the array holding the image color data
  85422. * * bufferWidth the width of image
  85423. * * bufferHeight the height of image
  85424. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  85425. * @returns the VertexData of the Ground designed from a heightmap
  85426. */
  85427. static CreateGroundFromHeightMap(options: {
  85428. width: number;
  85429. height: number;
  85430. subdivisions: number;
  85431. minHeight: number;
  85432. maxHeight: number;
  85433. colorFilter: Color3;
  85434. buffer: Uint8Array;
  85435. bufferWidth: number;
  85436. bufferHeight: number;
  85437. alphaFilter: number;
  85438. }): VertexData;
  85439. /**
  85440. * Creates the VertexData for a Plane
  85441. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  85442. * * size sets the width and height of the plane to the value of size, optional default 1
  85443. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  85444. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  85445. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85446. * * 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)
  85447. * * 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)
  85448. * @returns the VertexData of the box
  85449. */
  85450. static CreatePlane(options: {
  85451. size?: number;
  85452. width?: number;
  85453. height?: number;
  85454. sideOrientation?: number;
  85455. frontUVs?: Vector4;
  85456. backUVs?: Vector4;
  85457. }): VertexData;
  85458. /**
  85459. * Creates the VertexData of the Disc or regular Polygon
  85460. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  85461. * * radius the radius of the disc, optional default 0.5
  85462. * * tessellation the number of polygon sides, optional, default 64
  85463. * * 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
  85464. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85465. * * 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)
  85466. * * 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)
  85467. * @returns the VertexData of the box
  85468. */
  85469. static CreateDisc(options: {
  85470. radius?: number;
  85471. tessellation?: number;
  85472. arc?: number;
  85473. sideOrientation?: number;
  85474. frontUVs?: Vector4;
  85475. backUVs?: Vector4;
  85476. }): VertexData;
  85477. /**
  85478. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  85479. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  85480. * @param polygon a mesh built from polygonTriangulation.build()
  85481. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85482. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85483. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85484. * @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)
  85485. * @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)
  85486. * @returns the VertexData of the Polygon
  85487. */
  85488. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  85489. /**
  85490. * Creates the VertexData of the IcoSphere
  85491. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  85492. * * radius the radius of the IcoSphere, optional default 1
  85493. * * radiusX allows stretching in the x direction, optional, default radius
  85494. * * radiusY allows stretching in the y direction, optional, default radius
  85495. * * radiusZ allows stretching in the z direction, optional, default radius
  85496. * * flat when true creates a flat shaded mesh, optional, default true
  85497. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85498. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85499. * * 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)
  85500. * * 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)
  85501. * @returns the VertexData of the IcoSphere
  85502. */
  85503. static CreateIcoSphere(options: {
  85504. radius?: number;
  85505. radiusX?: number;
  85506. radiusY?: number;
  85507. radiusZ?: number;
  85508. flat?: boolean;
  85509. subdivisions?: number;
  85510. sideOrientation?: number;
  85511. frontUVs?: Vector4;
  85512. backUVs?: Vector4;
  85513. }): VertexData;
  85514. /**
  85515. * Creates the VertexData for a Polyhedron
  85516. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  85517. * * type provided types are:
  85518. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  85519. * * 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)
  85520. * * size the size of the IcoSphere, optional default 1
  85521. * * sizeX allows stretching in the x direction, optional, default size
  85522. * * sizeY allows stretching in the y direction, optional, default size
  85523. * * sizeZ allows stretching in the z direction, optional, default size
  85524. * * 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
  85525. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85526. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85527. * * flat when true creates a flat shaded mesh, optional, default true
  85528. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  85529. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85530. * * 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)
  85531. * * 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)
  85532. * @returns the VertexData of the Polyhedron
  85533. */
  85534. static CreatePolyhedron(options: {
  85535. type?: number;
  85536. size?: number;
  85537. sizeX?: number;
  85538. sizeY?: number;
  85539. sizeZ?: number;
  85540. custom?: any;
  85541. faceUV?: Vector4[];
  85542. faceColors?: Color4[];
  85543. flat?: boolean;
  85544. sideOrientation?: number;
  85545. frontUVs?: Vector4;
  85546. backUVs?: Vector4;
  85547. }): VertexData;
  85548. /**
  85549. * Creates the VertexData for a TorusKnot
  85550. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  85551. * * radius the radius of the torus knot, optional, default 2
  85552. * * tube the thickness of the tube, optional, default 0.5
  85553. * * radialSegments the number of sides on each tube segments, optional, default 32
  85554. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  85555. * * p the number of windings around the z axis, optional, default 2
  85556. * * q the number of windings around the x axis, optional, default 3
  85557. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85558. * * 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)
  85559. * * 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)
  85560. * @returns the VertexData of the Torus Knot
  85561. */
  85562. static CreateTorusKnot(options: {
  85563. radius?: number;
  85564. tube?: number;
  85565. radialSegments?: number;
  85566. tubularSegments?: number;
  85567. p?: number;
  85568. q?: number;
  85569. sideOrientation?: number;
  85570. frontUVs?: Vector4;
  85571. backUVs?: Vector4;
  85572. }): VertexData;
  85573. /**
  85574. * Compute normals for given positions and indices
  85575. * @param positions an array of vertex positions, [...., x, y, z, ......]
  85576. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  85577. * @param normals an array of vertex normals, [...., x, y, z, ......]
  85578. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  85579. * * facetNormals : optional array of facet normals (vector3)
  85580. * * facetPositions : optional array of facet positions (vector3)
  85581. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  85582. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  85583. * * bInfo : optional bounding info, required for facetPartitioning computation
  85584. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  85585. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  85586. * * useRightHandedSystem: optional boolean to for right handed system computation
  85587. * * depthSort : optional boolean to enable the facet depth sort computation
  85588. * * distanceTo : optional Vector3 to compute the facet depth from this location
  85589. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  85590. */
  85591. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  85592. facetNormals?: any;
  85593. facetPositions?: any;
  85594. facetPartitioning?: any;
  85595. ratio?: number;
  85596. bInfo?: any;
  85597. bbSize?: Vector3;
  85598. subDiv?: any;
  85599. useRightHandedSystem?: boolean;
  85600. depthSort?: boolean;
  85601. distanceTo?: Vector3;
  85602. depthSortedFacets?: any;
  85603. }): void;
  85604. /** @hidden */
  85605. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  85606. /**
  85607. * Applies VertexData created from the imported parameters to the geometry
  85608. * @param parsedVertexData the parsed data from an imported file
  85609. * @param geometry the geometry to apply the VertexData to
  85610. */
  85611. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  85612. }
  85613. }
  85614. declare module BABYLON {
  85615. /**
  85616. * Defines a target to use with MorphTargetManager
  85617. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85618. */
  85619. export class MorphTarget implements IAnimatable {
  85620. /** defines the name of the target */
  85621. name: string;
  85622. /**
  85623. * Gets or sets the list of animations
  85624. */
  85625. animations: Animation[];
  85626. private _scene;
  85627. private _positions;
  85628. private _normals;
  85629. private _tangents;
  85630. private _uvs;
  85631. private _influence;
  85632. /**
  85633. * Observable raised when the influence changes
  85634. */
  85635. onInfluenceChanged: Observable<boolean>;
  85636. /** @hidden */
  85637. _onDataLayoutChanged: Observable<void>;
  85638. /**
  85639. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  85640. */
  85641. influence: number;
  85642. /**
  85643. * Gets or sets the id of the morph Target
  85644. */
  85645. id: string;
  85646. private _animationPropertiesOverride;
  85647. /**
  85648. * Gets or sets the animation properties override
  85649. */
  85650. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  85651. /**
  85652. * Creates a new MorphTarget
  85653. * @param name defines the name of the target
  85654. * @param influence defines the influence to use
  85655. * @param scene defines the scene the morphtarget belongs to
  85656. */
  85657. constructor(
  85658. /** defines the name of the target */
  85659. name: string, influence?: number, scene?: Nullable<Scene>);
  85660. /**
  85661. * Gets a boolean defining if the target contains position data
  85662. */
  85663. readonly hasPositions: boolean;
  85664. /**
  85665. * Gets a boolean defining if the target contains normal data
  85666. */
  85667. readonly hasNormals: boolean;
  85668. /**
  85669. * Gets a boolean defining if the target contains tangent data
  85670. */
  85671. readonly hasTangents: boolean;
  85672. /**
  85673. * Gets a boolean defining if the target contains texture coordinates data
  85674. */
  85675. readonly hasUVs: boolean;
  85676. /**
  85677. * Affects position data to this target
  85678. * @param data defines the position data to use
  85679. */
  85680. setPositions(data: Nullable<FloatArray>): void;
  85681. /**
  85682. * Gets the position data stored in this target
  85683. * @returns a FloatArray containing the position data (or null if not present)
  85684. */
  85685. getPositions(): Nullable<FloatArray>;
  85686. /**
  85687. * Affects normal data to this target
  85688. * @param data defines the normal data to use
  85689. */
  85690. setNormals(data: Nullable<FloatArray>): void;
  85691. /**
  85692. * Gets the normal data stored in this target
  85693. * @returns a FloatArray containing the normal data (or null if not present)
  85694. */
  85695. getNormals(): Nullable<FloatArray>;
  85696. /**
  85697. * Affects tangent data to this target
  85698. * @param data defines the tangent data to use
  85699. */
  85700. setTangents(data: Nullable<FloatArray>): void;
  85701. /**
  85702. * Gets the tangent data stored in this target
  85703. * @returns a FloatArray containing the tangent data (or null if not present)
  85704. */
  85705. getTangents(): Nullable<FloatArray>;
  85706. /**
  85707. * Affects texture coordinates data to this target
  85708. * @param data defines the texture coordinates data to use
  85709. */
  85710. setUVs(data: Nullable<FloatArray>): void;
  85711. /**
  85712. * Gets the texture coordinates data stored in this target
  85713. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  85714. */
  85715. getUVs(): Nullable<FloatArray>;
  85716. /**
  85717. * Serializes the current target into a Serialization object
  85718. * @returns the serialized object
  85719. */
  85720. serialize(): any;
  85721. /**
  85722. * Returns the string "MorphTarget"
  85723. * @returns "MorphTarget"
  85724. */
  85725. getClassName(): string;
  85726. /**
  85727. * Creates a new target from serialized data
  85728. * @param serializationObject defines the serialized data to use
  85729. * @returns a new MorphTarget
  85730. */
  85731. static Parse(serializationObject: any): MorphTarget;
  85732. /**
  85733. * Creates a MorphTarget from mesh data
  85734. * @param mesh defines the source mesh
  85735. * @param name defines the name to use for the new target
  85736. * @param influence defines the influence to attach to the target
  85737. * @returns a new MorphTarget
  85738. */
  85739. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  85740. }
  85741. }
  85742. declare module BABYLON {
  85743. /**
  85744. * This class is used to deform meshes using morphing between different targets
  85745. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  85746. */
  85747. export class MorphTargetManager {
  85748. private _targets;
  85749. private _targetInfluenceChangedObservers;
  85750. private _targetDataLayoutChangedObservers;
  85751. private _activeTargets;
  85752. private _scene;
  85753. private _influences;
  85754. private _supportsNormals;
  85755. private _supportsTangents;
  85756. private _supportsUVs;
  85757. private _vertexCount;
  85758. private _uniqueId;
  85759. private _tempInfluences;
  85760. /**
  85761. * Gets or sets a boolean indicating if normals must be morphed
  85762. */
  85763. enableNormalMorphing: boolean;
  85764. /**
  85765. * Gets or sets a boolean indicating if tangents must be morphed
  85766. */
  85767. enableTangentMorphing: boolean;
  85768. /**
  85769. * Gets or sets a boolean indicating if UV must be morphed
  85770. */
  85771. enableUVMorphing: boolean;
  85772. /**
  85773. * Creates a new MorphTargetManager
  85774. * @param scene defines the current scene
  85775. */
  85776. constructor(scene?: Nullable<Scene>);
  85777. /**
  85778. * Gets the unique ID of this manager
  85779. */
  85780. readonly uniqueId: number;
  85781. /**
  85782. * Gets the number of vertices handled by this manager
  85783. */
  85784. readonly vertexCount: number;
  85785. /**
  85786. * Gets a boolean indicating if this manager supports morphing of normals
  85787. */
  85788. readonly supportsNormals: boolean;
  85789. /**
  85790. * Gets a boolean indicating if this manager supports morphing of tangents
  85791. */
  85792. readonly supportsTangents: boolean;
  85793. /**
  85794. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  85795. */
  85796. readonly supportsUVs: boolean;
  85797. /**
  85798. * Gets the number of targets stored in this manager
  85799. */
  85800. readonly numTargets: number;
  85801. /**
  85802. * Gets the number of influencers (ie. the number of targets with influences > 0)
  85803. */
  85804. readonly numInfluencers: number;
  85805. /**
  85806. * Gets the list of influences (one per target)
  85807. */
  85808. readonly influences: Float32Array;
  85809. /**
  85810. * Gets the active target at specified index. An active target is a target with an influence > 0
  85811. * @param index defines the index to check
  85812. * @returns the requested target
  85813. */
  85814. getActiveTarget(index: number): MorphTarget;
  85815. /**
  85816. * Gets the target at specified index
  85817. * @param index defines the index to check
  85818. * @returns the requested target
  85819. */
  85820. getTarget(index: number): MorphTarget;
  85821. /**
  85822. * Add a new target to this manager
  85823. * @param target defines the target to add
  85824. */
  85825. addTarget(target: MorphTarget): void;
  85826. /**
  85827. * Removes a target from the manager
  85828. * @param target defines the target to remove
  85829. */
  85830. removeTarget(target: MorphTarget): void;
  85831. /**
  85832. * Serializes the current manager into a Serialization object
  85833. * @returns the serialized object
  85834. */
  85835. serialize(): any;
  85836. private _syncActiveTargets;
  85837. /**
  85838. * Syncrhonize the targets with all the meshes using this morph target manager
  85839. */
  85840. synchronize(): void;
  85841. /**
  85842. * Creates a new MorphTargetManager from serialized data
  85843. * @param serializationObject defines the serialized data
  85844. * @param scene defines the hosting scene
  85845. * @returns the new MorphTargetManager
  85846. */
  85847. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  85848. }
  85849. }
  85850. declare module BABYLON {
  85851. /**
  85852. * Class used to represent a specific level of detail of a mesh
  85853. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  85854. */
  85855. export class MeshLODLevel {
  85856. /** Defines the distance where this level should star being displayed */
  85857. distance: number;
  85858. /** Defines the mesh to use to render this level */
  85859. mesh: Nullable<Mesh>;
  85860. /**
  85861. * Creates a new LOD level
  85862. * @param distance defines the distance where this level should star being displayed
  85863. * @param mesh defines the mesh to use to render this level
  85864. */
  85865. constructor(
  85866. /** Defines the distance where this level should star being displayed */
  85867. distance: number,
  85868. /** Defines the mesh to use to render this level */
  85869. mesh: Nullable<Mesh>);
  85870. }
  85871. }
  85872. declare module BABYLON {
  85873. /**
  85874. * Mesh representing the gorund
  85875. */
  85876. export class GroundMesh extends Mesh {
  85877. /** If octree should be generated */
  85878. generateOctree: boolean;
  85879. private _heightQuads;
  85880. /** @hidden */
  85881. _subdivisionsX: number;
  85882. /** @hidden */
  85883. _subdivisionsY: number;
  85884. /** @hidden */
  85885. _width: number;
  85886. /** @hidden */
  85887. _height: number;
  85888. /** @hidden */
  85889. _minX: number;
  85890. /** @hidden */
  85891. _maxX: number;
  85892. /** @hidden */
  85893. _minZ: number;
  85894. /** @hidden */
  85895. _maxZ: number;
  85896. constructor(name: string, scene: Scene);
  85897. /**
  85898. * "GroundMesh"
  85899. * @returns "GroundMesh"
  85900. */
  85901. getClassName(): string;
  85902. /**
  85903. * The minimum of x and y subdivisions
  85904. */
  85905. readonly subdivisions: number;
  85906. /**
  85907. * X subdivisions
  85908. */
  85909. readonly subdivisionsX: number;
  85910. /**
  85911. * Y subdivisions
  85912. */
  85913. readonly subdivisionsY: number;
  85914. /**
  85915. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  85916. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  85917. * @param chunksCount the number of subdivisions for x and y
  85918. * @param octreeBlocksSize (Default: 32)
  85919. */
  85920. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  85921. /**
  85922. * Returns a height (y) value in the Worl system :
  85923. * the ground altitude at the coordinates (x, z) expressed in the World system.
  85924. * @param x x coordinate
  85925. * @param z z coordinate
  85926. * @returns the ground y position if (x, z) are outside the ground surface.
  85927. */
  85928. getHeightAtCoordinates(x: number, z: number): number;
  85929. /**
  85930. * Returns a normalized vector (Vector3) orthogonal to the ground
  85931. * at the ground coordinates (x, z) expressed in the World system.
  85932. * @param x x coordinate
  85933. * @param z z coordinate
  85934. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  85935. */
  85936. getNormalAtCoordinates(x: number, z: number): Vector3;
  85937. /**
  85938. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  85939. * at the ground coordinates (x, z) expressed in the World system.
  85940. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  85941. * @param x x coordinate
  85942. * @param z z coordinate
  85943. * @param ref vector to store the result
  85944. * @returns the GroundMesh.
  85945. */
  85946. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  85947. /**
  85948. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  85949. * if the ground has been updated.
  85950. * This can be used in the render loop.
  85951. * @returns the GroundMesh.
  85952. */
  85953. updateCoordinateHeights(): GroundMesh;
  85954. private _getFacetAt;
  85955. private _initHeightQuads;
  85956. private _computeHeightQuads;
  85957. /**
  85958. * Serializes this ground mesh
  85959. * @param serializationObject object to write serialization to
  85960. */
  85961. serialize(serializationObject: any): void;
  85962. /**
  85963. * Parses a serialized ground mesh
  85964. * @param parsedMesh the serialized mesh
  85965. * @param scene the scene to create the ground mesh in
  85966. * @returns the created ground mesh
  85967. */
  85968. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  85969. }
  85970. }
  85971. declare module BABYLON {
  85972. /**
  85973. * Interface for Physics-Joint data
  85974. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  85975. */
  85976. export interface PhysicsJointData {
  85977. /**
  85978. * The main pivot of the joint
  85979. */
  85980. mainPivot?: Vector3;
  85981. /**
  85982. * The connected pivot of the joint
  85983. */
  85984. connectedPivot?: Vector3;
  85985. /**
  85986. * The main axis of the joint
  85987. */
  85988. mainAxis?: Vector3;
  85989. /**
  85990. * The connected axis of the joint
  85991. */
  85992. connectedAxis?: Vector3;
  85993. /**
  85994. * The collision of the joint
  85995. */
  85996. collision?: boolean;
  85997. /**
  85998. * Native Oimo/Cannon/Energy data
  85999. */
  86000. nativeParams?: any;
  86001. }
  86002. /**
  86003. * This is a holder class for the physics joint created by the physics plugin
  86004. * It holds a set of functions to control the underlying joint
  86005. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86006. */
  86007. export class PhysicsJoint {
  86008. /**
  86009. * The type of the physics joint
  86010. */
  86011. type: number;
  86012. /**
  86013. * The data for the physics joint
  86014. */
  86015. jointData: PhysicsJointData;
  86016. private _physicsJoint;
  86017. protected _physicsPlugin: IPhysicsEnginePlugin;
  86018. /**
  86019. * Initializes the physics joint
  86020. * @param type The type of the physics joint
  86021. * @param jointData The data for the physics joint
  86022. */
  86023. constructor(
  86024. /**
  86025. * The type of the physics joint
  86026. */
  86027. type: number,
  86028. /**
  86029. * The data for the physics joint
  86030. */
  86031. jointData: PhysicsJointData);
  86032. /**
  86033. * Gets the physics joint
  86034. */
  86035. /**
  86036. * Sets the physics joint
  86037. */
  86038. physicsJoint: any;
  86039. /**
  86040. * Sets the physics plugin
  86041. */
  86042. physicsPlugin: IPhysicsEnginePlugin;
  86043. /**
  86044. * Execute a function that is physics-plugin specific.
  86045. * @param {Function} func the function that will be executed.
  86046. * It accepts two parameters: the physics world and the physics joint
  86047. */
  86048. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86049. /**
  86050. * Distance-Joint type
  86051. */
  86052. static DistanceJoint: number;
  86053. /**
  86054. * Hinge-Joint type
  86055. */
  86056. static HingeJoint: number;
  86057. /**
  86058. * Ball-and-Socket joint type
  86059. */
  86060. static BallAndSocketJoint: number;
  86061. /**
  86062. * Wheel-Joint type
  86063. */
  86064. static WheelJoint: number;
  86065. /**
  86066. * Slider-Joint type
  86067. */
  86068. static SliderJoint: number;
  86069. /**
  86070. * Prismatic-Joint type
  86071. */
  86072. static PrismaticJoint: number;
  86073. /**
  86074. * Universal-Joint type
  86075. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86076. */
  86077. static UniversalJoint: number;
  86078. /**
  86079. * Hinge-Joint 2 type
  86080. */
  86081. static Hinge2Joint: number;
  86082. /**
  86083. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86084. */
  86085. static PointToPointJoint: number;
  86086. /**
  86087. * Spring-Joint type
  86088. */
  86089. static SpringJoint: number;
  86090. /**
  86091. * Lock-Joint type
  86092. */
  86093. static LockJoint: number;
  86094. }
  86095. /**
  86096. * A class representing a physics distance joint
  86097. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86098. */
  86099. export class DistanceJoint extends PhysicsJoint {
  86100. /**
  86101. *
  86102. * @param jointData The data for the Distance-Joint
  86103. */
  86104. constructor(jointData: DistanceJointData);
  86105. /**
  86106. * Update the predefined distance.
  86107. * @param maxDistance The maximum preferred distance
  86108. * @param minDistance The minimum preferred distance
  86109. */
  86110. updateDistance(maxDistance: number, minDistance?: number): void;
  86111. }
  86112. /**
  86113. * Represents a Motor-Enabled Joint
  86114. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86115. */
  86116. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86117. /**
  86118. * Initializes the Motor-Enabled Joint
  86119. * @param type The type of the joint
  86120. * @param jointData The physica joint data for the joint
  86121. */
  86122. constructor(type: number, jointData: PhysicsJointData);
  86123. /**
  86124. * Set the motor values.
  86125. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86126. * @param force the force to apply
  86127. * @param maxForce max force for this motor.
  86128. */
  86129. setMotor(force?: number, maxForce?: number): void;
  86130. /**
  86131. * Set the motor's limits.
  86132. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86133. * @param upperLimit The upper limit of the motor
  86134. * @param lowerLimit The lower limit of the motor
  86135. */
  86136. setLimit(upperLimit: number, lowerLimit?: number): void;
  86137. }
  86138. /**
  86139. * This class represents a single physics Hinge-Joint
  86140. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86141. */
  86142. export class HingeJoint extends MotorEnabledJoint {
  86143. /**
  86144. * Initializes the Hinge-Joint
  86145. * @param jointData The joint data for the Hinge-Joint
  86146. */
  86147. constructor(jointData: PhysicsJointData);
  86148. /**
  86149. * Set the motor values.
  86150. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86151. * @param {number} force the force to apply
  86152. * @param {number} maxForce max force for this motor.
  86153. */
  86154. setMotor(force?: number, maxForce?: number): void;
  86155. /**
  86156. * Set the motor's limits.
  86157. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86158. * @param upperLimit The upper limit of the motor
  86159. * @param lowerLimit The lower limit of the motor
  86160. */
  86161. setLimit(upperLimit: number, lowerLimit?: number): void;
  86162. }
  86163. /**
  86164. * This class represents a dual hinge physics joint (same as wheel joint)
  86165. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86166. */
  86167. export class Hinge2Joint extends MotorEnabledJoint {
  86168. /**
  86169. * Initializes the Hinge2-Joint
  86170. * @param jointData The joint data for the Hinge2-Joint
  86171. */
  86172. constructor(jointData: PhysicsJointData);
  86173. /**
  86174. * Set the motor values.
  86175. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86176. * @param {number} targetSpeed the speed the motor is to reach
  86177. * @param {number} maxForce max force for this motor.
  86178. * @param {motorIndex} the motor's index, 0 or 1.
  86179. */
  86180. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86181. /**
  86182. * Set the motor limits.
  86183. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86184. * @param {number} upperLimit the upper limit
  86185. * @param {number} lowerLimit lower limit
  86186. * @param {motorIndex} the motor's index, 0 or 1.
  86187. */
  86188. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86189. }
  86190. /**
  86191. * Interface for a motor enabled joint
  86192. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86193. */
  86194. export interface IMotorEnabledJoint {
  86195. /**
  86196. * Physics joint
  86197. */
  86198. physicsJoint: any;
  86199. /**
  86200. * Sets the motor of the motor-enabled joint
  86201. * @param force The force of the motor
  86202. * @param maxForce The maximum force of the motor
  86203. * @param motorIndex The index of the motor
  86204. */
  86205. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86206. /**
  86207. * Sets the limit of the motor
  86208. * @param upperLimit The upper limit of the motor
  86209. * @param lowerLimit The lower limit of the motor
  86210. * @param motorIndex The index of the motor
  86211. */
  86212. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86213. }
  86214. /**
  86215. * Joint data for a Distance-Joint
  86216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86217. */
  86218. export interface DistanceJointData extends PhysicsJointData {
  86219. /**
  86220. * Max distance the 2 joint objects can be apart
  86221. */
  86222. maxDistance: number;
  86223. }
  86224. /**
  86225. * Joint data from a spring joint
  86226. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86227. */
  86228. export interface SpringJointData extends PhysicsJointData {
  86229. /**
  86230. * Length of the spring
  86231. */
  86232. length: number;
  86233. /**
  86234. * Stiffness of the spring
  86235. */
  86236. stiffness: number;
  86237. /**
  86238. * Damping of the spring
  86239. */
  86240. damping: number;
  86241. /** this callback will be called when applying the force to the impostors. */
  86242. forceApplicationCallback: () => void;
  86243. }
  86244. }
  86245. declare module BABYLON {
  86246. /**
  86247. * Holds the data for the raycast result
  86248. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86249. */
  86250. export class PhysicsRaycastResult {
  86251. private _hasHit;
  86252. private _hitDistance;
  86253. private _hitNormalWorld;
  86254. private _hitPointWorld;
  86255. private _rayFromWorld;
  86256. private _rayToWorld;
  86257. /**
  86258. * Gets if there was a hit
  86259. */
  86260. readonly hasHit: boolean;
  86261. /**
  86262. * Gets the distance from the hit
  86263. */
  86264. readonly hitDistance: number;
  86265. /**
  86266. * Gets the hit normal/direction in the world
  86267. */
  86268. readonly hitNormalWorld: Vector3;
  86269. /**
  86270. * Gets the hit point in the world
  86271. */
  86272. readonly hitPointWorld: Vector3;
  86273. /**
  86274. * Gets the ray "start point" of the ray in the world
  86275. */
  86276. readonly rayFromWorld: Vector3;
  86277. /**
  86278. * Gets the ray "end point" of the ray in the world
  86279. */
  86280. readonly rayToWorld: Vector3;
  86281. /**
  86282. * Sets the hit data (normal & point in world space)
  86283. * @param hitNormalWorld defines the normal in world space
  86284. * @param hitPointWorld defines the point in world space
  86285. */
  86286. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86287. /**
  86288. * Sets the distance from the start point to the hit point
  86289. * @param distance
  86290. */
  86291. setHitDistance(distance: number): void;
  86292. /**
  86293. * Calculates the distance manually
  86294. */
  86295. calculateHitDistance(): void;
  86296. /**
  86297. * Resets all the values to default
  86298. * @param from The from point on world space
  86299. * @param to The to point on world space
  86300. */
  86301. reset(from?: Vector3, to?: Vector3): void;
  86302. }
  86303. /**
  86304. * Interface for the size containing width and height
  86305. */
  86306. interface IXYZ {
  86307. /**
  86308. * X
  86309. */
  86310. x: number;
  86311. /**
  86312. * Y
  86313. */
  86314. y: number;
  86315. /**
  86316. * Z
  86317. */
  86318. z: number;
  86319. }
  86320. }
  86321. declare module BABYLON {
  86322. /**
  86323. * Interface used to describe a physics joint
  86324. */
  86325. export interface PhysicsImpostorJoint {
  86326. /** Defines the main impostor to which the joint is linked */
  86327. mainImpostor: PhysicsImpostor;
  86328. /** Defines the impostor that is connected to the main impostor using this joint */
  86329. connectedImpostor: PhysicsImpostor;
  86330. /** Defines the joint itself */
  86331. joint: PhysicsJoint;
  86332. }
  86333. /** @hidden */
  86334. export interface IPhysicsEnginePlugin {
  86335. world: any;
  86336. name: string;
  86337. setGravity(gravity: Vector3): void;
  86338. setTimeStep(timeStep: number): void;
  86339. getTimeStep(): number;
  86340. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  86341. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86342. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  86343. generatePhysicsBody(impostor: PhysicsImpostor): void;
  86344. removePhysicsBody(impostor: PhysicsImpostor): void;
  86345. generateJoint(joint: PhysicsImpostorJoint): void;
  86346. removeJoint(joint: PhysicsImpostorJoint): void;
  86347. isSupported(): boolean;
  86348. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  86349. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  86350. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86351. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  86352. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86353. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  86354. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  86355. getBodyMass(impostor: PhysicsImpostor): number;
  86356. getBodyFriction(impostor: PhysicsImpostor): number;
  86357. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  86358. getBodyRestitution(impostor: PhysicsImpostor): number;
  86359. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  86360. getBodyPressure?(impostor: PhysicsImpostor): number;
  86361. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  86362. getBodyStiffness?(impostor: PhysicsImpostor): number;
  86363. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  86364. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  86365. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  86366. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  86367. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  86368. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86369. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  86370. sleepBody(impostor: PhysicsImpostor): void;
  86371. wakeUpBody(impostor: PhysicsImpostor): void;
  86372. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86373. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  86374. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  86375. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86376. getRadius(impostor: PhysicsImpostor): number;
  86377. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  86378. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  86379. dispose(): void;
  86380. }
  86381. /**
  86382. * Interface used to define a physics engine
  86383. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  86384. */
  86385. export interface IPhysicsEngine {
  86386. /**
  86387. * Gets the gravity vector used by the simulation
  86388. */
  86389. gravity: Vector3;
  86390. /**
  86391. * Sets the gravity vector used by the simulation
  86392. * @param gravity defines the gravity vector to use
  86393. */
  86394. setGravity(gravity: Vector3): void;
  86395. /**
  86396. * Set the time step of the physics engine.
  86397. * Default is 1/60.
  86398. * To slow it down, enter 1/600 for example.
  86399. * To speed it up, 1/30
  86400. * @param newTimeStep the new timestep to apply to this world.
  86401. */
  86402. setTimeStep(newTimeStep: number): void;
  86403. /**
  86404. * Get the time step of the physics engine.
  86405. * @returns the current time step
  86406. */
  86407. getTimeStep(): number;
  86408. /**
  86409. * Release all resources
  86410. */
  86411. dispose(): void;
  86412. /**
  86413. * Gets the name of the current physics plugin
  86414. * @returns the name of the plugin
  86415. */
  86416. getPhysicsPluginName(): string;
  86417. /**
  86418. * Adding a new impostor for the impostor tracking.
  86419. * This will be done by the impostor itself.
  86420. * @param impostor the impostor to add
  86421. */
  86422. addImpostor(impostor: PhysicsImpostor): void;
  86423. /**
  86424. * Remove an impostor from the engine.
  86425. * This impostor and its mesh will not longer be updated by the physics engine.
  86426. * @param impostor the impostor to remove
  86427. */
  86428. removeImpostor(impostor: PhysicsImpostor): void;
  86429. /**
  86430. * Add a joint to the physics engine
  86431. * @param mainImpostor defines the main impostor to which the joint is added.
  86432. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  86433. * @param joint defines the joint that will connect both impostors.
  86434. */
  86435. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86436. /**
  86437. * Removes a joint from the simulation
  86438. * @param mainImpostor defines the impostor used with the joint
  86439. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  86440. * @param joint defines the joint to remove
  86441. */
  86442. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  86443. /**
  86444. * Gets the current plugin used to run the simulation
  86445. * @returns current plugin
  86446. */
  86447. getPhysicsPlugin(): IPhysicsEnginePlugin;
  86448. /**
  86449. * Gets the list of physic impostors
  86450. * @returns an array of PhysicsImpostor
  86451. */
  86452. getImpostors(): Array<PhysicsImpostor>;
  86453. /**
  86454. * Gets the impostor for a physics enabled object
  86455. * @param object defines the object impersonated by the impostor
  86456. * @returns the PhysicsImpostor or null if not found
  86457. */
  86458. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86459. /**
  86460. * Gets the impostor for a physics body object
  86461. * @param body defines physics body used by the impostor
  86462. * @returns the PhysicsImpostor or null if not found
  86463. */
  86464. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  86465. /**
  86466. * Does a raycast in the physics world
  86467. * @param from when should the ray start?
  86468. * @param to when should the ray end?
  86469. * @returns PhysicsRaycastResult
  86470. */
  86471. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  86472. /**
  86473. * Called by the scene. No need to call it.
  86474. * @param delta defines the timespam between frames
  86475. */
  86476. _step(delta: number): void;
  86477. }
  86478. }
  86479. declare module BABYLON {
  86480. /**
  86481. * The interface for the physics imposter parameters
  86482. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86483. */
  86484. export interface PhysicsImpostorParameters {
  86485. /**
  86486. * The mass of the physics imposter
  86487. */
  86488. mass: number;
  86489. /**
  86490. * The friction of the physics imposter
  86491. */
  86492. friction?: number;
  86493. /**
  86494. * The coefficient of restitution of the physics imposter
  86495. */
  86496. restitution?: number;
  86497. /**
  86498. * The native options of the physics imposter
  86499. */
  86500. nativeOptions?: any;
  86501. /**
  86502. * Specifies if the parent should be ignored
  86503. */
  86504. ignoreParent?: boolean;
  86505. /**
  86506. * Specifies if bi-directional transformations should be disabled
  86507. */
  86508. disableBidirectionalTransformation?: boolean;
  86509. /**
  86510. * The pressure inside the physics imposter, soft object only
  86511. */
  86512. pressure?: number;
  86513. /**
  86514. * The stiffness the physics imposter, soft object only
  86515. */
  86516. stiffness?: number;
  86517. /**
  86518. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  86519. */
  86520. velocityIterations?: number;
  86521. /**
  86522. * The number of iterations used in maintaining consistent vertex positions, soft object only
  86523. */
  86524. positionIterations?: number;
  86525. /**
  86526. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  86527. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  86528. * Add to fix multiple points
  86529. */
  86530. fixedPoints?: number;
  86531. /**
  86532. * The collision margin around a soft object
  86533. */
  86534. margin?: number;
  86535. /**
  86536. * The collision margin around a soft object
  86537. */
  86538. damping?: number;
  86539. /**
  86540. * The path for a rope based on an extrusion
  86541. */
  86542. path?: any;
  86543. /**
  86544. * The shape of an extrusion used for a rope based on an extrusion
  86545. */
  86546. shape?: any;
  86547. }
  86548. /**
  86549. * Interface for a physics-enabled object
  86550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86551. */
  86552. export interface IPhysicsEnabledObject {
  86553. /**
  86554. * The position of the physics-enabled object
  86555. */
  86556. position: Vector3;
  86557. /**
  86558. * The rotation of the physics-enabled object
  86559. */
  86560. rotationQuaternion: Nullable<Quaternion>;
  86561. /**
  86562. * The scale of the physics-enabled object
  86563. */
  86564. scaling: Vector3;
  86565. /**
  86566. * The rotation of the physics-enabled object
  86567. */
  86568. rotation?: Vector3;
  86569. /**
  86570. * The parent of the physics-enabled object
  86571. */
  86572. parent?: any;
  86573. /**
  86574. * The bounding info of the physics-enabled object
  86575. * @returns The bounding info of the physics-enabled object
  86576. */
  86577. getBoundingInfo(): BoundingInfo;
  86578. /**
  86579. * Computes the world matrix
  86580. * @param force Specifies if the world matrix should be computed by force
  86581. * @returns A world matrix
  86582. */
  86583. computeWorldMatrix(force: boolean): Matrix;
  86584. /**
  86585. * Gets the world matrix
  86586. * @returns A world matrix
  86587. */
  86588. getWorldMatrix?(): Matrix;
  86589. /**
  86590. * Gets the child meshes
  86591. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  86592. * @returns An array of abstract meshes
  86593. */
  86594. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  86595. /**
  86596. * Gets the vertex data
  86597. * @param kind The type of vertex data
  86598. * @returns A nullable array of numbers, or a float32 array
  86599. */
  86600. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  86601. /**
  86602. * Gets the indices from the mesh
  86603. * @returns A nullable array of index arrays
  86604. */
  86605. getIndices?(): Nullable<IndicesArray>;
  86606. /**
  86607. * Gets the scene from the mesh
  86608. * @returns the indices array or null
  86609. */
  86610. getScene?(): Scene;
  86611. /**
  86612. * Gets the absolute position from the mesh
  86613. * @returns the absolute position
  86614. */
  86615. getAbsolutePosition(): Vector3;
  86616. /**
  86617. * Gets the absolute pivot point from the mesh
  86618. * @returns the absolute pivot point
  86619. */
  86620. getAbsolutePivotPoint(): Vector3;
  86621. /**
  86622. * Rotates the mesh
  86623. * @param axis The axis of rotation
  86624. * @param amount The amount of rotation
  86625. * @param space The space of the rotation
  86626. * @returns The rotation transform node
  86627. */
  86628. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  86629. /**
  86630. * Translates the mesh
  86631. * @param axis The axis of translation
  86632. * @param distance The distance of translation
  86633. * @param space The space of the translation
  86634. * @returns The transform node
  86635. */
  86636. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  86637. /**
  86638. * Sets the absolute position of the mesh
  86639. * @param absolutePosition The absolute position of the mesh
  86640. * @returns The transform node
  86641. */
  86642. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86643. /**
  86644. * Gets the class name of the mesh
  86645. * @returns The class name
  86646. */
  86647. getClassName(): string;
  86648. }
  86649. /**
  86650. * Represents a physics imposter
  86651. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86652. */
  86653. export class PhysicsImpostor {
  86654. /**
  86655. * The physics-enabled object used as the physics imposter
  86656. */
  86657. object: IPhysicsEnabledObject;
  86658. /**
  86659. * The type of the physics imposter
  86660. */
  86661. type: number;
  86662. private _options;
  86663. private _scene?;
  86664. /**
  86665. * The default object size of the imposter
  86666. */
  86667. static DEFAULT_OBJECT_SIZE: Vector3;
  86668. /**
  86669. * The identity quaternion of the imposter
  86670. */
  86671. static IDENTITY_QUATERNION: Quaternion;
  86672. /** @hidden */
  86673. _pluginData: any;
  86674. private _physicsEngine;
  86675. private _physicsBody;
  86676. private _bodyUpdateRequired;
  86677. private _onBeforePhysicsStepCallbacks;
  86678. private _onAfterPhysicsStepCallbacks;
  86679. /** @hidden */
  86680. _onPhysicsCollideCallbacks: Array<{
  86681. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  86682. otherImpostors: Array<PhysicsImpostor>;
  86683. }>;
  86684. private _deltaPosition;
  86685. private _deltaRotation;
  86686. private _deltaRotationConjugated;
  86687. /** @hidden */
  86688. _isFromLine: boolean;
  86689. private _parent;
  86690. private _isDisposed;
  86691. private static _tmpVecs;
  86692. private static _tmpQuat;
  86693. /**
  86694. * Specifies if the physics imposter is disposed
  86695. */
  86696. readonly isDisposed: boolean;
  86697. /**
  86698. * Gets the mass of the physics imposter
  86699. */
  86700. mass: number;
  86701. /**
  86702. * Gets the coefficient of friction
  86703. */
  86704. /**
  86705. * Sets the coefficient of friction
  86706. */
  86707. friction: number;
  86708. /**
  86709. * Gets the coefficient of restitution
  86710. */
  86711. /**
  86712. * Sets the coefficient of restitution
  86713. */
  86714. restitution: number;
  86715. /**
  86716. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  86717. */
  86718. /**
  86719. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  86720. */
  86721. pressure: number;
  86722. /**
  86723. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86724. */
  86725. /**
  86726. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  86727. */
  86728. stiffness: number;
  86729. /**
  86730. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86731. */
  86732. /**
  86733. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  86734. */
  86735. velocityIterations: number;
  86736. /**
  86737. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86738. */
  86739. /**
  86740. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  86741. */
  86742. positionIterations: number;
  86743. /**
  86744. * The unique id of the physics imposter
  86745. * set by the physics engine when adding this impostor to the array
  86746. */
  86747. uniqueId: number;
  86748. /**
  86749. * @hidden
  86750. */
  86751. soft: boolean;
  86752. /**
  86753. * @hidden
  86754. */
  86755. segments: number;
  86756. private _joints;
  86757. /**
  86758. * Initializes the physics imposter
  86759. * @param object The physics-enabled object used as the physics imposter
  86760. * @param type The type of the physics imposter
  86761. * @param _options The options for the physics imposter
  86762. * @param _scene The Babylon scene
  86763. */
  86764. constructor(
  86765. /**
  86766. * The physics-enabled object used as the physics imposter
  86767. */
  86768. object: IPhysicsEnabledObject,
  86769. /**
  86770. * The type of the physics imposter
  86771. */
  86772. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  86773. /**
  86774. * This function will completly initialize this impostor.
  86775. * It will create a new body - but only if this mesh has no parent.
  86776. * If it has, this impostor will not be used other than to define the impostor
  86777. * of the child mesh.
  86778. * @hidden
  86779. */
  86780. _init(): void;
  86781. private _getPhysicsParent;
  86782. /**
  86783. * Should a new body be generated.
  86784. * @returns boolean specifying if body initialization is required
  86785. */
  86786. isBodyInitRequired(): boolean;
  86787. /**
  86788. * Sets the updated scaling
  86789. * @param updated Specifies if the scaling is updated
  86790. */
  86791. setScalingUpdated(): void;
  86792. /**
  86793. * Force a regeneration of this or the parent's impostor's body.
  86794. * Use under cautious - This will remove all joints already implemented.
  86795. */
  86796. forceUpdate(): void;
  86797. /**
  86798. * Gets the body that holds this impostor. Either its own, or its parent.
  86799. */
  86800. /**
  86801. * Set the physics body. Used mainly by the physics engine/plugin
  86802. */
  86803. physicsBody: any;
  86804. /**
  86805. * Get the parent of the physics imposter
  86806. * @returns Physics imposter or null
  86807. */
  86808. /**
  86809. * Sets the parent of the physics imposter
  86810. */
  86811. parent: Nullable<PhysicsImpostor>;
  86812. /**
  86813. * Resets the update flags
  86814. */
  86815. resetUpdateFlags(): void;
  86816. /**
  86817. * Gets the object extend size
  86818. * @returns the object extend size
  86819. */
  86820. getObjectExtendSize(): Vector3;
  86821. /**
  86822. * Gets the object center
  86823. * @returns The object center
  86824. */
  86825. getObjectCenter(): Vector3;
  86826. /**
  86827. * Get a specific parametes from the options parameter
  86828. * @param paramName The object parameter name
  86829. * @returns The object parameter
  86830. */
  86831. getParam(paramName: string): any;
  86832. /**
  86833. * Sets a specific parameter in the options given to the physics plugin
  86834. * @param paramName The parameter name
  86835. * @param value The value of the parameter
  86836. */
  86837. setParam(paramName: string, value: number): void;
  86838. /**
  86839. * Specifically change the body's mass option. Won't recreate the physics body object
  86840. * @param mass The mass of the physics imposter
  86841. */
  86842. setMass(mass: number): void;
  86843. /**
  86844. * Gets the linear velocity
  86845. * @returns linear velocity or null
  86846. */
  86847. getLinearVelocity(): Nullable<Vector3>;
  86848. /**
  86849. * Sets the linear velocity
  86850. * @param velocity linear velocity or null
  86851. */
  86852. setLinearVelocity(velocity: Nullable<Vector3>): void;
  86853. /**
  86854. * Gets the angular velocity
  86855. * @returns angular velocity or null
  86856. */
  86857. getAngularVelocity(): Nullable<Vector3>;
  86858. /**
  86859. * Sets the angular velocity
  86860. * @param velocity The velocity or null
  86861. */
  86862. setAngularVelocity(velocity: Nullable<Vector3>): void;
  86863. /**
  86864. * Execute a function with the physics plugin native code
  86865. * Provide a function the will have two variables - the world object and the physics body object
  86866. * @param func The function to execute with the physics plugin native code
  86867. */
  86868. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  86869. /**
  86870. * Register a function that will be executed before the physics world is stepping forward
  86871. * @param func The function to execute before the physics world is stepped forward
  86872. */
  86873. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86874. /**
  86875. * Unregister a function that will be executed before the physics world is stepping forward
  86876. * @param func The function to execute before the physics world is stepped forward
  86877. */
  86878. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86879. /**
  86880. * Register a function that will be executed after the physics step
  86881. * @param func The function to execute after physics step
  86882. */
  86883. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86884. /**
  86885. * Unregisters a function that will be executed after the physics step
  86886. * @param func The function to execute after physics step
  86887. */
  86888. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  86889. /**
  86890. * register a function that will be executed when this impostor collides against a different body
  86891. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  86892. * @param func Callback that is executed on collision
  86893. */
  86894. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  86895. /**
  86896. * Unregisters the physics imposter on contact
  86897. * @param collideAgainst The physics object to collide against
  86898. * @param func Callback to execute on collision
  86899. */
  86900. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  86901. private _tmpQuat;
  86902. private _tmpQuat2;
  86903. /**
  86904. * Get the parent rotation
  86905. * @returns The parent rotation
  86906. */
  86907. getParentsRotation(): Quaternion;
  86908. /**
  86909. * this function is executed by the physics engine.
  86910. */
  86911. beforeStep: () => void;
  86912. /**
  86913. * this function is executed by the physics engine
  86914. */
  86915. afterStep: () => void;
  86916. /**
  86917. * Legacy collision detection event support
  86918. */
  86919. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  86920. /**
  86921. * event and body object due to cannon's event-based architecture.
  86922. */
  86923. onCollide: (e: {
  86924. body: any;
  86925. }) => void;
  86926. /**
  86927. * Apply a force
  86928. * @param force The force to apply
  86929. * @param contactPoint The contact point for the force
  86930. * @returns The physics imposter
  86931. */
  86932. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86933. /**
  86934. * Apply an impulse
  86935. * @param force The impulse force
  86936. * @param contactPoint The contact point for the impulse force
  86937. * @returns The physics imposter
  86938. */
  86939. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  86940. /**
  86941. * A help function to create a joint
  86942. * @param otherImpostor A physics imposter used to create a joint
  86943. * @param jointType The type of joint
  86944. * @param jointData The data for the joint
  86945. * @returns The physics imposter
  86946. */
  86947. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  86948. /**
  86949. * Add a joint to this impostor with a different impostor
  86950. * @param otherImpostor A physics imposter used to add a joint
  86951. * @param joint The joint to add
  86952. * @returns The physics imposter
  86953. */
  86954. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  86955. /**
  86956. * Add an anchor to a cloth impostor
  86957. * @param otherImpostor rigid impostor to anchor to
  86958. * @param width ratio across width from 0 to 1
  86959. * @param height ratio up height from 0 to 1
  86960. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  86961. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  86962. * @returns impostor the soft imposter
  86963. */
  86964. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86965. /**
  86966. * Add a hook to a rope impostor
  86967. * @param otherImpostor rigid impostor to anchor to
  86968. * @param length ratio across rope from 0 to 1
  86969. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  86970. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  86971. * @returns impostor the rope imposter
  86972. */
  86973. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  86974. /**
  86975. * Will keep this body still, in a sleep mode.
  86976. * @returns the physics imposter
  86977. */
  86978. sleep(): PhysicsImpostor;
  86979. /**
  86980. * Wake the body up.
  86981. * @returns The physics imposter
  86982. */
  86983. wakeUp(): PhysicsImpostor;
  86984. /**
  86985. * Clones the physics imposter
  86986. * @param newObject The physics imposter clones to this physics-enabled object
  86987. * @returns A nullable physics imposter
  86988. */
  86989. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  86990. /**
  86991. * Disposes the physics imposter
  86992. */
  86993. dispose(): void;
  86994. /**
  86995. * Sets the delta position
  86996. * @param position The delta position amount
  86997. */
  86998. setDeltaPosition(position: Vector3): void;
  86999. /**
  87000. * Sets the delta rotation
  87001. * @param rotation The delta rotation amount
  87002. */
  87003. setDeltaRotation(rotation: Quaternion): void;
  87004. /**
  87005. * Gets the box size of the physics imposter and stores the result in the input parameter
  87006. * @param result Stores the box size
  87007. * @returns The physics imposter
  87008. */
  87009. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87010. /**
  87011. * Gets the radius of the physics imposter
  87012. * @returns Radius of the physics imposter
  87013. */
  87014. getRadius(): number;
  87015. /**
  87016. * Sync a bone with this impostor
  87017. * @param bone The bone to sync to the impostor.
  87018. * @param boneMesh The mesh that the bone is influencing.
  87019. * @param jointPivot The pivot of the joint / bone in local space.
  87020. * @param distToJoint Optional distance from the impostor to the joint.
  87021. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87022. */
  87023. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87024. /**
  87025. * Sync impostor to a bone
  87026. * @param bone The bone that the impostor will be synced to.
  87027. * @param boneMesh The mesh that the bone is influencing.
  87028. * @param jointPivot The pivot of the joint / bone in local space.
  87029. * @param distToJoint Optional distance from the impostor to the joint.
  87030. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87031. * @param boneAxis Optional vector3 axis the bone is aligned with
  87032. */
  87033. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87034. /**
  87035. * No-Imposter type
  87036. */
  87037. static NoImpostor: number;
  87038. /**
  87039. * Sphere-Imposter type
  87040. */
  87041. static SphereImpostor: number;
  87042. /**
  87043. * Box-Imposter type
  87044. */
  87045. static BoxImpostor: number;
  87046. /**
  87047. * Plane-Imposter type
  87048. */
  87049. static PlaneImpostor: number;
  87050. /**
  87051. * Mesh-imposter type
  87052. */
  87053. static MeshImpostor: number;
  87054. /**
  87055. * Capsule-Impostor type (Ammo.js plugin only)
  87056. */
  87057. static CapsuleImpostor: number;
  87058. /**
  87059. * Cylinder-Imposter type
  87060. */
  87061. static CylinderImpostor: number;
  87062. /**
  87063. * Particle-Imposter type
  87064. */
  87065. static ParticleImpostor: number;
  87066. /**
  87067. * Heightmap-Imposter type
  87068. */
  87069. static HeightmapImpostor: number;
  87070. /**
  87071. * ConvexHull-Impostor type (Ammo.js plugin only)
  87072. */
  87073. static ConvexHullImpostor: number;
  87074. /**
  87075. * Rope-Imposter type
  87076. */
  87077. static RopeImpostor: number;
  87078. /**
  87079. * Cloth-Imposter type
  87080. */
  87081. static ClothImpostor: number;
  87082. /**
  87083. * Softbody-Imposter type
  87084. */
  87085. static SoftbodyImpostor: number;
  87086. }
  87087. }
  87088. declare module BABYLON {
  87089. /**
  87090. * @hidden
  87091. **/
  87092. export class _CreationDataStorage {
  87093. closePath?: boolean;
  87094. closeArray?: boolean;
  87095. idx: number[];
  87096. dashSize: number;
  87097. gapSize: number;
  87098. path3D: Path3D;
  87099. pathArray: Vector3[][];
  87100. arc: number;
  87101. radius: number;
  87102. cap: number;
  87103. tessellation: number;
  87104. }
  87105. /**
  87106. * @hidden
  87107. **/
  87108. class _InstanceDataStorage {
  87109. visibleInstances: any;
  87110. batchCache: _InstancesBatch;
  87111. instancesBufferSize: number;
  87112. instancesBuffer: Nullable<Buffer>;
  87113. instancesData: Float32Array;
  87114. overridenInstanceCount: number;
  87115. isFrozen: boolean;
  87116. previousBatch: Nullable<_InstancesBatch>;
  87117. hardwareInstancedRendering: boolean;
  87118. sideOrientation: number;
  87119. }
  87120. /**
  87121. * @hidden
  87122. **/
  87123. export class _InstancesBatch {
  87124. mustReturn: boolean;
  87125. visibleInstances: Nullable<InstancedMesh[]>[];
  87126. renderSelf: boolean[];
  87127. hardwareInstancedRendering: boolean[];
  87128. }
  87129. /**
  87130. * Class used to represent renderable models
  87131. */
  87132. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87133. /**
  87134. * Mesh side orientation : usually the external or front surface
  87135. */
  87136. static readonly FRONTSIDE: number;
  87137. /**
  87138. * Mesh side orientation : usually the internal or back surface
  87139. */
  87140. static readonly BACKSIDE: number;
  87141. /**
  87142. * Mesh side orientation : both internal and external or front and back surfaces
  87143. */
  87144. static readonly DOUBLESIDE: number;
  87145. /**
  87146. * Mesh side orientation : by default, `FRONTSIDE`
  87147. */
  87148. static readonly DEFAULTSIDE: number;
  87149. /**
  87150. * Mesh cap setting : no cap
  87151. */
  87152. static readonly NO_CAP: number;
  87153. /**
  87154. * Mesh cap setting : one cap at the beginning of the mesh
  87155. */
  87156. static readonly CAP_START: number;
  87157. /**
  87158. * Mesh cap setting : one cap at the end of the mesh
  87159. */
  87160. static readonly CAP_END: number;
  87161. /**
  87162. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87163. */
  87164. static readonly CAP_ALL: number;
  87165. /**
  87166. * Mesh pattern setting : no flip or rotate
  87167. */
  87168. static readonly NO_FLIP: number;
  87169. /**
  87170. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87171. */
  87172. static readonly FLIP_TILE: number;
  87173. /**
  87174. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87175. */
  87176. static readonly ROTATE_TILE: number;
  87177. /**
  87178. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87179. */
  87180. static readonly FLIP_ROW: number;
  87181. /**
  87182. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87183. */
  87184. static readonly ROTATE_ROW: number;
  87185. /**
  87186. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87187. */
  87188. static readonly FLIP_N_ROTATE_TILE: number;
  87189. /**
  87190. * Mesh pattern setting : rotate pattern and rotate
  87191. */
  87192. static readonly FLIP_N_ROTATE_ROW: number;
  87193. /**
  87194. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87195. */
  87196. static readonly CENTER: number;
  87197. /**
  87198. * Mesh tile positioning : part tiles on left
  87199. */
  87200. static readonly LEFT: number;
  87201. /**
  87202. * Mesh tile positioning : part tiles on right
  87203. */
  87204. static readonly RIGHT: number;
  87205. /**
  87206. * Mesh tile positioning : part tiles on top
  87207. */
  87208. static readonly TOP: number;
  87209. /**
  87210. * Mesh tile positioning : part tiles on bottom
  87211. */
  87212. static readonly BOTTOM: number;
  87213. /**
  87214. * Gets the default side orientation.
  87215. * @param orientation the orientation to value to attempt to get
  87216. * @returns the default orientation
  87217. * @hidden
  87218. */
  87219. static _GetDefaultSideOrientation(orientation?: number): number;
  87220. private _internalMeshDataInfo;
  87221. /**
  87222. * An event triggered before rendering the mesh
  87223. */
  87224. readonly onBeforeRenderObservable: Observable<Mesh>;
  87225. /**
  87226. * An event triggered before binding the mesh
  87227. */
  87228. readonly onBeforeBindObservable: Observable<Mesh>;
  87229. /**
  87230. * An event triggered after rendering the mesh
  87231. */
  87232. readonly onAfterRenderObservable: Observable<Mesh>;
  87233. /**
  87234. * An event triggered before drawing the mesh
  87235. */
  87236. readonly onBeforeDrawObservable: Observable<Mesh>;
  87237. private _onBeforeDrawObserver;
  87238. /**
  87239. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87240. */
  87241. onBeforeDraw: () => void;
  87242. /**
  87243. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87244. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87245. */
  87246. delayLoadState: number;
  87247. /**
  87248. * Gets the list of instances created from this mesh
  87249. * it is not supposed to be modified manually.
  87250. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87251. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87252. */
  87253. instances: InstancedMesh[];
  87254. /**
  87255. * Gets the file containing delay loading data for this mesh
  87256. */
  87257. delayLoadingFile: string;
  87258. /** @hidden */
  87259. _binaryInfo: any;
  87260. /**
  87261. * User defined function used to change how LOD level selection is done
  87262. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87263. */
  87264. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87265. /**
  87266. * Gets or sets the morph target manager
  87267. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87268. */
  87269. morphTargetManager: Nullable<MorphTargetManager>;
  87270. /** @hidden */
  87271. _creationDataStorage: Nullable<_CreationDataStorage>;
  87272. /** @hidden */
  87273. _geometry: Nullable<Geometry>;
  87274. /** @hidden */
  87275. _delayInfo: Array<string>;
  87276. /** @hidden */
  87277. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87278. /** @hidden */
  87279. _instanceDataStorage: _InstanceDataStorage;
  87280. private _effectiveMaterial;
  87281. /** @hidden */
  87282. _shouldGenerateFlatShading: boolean;
  87283. /** @hidden */
  87284. _originalBuilderSideOrientation: number;
  87285. /**
  87286. * Use this property to change the original side orientation defined at construction time
  87287. */
  87288. overrideMaterialSideOrientation: Nullable<number>;
  87289. /**
  87290. * Gets the source mesh (the one used to clone this one from)
  87291. */
  87292. readonly source: Nullable<Mesh>;
  87293. /**
  87294. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87295. */
  87296. isUnIndexed: boolean;
  87297. /**
  87298. * @constructor
  87299. * @param name The value used by scene.getMeshByName() to do a lookup.
  87300. * @param scene The scene to add this mesh to.
  87301. * @param parent The parent of this mesh, if it has one
  87302. * @param source An optional Mesh from which geometry is shared, cloned.
  87303. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87304. * When false, achieved by calling a clone(), also passing False.
  87305. * This will make creation of children, recursive.
  87306. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87307. */
  87308. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87309. /**
  87310. * Gets the class name
  87311. * @returns the string "Mesh".
  87312. */
  87313. getClassName(): string;
  87314. /** @hidden */
  87315. readonly _isMesh: boolean;
  87316. /**
  87317. * Returns a description of this mesh
  87318. * @param fullDetails define if full details about this mesh must be used
  87319. * @returns a descriptive string representing this mesh
  87320. */
  87321. toString(fullDetails?: boolean): string;
  87322. /** @hidden */
  87323. _unBindEffect(): void;
  87324. /**
  87325. * Gets a boolean indicating if this mesh has LOD
  87326. */
  87327. readonly hasLODLevels: boolean;
  87328. /**
  87329. * Gets the list of MeshLODLevel associated with the current mesh
  87330. * @returns an array of MeshLODLevel
  87331. */
  87332. getLODLevels(): MeshLODLevel[];
  87333. private _sortLODLevels;
  87334. /**
  87335. * Add a mesh as LOD level triggered at the given distance.
  87336. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87337. * @param distance The distance from the center of the object to show this level
  87338. * @param mesh The mesh to be added as LOD level (can be null)
  87339. * @return This mesh (for chaining)
  87340. */
  87341. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  87342. /**
  87343. * Returns the LOD level mesh at the passed distance or null if not found.
  87344. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87345. * @param distance The distance from the center of the object to show this level
  87346. * @returns a Mesh or `null`
  87347. */
  87348. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  87349. /**
  87350. * Remove a mesh from the LOD array
  87351. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87352. * @param mesh defines the mesh to be removed
  87353. * @return This mesh (for chaining)
  87354. */
  87355. removeLODLevel(mesh: Mesh): Mesh;
  87356. /**
  87357. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  87358. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  87359. * @param camera defines the camera to use to compute distance
  87360. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  87361. * @return This mesh (for chaining)
  87362. */
  87363. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  87364. /**
  87365. * Gets the mesh internal Geometry object
  87366. */
  87367. readonly geometry: Nullable<Geometry>;
  87368. /**
  87369. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  87370. * @returns the total number of vertices
  87371. */
  87372. getTotalVertices(): number;
  87373. /**
  87374. * Returns the content of an associated vertex buffer
  87375. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87376. * - VertexBuffer.PositionKind
  87377. * - VertexBuffer.UVKind
  87378. * - VertexBuffer.UV2Kind
  87379. * - VertexBuffer.UV3Kind
  87380. * - VertexBuffer.UV4Kind
  87381. * - VertexBuffer.UV5Kind
  87382. * - VertexBuffer.UV6Kind
  87383. * - VertexBuffer.ColorKind
  87384. * - VertexBuffer.MatricesIndicesKind
  87385. * - VertexBuffer.MatricesIndicesExtraKind
  87386. * - VertexBuffer.MatricesWeightsKind
  87387. * - VertexBuffer.MatricesWeightsExtraKind
  87388. * @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
  87389. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  87390. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  87391. */
  87392. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  87393. /**
  87394. * Returns the mesh VertexBuffer object from the requested `kind`
  87395. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87396. * - VertexBuffer.PositionKind
  87397. * - VertexBuffer.NormalKind
  87398. * - VertexBuffer.UVKind
  87399. * - VertexBuffer.UV2Kind
  87400. * - VertexBuffer.UV3Kind
  87401. * - VertexBuffer.UV4Kind
  87402. * - VertexBuffer.UV5Kind
  87403. * - VertexBuffer.UV6Kind
  87404. * - VertexBuffer.ColorKind
  87405. * - VertexBuffer.MatricesIndicesKind
  87406. * - VertexBuffer.MatricesIndicesExtraKind
  87407. * - VertexBuffer.MatricesWeightsKind
  87408. * - VertexBuffer.MatricesWeightsExtraKind
  87409. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  87410. */
  87411. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  87412. /**
  87413. * Tests if a specific vertex buffer is associated with this mesh
  87414. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87415. * - VertexBuffer.PositionKind
  87416. * - VertexBuffer.NormalKind
  87417. * - VertexBuffer.UVKind
  87418. * - VertexBuffer.UV2Kind
  87419. * - VertexBuffer.UV3Kind
  87420. * - VertexBuffer.UV4Kind
  87421. * - VertexBuffer.UV5Kind
  87422. * - VertexBuffer.UV6Kind
  87423. * - VertexBuffer.ColorKind
  87424. * - VertexBuffer.MatricesIndicesKind
  87425. * - VertexBuffer.MatricesIndicesExtraKind
  87426. * - VertexBuffer.MatricesWeightsKind
  87427. * - VertexBuffer.MatricesWeightsExtraKind
  87428. * @returns a boolean
  87429. */
  87430. isVerticesDataPresent(kind: string): boolean;
  87431. /**
  87432. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  87433. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  87434. * - VertexBuffer.PositionKind
  87435. * - VertexBuffer.UVKind
  87436. * - VertexBuffer.UV2Kind
  87437. * - VertexBuffer.UV3Kind
  87438. * - VertexBuffer.UV4Kind
  87439. * - VertexBuffer.UV5Kind
  87440. * - VertexBuffer.UV6Kind
  87441. * - VertexBuffer.ColorKind
  87442. * - VertexBuffer.MatricesIndicesKind
  87443. * - VertexBuffer.MatricesIndicesExtraKind
  87444. * - VertexBuffer.MatricesWeightsKind
  87445. * - VertexBuffer.MatricesWeightsExtraKind
  87446. * @returns a boolean
  87447. */
  87448. isVertexBufferUpdatable(kind: string): boolean;
  87449. /**
  87450. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  87451. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  87452. * - VertexBuffer.PositionKind
  87453. * - VertexBuffer.NormalKind
  87454. * - VertexBuffer.UVKind
  87455. * - VertexBuffer.UV2Kind
  87456. * - VertexBuffer.UV3Kind
  87457. * - VertexBuffer.UV4Kind
  87458. * - VertexBuffer.UV5Kind
  87459. * - VertexBuffer.UV6Kind
  87460. * - VertexBuffer.ColorKind
  87461. * - VertexBuffer.MatricesIndicesKind
  87462. * - VertexBuffer.MatricesIndicesExtraKind
  87463. * - VertexBuffer.MatricesWeightsKind
  87464. * - VertexBuffer.MatricesWeightsExtraKind
  87465. * @returns an array of strings
  87466. */
  87467. getVerticesDataKinds(): string[];
  87468. /**
  87469. * Returns a positive integer : the total number of indices in this mesh geometry.
  87470. * @returns the numner of indices or zero if the mesh has no geometry.
  87471. */
  87472. getTotalIndices(): number;
  87473. /**
  87474. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  87475. * @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.
  87476. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  87477. * @returns the indices array or an empty array if the mesh has no geometry
  87478. */
  87479. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  87480. readonly isBlocked: boolean;
  87481. /**
  87482. * Determine if the current mesh is ready to be rendered
  87483. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  87484. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  87485. * @returns true if all associated assets are ready (material, textures, shaders)
  87486. */
  87487. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  87488. /**
  87489. * 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.
  87490. */
  87491. readonly areNormalsFrozen: boolean;
  87492. /**
  87493. * 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.
  87494. * @returns the current mesh
  87495. */
  87496. freezeNormals(): Mesh;
  87497. /**
  87498. * 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
  87499. * @returns the current mesh
  87500. */
  87501. unfreezeNormals(): Mesh;
  87502. /**
  87503. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  87504. */
  87505. overridenInstanceCount: number;
  87506. /** @hidden */
  87507. _preActivate(): Mesh;
  87508. /** @hidden */
  87509. _preActivateForIntermediateRendering(renderId: number): Mesh;
  87510. /** @hidden */
  87511. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  87512. /**
  87513. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87514. * This means the mesh underlying bounding box and sphere are recomputed.
  87515. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87516. * @returns the current mesh
  87517. */
  87518. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  87519. /** @hidden */
  87520. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  87521. /**
  87522. * This function will subdivide the mesh into multiple submeshes
  87523. * @param count defines the expected number of submeshes
  87524. */
  87525. subdivide(count: number): void;
  87526. /**
  87527. * Copy a FloatArray into a specific associated vertex buffer
  87528. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87529. * - VertexBuffer.PositionKind
  87530. * - VertexBuffer.UVKind
  87531. * - VertexBuffer.UV2Kind
  87532. * - VertexBuffer.UV3Kind
  87533. * - VertexBuffer.UV4Kind
  87534. * - VertexBuffer.UV5Kind
  87535. * - VertexBuffer.UV6Kind
  87536. * - VertexBuffer.ColorKind
  87537. * - VertexBuffer.MatricesIndicesKind
  87538. * - VertexBuffer.MatricesIndicesExtraKind
  87539. * - VertexBuffer.MatricesWeightsKind
  87540. * - VertexBuffer.MatricesWeightsExtraKind
  87541. * @param data defines the data source
  87542. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87543. * @param stride defines the data stride size (can be null)
  87544. * @returns the current mesh
  87545. */
  87546. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  87547. /**
  87548. * Flags an associated vertex buffer as updatable
  87549. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  87550. * - VertexBuffer.PositionKind
  87551. * - VertexBuffer.UVKind
  87552. * - VertexBuffer.UV2Kind
  87553. * - VertexBuffer.UV3Kind
  87554. * - VertexBuffer.UV4Kind
  87555. * - VertexBuffer.UV5Kind
  87556. * - VertexBuffer.UV6Kind
  87557. * - VertexBuffer.ColorKind
  87558. * - VertexBuffer.MatricesIndicesKind
  87559. * - VertexBuffer.MatricesIndicesExtraKind
  87560. * - VertexBuffer.MatricesWeightsKind
  87561. * - VertexBuffer.MatricesWeightsExtraKind
  87562. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  87563. */
  87564. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  87565. /**
  87566. * Sets the mesh global Vertex Buffer
  87567. * @param buffer defines the buffer to use
  87568. * @returns the current mesh
  87569. */
  87570. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  87571. /**
  87572. * Update a specific associated vertex buffer
  87573. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  87574. * - VertexBuffer.PositionKind
  87575. * - VertexBuffer.UVKind
  87576. * - VertexBuffer.UV2Kind
  87577. * - VertexBuffer.UV3Kind
  87578. * - VertexBuffer.UV4Kind
  87579. * - VertexBuffer.UV5Kind
  87580. * - VertexBuffer.UV6Kind
  87581. * - VertexBuffer.ColorKind
  87582. * - VertexBuffer.MatricesIndicesKind
  87583. * - VertexBuffer.MatricesIndicesExtraKind
  87584. * - VertexBuffer.MatricesWeightsKind
  87585. * - VertexBuffer.MatricesWeightsExtraKind
  87586. * @param data defines the data source
  87587. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  87588. * @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)
  87589. * @returns the current mesh
  87590. */
  87591. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87592. /**
  87593. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  87594. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  87595. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  87596. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  87597. * @returns the current mesh
  87598. */
  87599. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  87600. /**
  87601. * Creates a un-shared specific occurence of the geometry for the mesh.
  87602. * @returns the current mesh
  87603. */
  87604. makeGeometryUnique(): Mesh;
  87605. /**
  87606. * Set the index buffer of this mesh
  87607. * @param indices defines the source data
  87608. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  87609. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  87610. * @returns the current mesh
  87611. */
  87612. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  87613. /**
  87614. * Update the current index buffer
  87615. * @param indices defines the source data
  87616. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  87617. * @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)
  87618. * @returns the current mesh
  87619. */
  87620. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  87621. /**
  87622. * Invert the geometry to move from a right handed system to a left handed one.
  87623. * @returns the current mesh
  87624. */
  87625. toLeftHanded(): Mesh;
  87626. /** @hidden */
  87627. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87628. /** @hidden */
  87629. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87630. /**
  87631. * Registers for this mesh a javascript function called just before the rendering process
  87632. * @param func defines the function to call before rendering this mesh
  87633. * @returns the current mesh
  87634. */
  87635. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87636. /**
  87637. * Disposes a previously registered javascript function called before the rendering
  87638. * @param func defines the function to remove
  87639. * @returns the current mesh
  87640. */
  87641. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  87642. /**
  87643. * Registers for this mesh a javascript function called just after the rendering is complete
  87644. * @param func defines the function to call after rendering this mesh
  87645. * @returns the current mesh
  87646. */
  87647. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87648. /**
  87649. * Disposes a previously registered javascript function called after the rendering.
  87650. * @param func defines the function to remove
  87651. * @returns the current mesh
  87652. */
  87653. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  87654. /** @hidden */
  87655. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  87656. /** @hidden */
  87657. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  87658. /** @hidden */
  87659. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  87660. /** @hidden */
  87661. _rebuild(): void;
  87662. /** @hidden */
  87663. _freeze(): void;
  87664. /** @hidden */
  87665. _unFreeze(): void;
  87666. /**
  87667. * 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
  87668. * @param subMesh defines the subMesh to render
  87669. * @param enableAlphaMode defines if alpha mode can be changed
  87670. * @returns the current mesh
  87671. */
  87672. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  87673. private _onBeforeDraw;
  87674. /**
  87675. * Renormalize the mesh and patch it up if there are no weights
  87676. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  87677. * However in the case of zero weights then we set just a single influence to 1.
  87678. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  87679. */
  87680. cleanMatrixWeights(): void;
  87681. private normalizeSkinFourWeights;
  87682. private normalizeSkinWeightsAndExtra;
  87683. /**
  87684. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  87685. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  87686. * the user know there was an issue with importing the mesh
  87687. * @returns a validation object with skinned, valid and report string
  87688. */
  87689. validateSkinning(): {
  87690. skinned: boolean;
  87691. valid: boolean;
  87692. report: string;
  87693. };
  87694. /** @hidden */
  87695. _checkDelayState(): Mesh;
  87696. private _queueLoad;
  87697. /**
  87698. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  87699. * A mesh is in the frustum if its bounding box intersects the frustum
  87700. * @param frustumPlanes defines the frustum to test
  87701. * @returns true if the mesh is in the frustum planes
  87702. */
  87703. isInFrustum(frustumPlanes: Plane[]): boolean;
  87704. /**
  87705. * Sets the mesh material by the material or multiMaterial `id` property
  87706. * @param id is a string identifying the material or the multiMaterial
  87707. * @returns the current mesh
  87708. */
  87709. setMaterialByID(id: string): Mesh;
  87710. /**
  87711. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  87712. * @returns an array of IAnimatable
  87713. */
  87714. getAnimatables(): IAnimatable[];
  87715. /**
  87716. * Modifies the mesh geometry according to the passed transformation matrix.
  87717. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  87718. * The mesh normals are modified using the same transformation.
  87719. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87720. * @param transform defines the transform matrix to use
  87721. * @see http://doc.babylonjs.com/resources/baking_transformations
  87722. * @returns the current mesh
  87723. */
  87724. bakeTransformIntoVertices(transform: Matrix): Mesh;
  87725. /**
  87726. * Modifies the mesh geometry according to its own current World Matrix.
  87727. * The mesh World Matrix is then reset.
  87728. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  87729. * Note that, under the hood, this method sets a new VertexBuffer each call.
  87730. * @see http://doc.babylonjs.com/resources/baking_transformations
  87731. * @returns the current mesh
  87732. */
  87733. bakeCurrentTransformIntoVertices(): Mesh;
  87734. /** @hidden */
  87735. readonly _positions: Nullable<Vector3[]>;
  87736. /** @hidden */
  87737. _resetPointsArrayCache(): Mesh;
  87738. /** @hidden */
  87739. _generatePointsArray(): boolean;
  87740. /**
  87741. * Returns a new Mesh object generated from the current mesh properties.
  87742. * This method must not get confused with createInstance()
  87743. * @param name is a string, the name given to the new mesh
  87744. * @param newParent can be any Node object (default `null`)
  87745. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  87746. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  87747. * @returns a new mesh
  87748. */
  87749. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  87750. /**
  87751. * Releases resources associated with this mesh.
  87752. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87753. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87754. */
  87755. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87756. /**
  87757. * Modifies the mesh geometry according to a displacement map.
  87758. * 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.
  87759. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87760. * @param url is a string, the URL from the image file is to be downloaded.
  87761. * @param minHeight is the lower limit of the displacement.
  87762. * @param maxHeight is the upper limit of the displacement.
  87763. * @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.
  87764. * @param uvOffset is an optional vector2 used to offset UV.
  87765. * @param uvScale is an optional vector2 used to scale UV.
  87766. * @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.
  87767. * @returns the Mesh.
  87768. */
  87769. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87770. /**
  87771. * Modifies the mesh geometry according to a displacementMap buffer.
  87772. * 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.
  87773. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  87774. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  87775. * @param heightMapWidth is the width of the buffer image.
  87776. * @param heightMapHeight is the height of the buffer image.
  87777. * @param minHeight is the lower limit of the displacement.
  87778. * @param maxHeight is the upper limit of the displacement.
  87779. * @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.
  87780. * @param uvOffset is an optional vector2 used to offset UV.
  87781. * @param uvScale is an optional vector2 used to scale UV.
  87782. * @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.
  87783. * @returns the Mesh.
  87784. */
  87785. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  87786. /**
  87787. * Modify the mesh to get a flat shading rendering.
  87788. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  87789. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  87790. * @returns current mesh
  87791. */
  87792. convertToFlatShadedMesh(): Mesh;
  87793. /**
  87794. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  87795. * In other words, more vertices, no more indices and a single bigger VBO.
  87796. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  87797. * @returns current mesh
  87798. */
  87799. convertToUnIndexedMesh(): Mesh;
  87800. /**
  87801. * Inverses facet orientations.
  87802. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87803. * @param flipNormals will also inverts the normals
  87804. * @returns current mesh
  87805. */
  87806. flipFaces(flipNormals?: boolean): Mesh;
  87807. /**
  87808. * Increase the number of facets and hence vertices in a mesh
  87809. * Vertex normals are interpolated from existing vertex normals
  87810. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87811. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  87812. */
  87813. increaseVertices(numberPerEdge: number): void;
  87814. /**
  87815. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  87816. * This will undo any application of covertToFlatShadedMesh
  87817. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  87818. */
  87819. forceSharedVertices(): void;
  87820. /** @hidden */
  87821. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  87822. /** @hidden */
  87823. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  87824. /**
  87825. * Creates a new InstancedMesh object from the mesh model.
  87826. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87827. * @param name defines the name of the new instance
  87828. * @returns a new InstancedMesh
  87829. */
  87830. createInstance(name: string): InstancedMesh;
  87831. /**
  87832. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  87833. * After this call, all the mesh instances have the same submeshes than the current mesh.
  87834. * @returns the current mesh
  87835. */
  87836. synchronizeInstances(): Mesh;
  87837. /**
  87838. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  87839. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  87840. * This should be used together with the simplification to avoid disappearing triangles.
  87841. * @param successCallback an optional success callback to be called after the optimization finished.
  87842. * @returns the current mesh
  87843. */
  87844. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  87845. /**
  87846. * Serialize current mesh
  87847. * @param serializationObject defines the object which will receive the serialization data
  87848. */
  87849. serialize(serializationObject: any): void;
  87850. /** @hidden */
  87851. _syncGeometryWithMorphTargetManager(): void;
  87852. /** @hidden */
  87853. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  87854. /**
  87855. * Returns a new Mesh object parsed from the source provided.
  87856. * @param parsedMesh is the source
  87857. * @param scene defines the hosting scene
  87858. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  87859. * @returns a new Mesh
  87860. */
  87861. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  87862. /**
  87863. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  87864. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  87865. * @param name defines the name of the mesh to create
  87866. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  87867. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  87868. * @param closePath creates a seam between the first and the last points of each path of the path array
  87869. * @param offset is taken in account only if the `pathArray` is containing a single path
  87870. * @param scene defines the hosting scene
  87871. * @param updatable defines if the mesh must be flagged as updatable
  87872. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87873. * @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)
  87874. * @returns a new Mesh
  87875. */
  87876. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  87877. /**
  87878. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  87879. * @param name defines the name of the mesh to create
  87880. * @param radius sets the radius size (float) of the polygon (default 0.5)
  87881. * @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
  87882. * @param scene defines the hosting scene
  87883. * @param updatable defines if the mesh must be flagged as updatable
  87884. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87885. * @returns a new Mesh
  87886. */
  87887. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87888. /**
  87889. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  87890. * @param name defines the name of the mesh to create
  87891. * @param size sets the size (float) of each box side (default 1)
  87892. * @param scene defines the hosting scene
  87893. * @param updatable defines if the mesh must be flagged as updatable
  87894. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87895. * @returns a new Mesh
  87896. */
  87897. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  87898. /**
  87899. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  87900. * @param name defines the name of the mesh to create
  87901. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87902. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87903. * @param scene defines the hosting scene
  87904. * @param updatable defines if the mesh must be flagged as updatable
  87905. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87906. * @returns a new Mesh
  87907. */
  87908. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87909. /**
  87910. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  87911. * @param name defines the name of the mesh to create
  87912. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  87913. * @param diameter sets the diameter size (float) of the sphere (default 1)
  87914. * @param scene defines the hosting scene
  87915. * @returns a new Mesh
  87916. */
  87917. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  87918. /**
  87919. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  87920. * @param name defines the name of the mesh to create
  87921. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  87922. * @param diameterTop set the top cap diameter (floats, default 1)
  87923. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  87924. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  87925. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  87926. * @param scene defines the hosting scene
  87927. * @param updatable defines if the mesh must be flagged as updatable
  87928. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87929. * @returns a new Mesh
  87930. */
  87931. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  87932. /**
  87933. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  87934. * @param name defines the name of the mesh to create
  87935. * @param diameter sets the diameter size (float) of the torus (default 1)
  87936. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  87937. * @param tessellation sets the number of torus sides (postive integer, default 16)
  87938. * @param scene defines the hosting scene
  87939. * @param updatable defines if the mesh must be flagged as updatable
  87940. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87941. * @returns a new Mesh
  87942. */
  87943. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87944. /**
  87945. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  87946. * @param name defines the name of the mesh to create
  87947. * @param radius sets the global radius size (float) of the torus knot (default 2)
  87948. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  87949. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  87950. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  87951. * @param p the number of windings on X axis (positive integers, default 2)
  87952. * @param q the number of windings on Y axis (positive integers, default 3)
  87953. * @param scene defines the hosting scene
  87954. * @param updatable defines if the mesh must be flagged as updatable
  87955. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87956. * @returns a new Mesh
  87957. */
  87958. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  87959. /**
  87960. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  87961. * @param name defines the name of the mesh to create
  87962. * @param points is an array successive Vector3
  87963. * @param scene defines the hosting scene
  87964. * @param updatable defines if the mesh must be flagged as updatable
  87965. * @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).
  87966. * @returns a new Mesh
  87967. */
  87968. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  87969. /**
  87970. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  87971. * @param name defines the name of the mesh to create
  87972. * @param points is an array successive Vector3
  87973. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  87974. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  87975. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  87976. * @param scene defines the hosting scene
  87977. * @param updatable defines if the mesh must be flagged as updatable
  87978. * @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)
  87979. * @returns a new Mesh
  87980. */
  87981. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  87982. /**
  87983. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  87984. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  87985. * 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.
  87986. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87987. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  87988. * Remember you can only change the shape positions, not their number when updating a polygon.
  87989. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  87990. * @param name defines the name of the mesh to create
  87991. * @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
  87992. * @param scene defines the hosting scene
  87993. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  87994. * @param updatable defines if the mesh must be flagged as updatable
  87995. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  87996. * @param earcutInjection can be used to inject your own earcut reference
  87997. * @returns a new Mesh
  87998. */
  87999. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88000. /**
  88001. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88002. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88003. * @param name defines the name of the mesh to create
  88004. * @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
  88005. * @param depth defines the height of extrusion
  88006. * @param scene defines the hosting scene
  88007. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88008. * @param updatable defines if the mesh must be flagged as updatable
  88009. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88010. * @param earcutInjection can be used to inject your own earcut reference
  88011. * @returns a new Mesh
  88012. */
  88013. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88014. /**
  88015. * Creates an extruded shape mesh.
  88016. * 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
  88017. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88018. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88019. * @param name defines the name of the mesh to create
  88020. * @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
  88021. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88022. * @param scale is the value to scale the shape
  88023. * @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
  88024. * @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
  88025. * @param scene defines the hosting scene
  88026. * @param updatable defines if the mesh must be flagged as updatable
  88027. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88028. * @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)
  88029. * @returns a new Mesh
  88030. */
  88031. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88032. /**
  88033. * Creates an custom extruded shape mesh.
  88034. * The custom extrusion is a parametric shape.
  88035. * It has no predefined shape. Its final shape will depend on the input parameters.
  88036. * Please consider using the same method from the MeshBuilder class instead
  88037. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88038. * @param name defines the name of the mesh to create
  88039. * @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
  88040. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88041. * @param scaleFunction is a custom Javascript function called on each path point
  88042. * @param rotationFunction is a custom Javascript function called on each path point
  88043. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88044. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88045. * @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
  88046. * @param scene defines the hosting scene
  88047. * @param updatable defines if the mesh must be flagged as updatable
  88048. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88049. * @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)
  88050. * @returns a new Mesh
  88051. */
  88052. 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;
  88053. /**
  88054. * Creates lathe mesh.
  88055. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88056. * Please consider using the same method from the MeshBuilder class instead
  88057. * @param name defines the name of the mesh to create
  88058. * @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
  88059. * @param radius is the radius value of the lathe
  88060. * @param tessellation is the side number of the lathe.
  88061. * @param scene defines the hosting scene
  88062. * @param updatable defines if the mesh must be flagged as updatable
  88063. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88064. * @returns a new Mesh
  88065. */
  88066. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88067. /**
  88068. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88069. * @param name defines the name of the mesh to create
  88070. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88071. * @param scene defines the hosting scene
  88072. * @param updatable defines if the mesh must be flagged as updatable
  88073. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88074. * @returns a new Mesh
  88075. */
  88076. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88077. /**
  88078. * Creates a ground mesh.
  88079. * Please consider using the same method from the MeshBuilder class instead
  88080. * @param name defines the name of the mesh to create
  88081. * @param width set the width of the ground
  88082. * @param height set the height of the ground
  88083. * @param subdivisions sets the number of subdivisions per side
  88084. * @param scene defines the hosting scene
  88085. * @param updatable defines if the mesh must be flagged as updatable
  88086. * @returns a new Mesh
  88087. */
  88088. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88089. /**
  88090. * Creates a tiled ground mesh.
  88091. * Please consider using the same method from the MeshBuilder class instead
  88092. * @param name defines the name of the mesh to create
  88093. * @param xmin set the ground minimum X coordinate
  88094. * @param zmin set the ground minimum Y coordinate
  88095. * @param xmax set the ground maximum X coordinate
  88096. * @param zmax set the ground maximum Z coordinate
  88097. * @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
  88098. * @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
  88099. * @param scene defines the hosting scene
  88100. * @param updatable defines if the mesh must be flagged as updatable
  88101. * @returns a new Mesh
  88102. */
  88103. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88104. w: number;
  88105. h: number;
  88106. }, precision: {
  88107. w: number;
  88108. h: number;
  88109. }, scene: Scene, updatable?: boolean): Mesh;
  88110. /**
  88111. * Creates a ground mesh from a height map.
  88112. * Please consider using the same method from the MeshBuilder class instead
  88113. * @see http://doc.babylonjs.com/babylon101/height_map
  88114. * @param name defines the name of the mesh to create
  88115. * @param url sets the URL of the height map image resource
  88116. * @param width set the ground width size
  88117. * @param height set the ground height size
  88118. * @param subdivisions sets the number of subdivision per side
  88119. * @param minHeight is the minimum altitude on the ground
  88120. * @param maxHeight is the maximum altitude on the ground
  88121. * @param scene defines the hosting scene
  88122. * @param updatable defines if the mesh must be flagged as updatable
  88123. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88124. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88125. * @returns a new Mesh
  88126. */
  88127. 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;
  88128. /**
  88129. * Creates a tube mesh.
  88130. * The tube is a parametric shape.
  88131. * It has no predefined shape. Its final shape will depend on the input parameters.
  88132. * Please consider using the same method from the MeshBuilder class instead
  88133. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88134. * @param name defines the name of the mesh to create
  88135. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88136. * @param radius sets the tube radius size
  88137. * @param tessellation is the number of sides on the tubular surface
  88138. * @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
  88139. * @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
  88140. * @param scene defines the hosting scene
  88141. * @param updatable defines if the mesh must be flagged as updatable
  88142. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88143. * @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)
  88144. * @returns a new Mesh
  88145. */
  88146. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88147. (i: number, distance: number): number;
  88148. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88149. /**
  88150. * Creates a polyhedron mesh.
  88151. * Please consider using the same method from the MeshBuilder class instead.
  88152. * * 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
  88153. * * The parameter `size` (positive float, default 1) sets the polygon size
  88154. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88155. * * 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`
  88156. * * 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
  88157. * * 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)`)
  88158. * * 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
  88159. * * 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
  88160. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88161. * * 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
  88162. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88163. * @param name defines the name of the mesh to create
  88164. * @param options defines the options used to create the mesh
  88165. * @param scene defines the hosting scene
  88166. * @returns a new Mesh
  88167. */
  88168. static CreatePolyhedron(name: string, options: {
  88169. type?: number;
  88170. size?: number;
  88171. sizeX?: number;
  88172. sizeY?: number;
  88173. sizeZ?: number;
  88174. custom?: any;
  88175. faceUV?: Vector4[];
  88176. faceColors?: Color4[];
  88177. updatable?: boolean;
  88178. sideOrientation?: number;
  88179. }, scene: Scene): Mesh;
  88180. /**
  88181. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88182. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88183. * * 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`)
  88184. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88185. * * 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
  88186. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88187. * * 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
  88188. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88189. * @param name defines the name of the mesh
  88190. * @param options defines the options used to create the mesh
  88191. * @param scene defines the hosting scene
  88192. * @returns a new Mesh
  88193. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88194. */
  88195. static CreateIcoSphere(name: string, options: {
  88196. radius?: number;
  88197. flat?: boolean;
  88198. subdivisions?: number;
  88199. sideOrientation?: number;
  88200. updatable?: boolean;
  88201. }, scene: Scene): Mesh;
  88202. /**
  88203. * Creates a decal mesh.
  88204. * Please consider using the same method from the MeshBuilder class instead.
  88205. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88206. * @param name defines the name of the mesh
  88207. * @param sourceMesh defines the mesh receiving the decal
  88208. * @param position sets the position of the decal in world coordinates
  88209. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88210. * @param size sets the decal scaling
  88211. * @param angle sets the angle to rotate the decal
  88212. * @returns a new Mesh
  88213. */
  88214. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88215. /**
  88216. * Prepare internal position array for software CPU skinning
  88217. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88218. */
  88219. setPositionsForCPUSkinning(): Float32Array;
  88220. /**
  88221. * Prepare internal normal array for software CPU skinning
  88222. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88223. */
  88224. setNormalsForCPUSkinning(): Float32Array;
  88225. /**
  88226. * Updates the vertex buffer by applying transformation from the bones
  88227. * @param skeleton defines the skeleton to apply to current mesh
  88228. * @returns the current mesh
  88229. */
  88230. applySkeleton(skeleton: Skeleton): Mesh;
  88231. /**
  88232. * 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
  88233. * @param meshes defines the list of meshes to scan
  88234. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88235. */
  88236. static MinMax(meshes: AbstractMesh[]): {
  88237. min: Vector3;
  88238. max: Vector3;
  88239. };
  88240. /**
  88241. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88242. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88243. * @returns a vector3
  88244. */
  88245. static Center(meshesOrMinMaxVector: {
  88246. min: Vector3;
  88247. max: Vector3;
  88248. } | AbstractMesh[]): Vector3;
  88249. /**
  88250. * Merge the array of meshes into a single mesh for performance reasons.
  88251. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88252. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88253. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88254. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88255. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88256. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88257. * @returns a new mesh
  88258. */
  88259. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88260. /** @hidden */
  88261. addInstance(instance: InstancedMesh): void;
  88262. /** @hidden */
  88263. removeInstance(instance: InstancedMesh): void;
  88264. }
  88265. }
  88266. declare module BABYLON {
  88267. /**
  88268. * This is the base class of all the camera used in the application.
  88269. * @see http://doc.babylonjs.com/features/cameras
  88270. */
  88271. export class Camera extends Node {
  88272. /** @hidden */
  88273. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88274. /**
  88275. * This is the default projection mode used by the cameras.
  88276. * It helps recreating a feeling of perspective and better appreciate depth.
  88277. * This is the best way to simulate real life cameras.
  88278. */
  88279. static readonly PERSPECTIVE_CAMERA: number;
  88280. /**
  88281. * This helps creating camera with an orthographic mode.
  88282. * 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.
  88283. */
  88284. static readonly ORTHOGRAPHIC_CAMERA: number;
  88285. /**
  88286. * This is the default FOV mode for perspective cameras.
  88287. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88288. */
  88289. static readonly FOVMODE_VERTICAL_FIXED: number;
  88290. /**
  88291. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88292. */
  88293. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88294. /**
  88295. * This specifies ther is no need for a camera rig.
  88296. * Basically only one eye is rendered corresponding to the camera.
  88297. */
  88298. static readonly RIG_MODE_NONE: number;
  88299. /**
  88300. * Simulates a camera Rig with one blue eye and one red eye.
  88301. * This can be use with 3d blue and red glasses.
  88302. */
  88303. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88304. /**
  88305. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88306. */
  88307. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88308. /**
  88309. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88310. */
  88311. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  88312. /**
  88313. * Defines that both eyes of the camera will be rendered over under each other.
  88314. */
  88315. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  88316. /**
  88317. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  88318. */
  88319. static readonly RIG_MODE_VR: number;
  88320. /**
  88321. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  88322. */
  88323. static readonly RIG_MODE_WEBVR: number;
  88324. /**
  88325. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  88326. */
  88327. static readonly RIG_MODE_CUSTOM: number;
  88328. /**
  88329. * Defines if by default attaching controls should prevent the default javascript event to continue.
  88330. */
  88331. static ForceAttachControlToAlwaysPreventDefault: boolean;
  88332. /**
  88333. * Define the input manager associated with the camera.
  88334. */
  88335. inputs: CameraInputsManager<Camera>;
  88336. /** @hidden */
  88337. _position: Vector3;
  88338. /**
  88339. * Define the current local position of the camera in the scene
  88340. */
  88341. position: Vector3;
  88342. /**
  88343. * The vector the camera should consider as up.
  88344. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  88345. */
  88346. upVector: Vector3;
  88347. /**
  88348. * Define the current limit on the left side for an orthographic camera
  88349. * In scene unit
  88350. */
  88351. orthoLeft: Nullable<number>;
  88352. /**
  88353. * Define the current limit on the right side for an orthographic camera
  88354. * In scene unit
  88355. */
  88356. orthoRight: Nullable<number>;
  88357. /**
  88358. * Define the current limit on the bottom side for an orthographic camera
  88359. * In scene unit
  88360. */
  88361. orthoBottom: Nullable<number>;
  88362. /**
  88363. * Define the current limit on the top side for an orthographic camera
  88364. * In scene unit
  88365. */
  88366. orthoTop: Nullable<number>;
  88367. /**
  88368. * Field Of View is set in Radians. (default is 0.8)
  88369. */
  88370. fov: number;
  88371. /**
  88372. * Define the minimum distance the camera can see from.
  88373. * This is important to note that the depth buffer are not infinite and the closer it starts
  88374. * the more your scene might encounter depth fighting issue.
  88375. */
  88376. minZ: number;
  88377. /**
  88378. * Define the maximum distance the camera can see to.
  88379. * This is important to note that the depth buffer are not infinite and the further it end
  88380. * the more your scene might encounter depth fighting issue.
  88381. */
  88382. maxZ: number;
  88383. /**
  88384. * Define the default inertia of the camera.
  88385. * This helps giving a smooth feeling to the camera movement.
  88386. */
  88387. inertia: number;
  88388. /**
  88389. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  88390. */
  88391. mode: number;
  88392. /**
  88393. * Define wether the camera is intermediate.
  88394. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  88395. */
  88396. isIntermediate: boolean;
  88397. /**
  88398. * Define the viewport of the camera.
  88399. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  88400. */
  88401. viewport: Viewport;
  88402. /**
  88403. * Restricts the camera to viewing objects with the same layerMask.
  88404. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  88405. */
  88406. layerMask: number;
  88407. /**
  88408. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  88409. */
  88410. fovMode: number;
  88411. /**
  88412. * Rig mode of the camera.
  88413. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  88414. * This is normally controlled byt the camera themselves as internal use.
  88415. */
  88416. cameraRigMode: number;
  88417. /**
  88418. * Defines the distance between both "eyes" in case of a RIG
  88419. */
  88420. interaxialDistance: number;
  88421. /**
  88422. * Defines if stereoscopic rendering is done side by side or over under.
  88423. */
  88424. isStereoscopicSideBySide: boolean;
  88425. /**
  88426. * 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
  88427. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  88428. * else in the scene. (Eg. security camera)
  88429. *
  88430. * 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)
  88431. */
  88432. customRenderTargets: RenderTargetTexture[];
  88433. /**
  88434. * When set, the camera will render to this render target instead of the default canvas
  88435. *
  88436. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  88437. */
  88438. outputRenderTarget: Nullable<RenderTargetTexture>;
  88439. /**
  88440. * Observable triggered when the camera view matrix has changed.
  88441. */
  88442. onViewMatrixChangedObservable: Observable<Camera>;
  88443. /**
  88444. * Observable triggered when the camera Projection matrix has changed.
  88445. */
  88446. onProjectionMatrixChangedObservable: Observable<Camera>;
  88447. /**
  88448. * Observable triggered when the inputs have been processed.
  88449. */
  88450. onAfterCheckInputsObservable: Observable<Camera>;
  88451. /**
  88452. * Observable triggered when reset has been called and applied to the camera.
  88453. */
  88454. onRestoreStateObservable: Observable<Camera>;
  88455. /** @hidden */
  88456. _cameraRigParams: any;
  88457. /** @hidden */
  88458. _rigCameras: Camera[];
  88459. /** @hidden */
  88460. _rigPostProcess: Nullable<PostProcess>;
  88461. protected _webvrViewMatrix: Matrix;
  88462. /** @hidden */
  88463. _skipRendering: boolean;
  88464. /** @hidden */
  88465. _projectionMatrix: Matrix;
  88466. /** @hidden */
  88467. _postProcesses: Nullable<PostProcess>[];
  88468. /** @hidden */
  88469. _activeMeshes: SmartArray<AbstractMesh>;
  88470. protected _globalPosition: Vector3;
  88471. /** @hidden */
  88472. _computedViewMatrix: Matrix;
  88473. private _doNotComputeProjectionMatrix;
  88474. private _transformMatrix;
  88475. private _frustumPlanes;
  88476. private _refreshFrustumPlanes;
  88477. private _storedFov;
  88478. private _stateStored;
  88479. /**
  88480. * Instantiates a new camera object.
  88481. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  88482. * @see http://doc.babylonjs.com/features/cameras
  88483. * @param name Defines the name of the camera in the scene
  88484. * @param position Defines the position of the camera
  88485. * @param scene Defines the scene the camera belongs too
  88486. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  88487. */
  88488. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  88489. /**
  88490. * Store current camera state (fov, position, etc..)
  88491. * @returns the camera
  88492. */
  88493. storeState(): Camera;
  88494. /**
  88495. * Restores the camera state values if it has been stored. You must call storeState() first
  88496. */
  88497. protected _restoreStateValues(): boolean;
  88498. /**
  88499. * Restored camera state. You must call storeState() first.
  88500. * @returns true if restored and false otherwise
  88501. */
  88502. restoreState(): boolean;
  88503. /**
  88504. * Gets the class name of the camera.
  88505. * @returns the class name
  88506. */
  88507. getClassName(): string;
  88508. /** @hidden */
  88509. readonly _isCamera: boolean;
  88510. /**
  88511. * Gets a string representation of the camera useful for debug purpose.
  88512. * @param fullDetails Defines that a more verboe level of logging is required
  88513. * @returns the string representation
  88514. */
  88515. toString(fullDetails?: boolean): string;
  88516. /**
  88517. * Gets the current world space position of the camera.
  88518. */
  88519. readonly globalPosition: Vector3;
  88520. /**
  88521. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  88522. * @returns the active meshe list
  88523. */
  88524. getActiveMeshes(): SmartArray<AbstractMesh>;
  88525. /**
  88526. * Check wether a mesh is part of the current active mesh list of the camera
  88527. * @param mesh Defines the mesh to check
  88528. * @returns true if active, false otherwise
  88529. */
  88530. isActiveMesh(mesh: Mesh): boolean;
  88531. /**
  88532. * Is this camera ready to be used/rendered
  88533. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  88534. * @return true if the camera is ready
  88535. */
  88536. isReady(completeCheck?: boolean): boolean;
  88537. /** @hidden */
  88538. _initCache(): void;
  88539. /** @hidden */
  88540. _updateCache(ignoreParentClass?: boolean): void;
  88541. /** @hidden */
  88542. _isSynchronized(): boolean;
  88543. /** @hidden */
  88544. _isSynchronizedViewMatrix(): boolean;
  88545. /** @hidden */
  88546. _isSynchronizedProjectionMatrix(): boolean;
  88547. /**
  88548. * Attach the input controls to a specific dom element to get the input from.
  88549. * @param element Defines the element the controls should be listened from
  88550. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  88551. */
  88552. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88553. /**
  88554. * Detach the current controls from the specified dom element.
  88555. * @param element Defines the element to stop listening the inputs from
  88556. */
  88557. detachControl(element: HTMLElement): void;
  88558. /**
  88559. * Update the camera state according to the different inputs gathered during the frame.
  88560. */
  88561. update(): void;
  88562. /** @hidden */
  88563. _checkInputs(): void;
  88564. /** @hidden */
  88565. readonly rigCameras: Camera[];
  88566. /**
  88567. * Gets the post process used by the rig cameras
  88568. */
  88569. readonly rigPostProcess: Nullable<PostProcess>;
  88570. /**
  88571. * Internal, gets the first post proces.
  88572. * @returns the first post process to be run on this camera.
  88573. */
  88574. _getFirstPostProcess(): Nullable<PostProcess>;
  88575. private _cascadePostProcessesToRigCams;
  88576. /**
  88577. * Attach a post process to the camera.
  88578. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88579. * @param postProcess The post process to attach to the camera
  88580. * @param insertAt The position of the post process in case several of them are in use in the scene
  88581. * @returns the position the post process has been inserted at
  88582. */
  88583. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  88584. /**
  88585. * Detach a post process to the camera.
  88586. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  88587. * @param postProcess The post process to detach from the camera
  88588. */
  88589. detachPostProcess(postProcess: PostProcess): void;
  88590. /**
  88591. * Gets the current world matrix of the camera
  88592. */
  88593. getWorldMatrix(): Matrix;
  88594. /** @hidden */
  88595. _getViewMatrix(): Matrix;
  88596. /**
  88597. * Gets the current view matrix of the camera.
  88598. * @param force forces the camera to recompute the matrix without looking at the cached state
  88599. * @returns the view matrix
  88600. */
  88601. getViewMatrix(force?: boolean): Matrix;
  88602. /**
  88603. * Freeze the projection matrix.
  88604. * It will prevent the cache check of the camera projection compute and can speed up perf
  88605. * if no parameter of the camera are meant to change
  88606. * @param projection Defines manually a projection if necessary
  88607. */
  88608. freezeProjectionMatrix(projection?: Matrix): void;
  88609. /**
  88610. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  88611. */
  88612. unfreezeProjectionMatrix(): void;
  88613. /**
  88614. * Gets the current projection matrix of the camera.
  88615. * @param force forces the camera to recompute the matrix without looking at the cached state
  88616. * @returns the projection matrix
  88617. */
  88618. getProjectionMatrix(force?: boolean): Matrix;
  88619. /**
  88620. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  88621. * @returns a Matrix
  88622. */
  88623. getTransformationMatrix(): Matrix;
  88624. private _updateFrustumPlanes;
  88625. /**
  88626. * Checks if a cullable object (mesh...) is in the camera frustum
  88627. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  88628. * @param target The object to check
  88629. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  88630. * @returns true if the object is in frustum otherwise false
  88631. */
  88632. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  88633. /**
  88634. * Checks if a cullable object (mesh...) is in the camera frustum
  88635. * Unlike isInFrustum this cheks the full bounding box
  88636. * @param target The object to check
  88637. * @returns true if the object is in frustum otherwise false
  88638. */
  88639. isCompletelyInFrustum(target: ICullable): boolean;
  88640. /**
  88641. * Gets a ray in the forward direction from the camera.
  88642. * @param length Defines the length of the ray to create
  88643. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  88644. * @param origin Defines the start point of the ray which defaults to the camera position
  88645. * @returns the forward ray
  88646. */
  88647. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  88648. /**
  88649. * Releases resources associated with this node.
  88650. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88651. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88652. */
  88653. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88654. /** @hidden */
  88655. _isLeftCamera: boolean;
  88656. /**
  88657. * Gets the left camera of a rig setup in case of Rigged Camera
  88658. */
  88659. readonly isLeftCamera: boolean;
  88660. /** @hidden */
  88661. _isRightCamera: boolean;
  88662. /**
  88663. * Gets the right camera of a rig setup in case of Rigged Camera
  88664. */
  88665. readonly isRightCamera: boolean;
  88666. /**
  88667. * Gets the left camera of a rig setup in case of Rigged Camera
  88668. */
  88669. readonly leftCamera: Nullable<FreeCamera>;
  88670. /**
  88671. * Gets the right camera of a rig setup in case of Rigged Camera
  88672. */
  88673. readonly rightCamera: Nullable<FreeCamera>;
  88674. /**
  88675. * Gets the left camera target of a rig setup in case of Rigged Camera
  88676. * @returns the target position
  88677. */
  88678. getLeftTarget(): Nullable<Vector3>;
  88679. /**
  88680. * Gets the right camera target of a rig setup in case of Rigged Camera
  88681. * @returns the target position
  88682. */
  88683. getRightTarget(): Nullable<Vector3>;
  88684. /**
  88685. * @hidden
  88686. */
  88687. setCameraRigMode(mode: number, rigParams: any): void;
  88688. /** @hidden */
  88689. static _setStereoscopicRigMode(camera: Camera): void;
  88690. /** @hidden */
  88691. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  88692. /** @hidden */
  88693. static _setVRRigMode(camera: Camera, rigParams: any): void;
  88694. /** @hidden */
  88695. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  88696. /** @hidden */
  88697. _getVRProjectionMatrix(): Matrix;
  88698. protected _updateCameraRotationMatrix(): void;
  88699. protected _updateWebVRCameraRotationMatrix(): void;
  88700. /**
  88701. * This function MUST be overwritten by the different WebVR cameras available.
  88702. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88703. * @hidden
  88704. */
  88705. _getWebVRProjectionMatrix(): Matrix;
  88706. /**
  88707. * This function MUST be overwritten by the different WebVR cameras available.
  88708. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  88709. * @hidden
  88710. */
  88711. _getWebVRViewMatrix(): Matrix;
  88712. /** @hidden */
  88713. setCameraRigParameter(name: string, value: any): void;
  88714. /**
  88715. * needs to be overridden by children so sub has required properties to be copied
  88716. * @hidden
  88717. */
  88718. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  88719. /**
  88720. * May need to be overridden by children
  88721. * @hidden
  88722. */
  88723. _updateRigCameras(): void;
  88724. /** @hidden */
  88725. _setupInputs(): void;
  88726. /**
  88727. * Serialiaze the camera setup to a json represention
  88728. * @returns the JSON representation
  88729. */
  88730. serialize(): any;
  88731. /**
  88732. * Clones the current camera.
  88733. * @param name The cloned camera name
  88734. * @returns the cloned camera
  88735. */
  88736. clone(name: string): Camera;
  88737. /**
  88738. * Gets the direction of the camera relative to a given local axis.
  88739. * @param localAxis Defines the reference axis to provide a relative direction.
  88740. * @return the direction
  88741. */
  88742. getDirection(localAxis: Vector3): Vector3;
  88743. /**
  88744. * Gets the direction of the camera relative to a given local axis into a passed vector.
  88745. * @param localAxis Defines the reference axis to provide a relative direction.
  88746. * @param result Defines the vector to store the result in
  88747. */
  88748. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  88749. /**
  88750. * Gets a camera constructor for a given camera type
  88751. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  88752. * @param name The name of the camera the result will be able to instantiate
  88753. * @param scene The scene the result will construct the camera in
  88754. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  88755. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  88756. * @returns a factory method to construc the camera
  88757. */
  88758. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  88759. /**
  88760. * Compute the world matrix of the camera.
  88761. * @returns the camera workd matrix
  88762. */
  88763. computeWorldMatrix(): Matrix;
  88764. /**
  88765. * Parse a JSON and creates the camera from the parsed information
  88766. * @param parsedCamera The JSON to parse
  88767. * @param scene The scene to instantiate the camera in
  88768. * @returns the newly constructed camera
  88769. */
  88770. static Parse(parsedCamera: any, scene: Scene): Camera;
  88771. }
  88772. }
  88773. declare module BABYLON {
  88774. /**
  88775. * Class containing static functions to help procedurally build meshes
  88776. */
  88777. export class DiscBuilder {
  88778. /**
  88779. * Creates a plane polygonal mesh. By default, this is a disc
  88780. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  88781. * * 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
  88782. * * 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
  88783. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  88784. * * 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
  88785. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88786. * @param name defines the name of the mesh
  88787. * @param options defines the options used to create the mesh
  88788. * @param scene defines the hosting scene
  88789. * @returns the plane polygonal mesh
  88790. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  88791. */
  88792. static CreateDisc(name: string, options: {
  88793. radius?: number;
  88794. tessellation?: number;
  88795. arc?: number;
  88796. updatable?: boolean;
  88797. sideOrientation?: number;
  88798. frontUVs?: Vector4;
  88799. backUVs?: Vector4;
  88800. }, scene?: Nullable<Scene>): Mesh;
  88801. }
  88802. }
  88803. declare module BABYLON {
  88804. /**
  88805. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  88806. *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.
  88807. * The SPS is also a particle system. It provides some methods to manage the particles.
  88808. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  88809. *
  88810. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  88811. */
  88812. export class SolidParticleSystem implements IDisposable {
  88813. /**
  88814. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  88815. * Example : var p = SPS.particles[i];
  88816. */
  88817. particles: SolidParticle[];
  88818. /**
  88819. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  88820. */
  88821. nbParticles: number;
  88822. /**
  88823. * If the particles must ever face the camera (default false). Useful for planar particles.
  88824. */
  88825. billboard: boolean;
  88826. /**
  88827. * Recompute normals when adding a shape
  88828. */
  88829. recomputeNormals: boolean;
  88830. /**
  88831. * This a counter ofr your own usage. It's not set by any SPS functions.
  88832. */
  88833. counter: number;
  88834. /**
  88835. * The SPS name. This name is also given to the underlying mesh.
  88836. */
  88837. name: string;
  88838. /**
  88839. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  88840. */
  88841. mesh: Mesh;
  88842. /**
  88843. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  88844. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  88845. */
  88846. vars: any;
  88847. /**
  88848. * This array is populated when the SPS is set as 'pickable'.
  88849. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  88850. * Each element of this array is an object `{idx: int, faceId: int}`.
  88851. * `idx` is the picked particle index in the `SPS.particles` array
  88852. * `faceId` is the picked face index counted within this particle.
  88853. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  88854. */
  88855. pickedParticles: {
  88856. idx: number;
  88857. faceId: number;
  88858. }[];
  88859. /**
  88860. * This array is populated when `enableDepthSort` is set to true.
  88861. * Each element of this array is an instance of the class DepthSortedParticle.
  88862. */
  88863. depthSortedParticles: DepthSortedParticle[];
  88864. /**
  88865. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  88866. * @hidden
  88867. */
  88868. _bSphereOnly: boolean;
  88869. /**
  88870. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  88871. * @hidden
  88872. */
  88873. _bSphereRadiusFactor: number;
  88874. private _scene;
  88875. private _positions;
  88876. private _indices;
  88877. private _normals;
  88878. private _colors;
  88879. private _uvs;
  88880. private _indices32;
  88881. private _positions32;
  88882. private _normals32;
  88883. private _fixedNormal32;
  88884. private _colors32;
  88885. private _uvs32;
  88886. private _index;
  88887. private _updatable;
  88888. private _pickable;
  88889. private _isVisibilityBoxLocked;
  88890. private _alwaysVisible;
  88891. private _depthSort;
  88892. private _shapeCounter;
  88893. private _copy;
  88894. private _color;
  88895. private _computeParticleColor;
  88896. private _computeParticleTexture;
  88897. private _computeParticleRotation;
  88898. private _computeParticleVertex;
  88899. private _computeBoundingBox;
  88900. private _depthSortParticles;
  88901. private _camera;
  88902. private _mustUnrotateFixedNormals;
  88903. private _particlesIntersect;
  88904. private _needs32Bits;
  88905. /**
  88906. * Creates a SPS (Solid Particle System) object.
  88907. * @param name (String) is the SPS name, this will be the underlying mesh name.
  88908. * @param scene (Scene) is the scene in which the SPS is added.
  88909. * @param options defines the options of the sps e.g.
  88910. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  88911. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  88912. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  88913. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  88914. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  88915. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  88916. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  88917. */
  88918. constructor(name: string, scene: Scene, options?: {
  88919. updatable?: boolean;
  88920. isPickable?: boolean;
  88921. enableDepthSort?: boolean;
  88922. particleIntersection?: boolean;
  88923. boundingSphereOnly?: boolean;
  88924. bSphereRadiusFactor?: number;
  88925. });
  88926. /**
  88927. * Builds the SPS underlying mesh. Returns a standard Mesh.
  88928. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  88929. * @returns the created mesh
  88930. */
  88931. buildMesh(): Mesh;
  88932. /**
  88933. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  88934. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  88935. * Thus the particles generated from `digest()` have their property `position` set yet.
  88936. * @param mesh ( Mesh ) is the mesh to be digested
  88937. * @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
  88938. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  88939. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  88940. * @returns the current SPS
  88941. */
  88942. digest(mesh: Mesh, options?: {
  88943. facetNb?: number;
  88944. number?: number;
  88945. delta?: number;
  88946. }): SolidParticleSystem;
  88947. private _unrotateFixedNormals;
  88948. private _resetCopy;
  88949. private _meshBuilder;
  88950. private _posToShape;
  88951. private _uvsToShapeUV;
  88952. private _addParticle;
  88953. /**
  88954. * Adds some particles to the SPS from the model shape. Returns the shape id.
  88955. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  88956. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  88957. * @param nb (positive integer) the number of particles to be created from this model
  88958. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  88959. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  88960. * @returns the number of shapes in the system
  88961. */
  88962. addShape(mesh: Mesh, nb: number, options?: {
  88963. positionFunction?: any;
  88964. vertexFunction?: any;
  88965. }): number;
  88966. private _rebuildParticle;
  88967. /**
  88968. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  88969. * @returns the SPS.
  88970. */
  88971. rebuildMesh(): SolidParticleSystem;
  88972. /**
  88973. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  88974. * This method calls `updateParticle()` for each particle of the SPS.
  88975. * For an animated SPS, it is usually called within the render loop.
  88976. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  88977. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  88978. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  88979. * @returns the SPS.
  88980. */
  88981. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  88982. /**
  88983. * Disposes the SPS.
  88984. */
  88985. dispose(): void;
  88986. /**
  88987. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  88988. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88989. * @returns the SPS.
  88990. */
  88991. refreshVisibleSize(): SolidParticleSystem;
  88992. /**
  88993. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  88994. * @param size the size (float) of the visibility box
  88995. * note : this doesn't lock the SPS mesh bounding box.
  88996. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  88997. */
  88998. setVisibilityBox(size: number): void;
  88999. /**
  89000. * Gets whether the SPS as always visible or not
  89001. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89002. */
  89003. /**
  89004. * Sets the SPS as always visible or not
  89005. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89006. */
  89007. isAlwaysVisible: boolean;
  89008. /**
  89009. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89010. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89011. */
  89012. /**
  89013. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89014. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89015. */
  89016. isVisibilityBoxLocked: boolean;
  89017. /**
  89018. * Tells to `setParticles()` to compute the particle rotations or not.
  89019. * Default value : true. The SPS is faster when it's set to false.
  89020. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89021. */
  89022. /**
  89023. * Gets if `setParticles()` computes the particle rotations or not.
  89024. * Default value : true. The SPS is faster when it's set to false.
  89025. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89026. */
  89027. computeParticleRotation: boolean;
  89028. /**
  89029. * Tells to `setParticles()` to compute the particle colors or not.
  89030. * Default value : true. The SPS is faster when it's set to false.
  89031. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89032. */
  89033. /**
  89034. * Gets if `setParticles()` computes the particle colors or not.
  89035. * Default value : true. The SPS is faster when it's set to false.
  89036. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89037. */
  89038. computeParticleColor: boolean;
  89039. /**
  89040. * Gets if `setParticles()` computes the particle textures or not.
  89041. * Default value : true. The SPS is faster when it's set to false.
  89042. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89043. */
  89044. computeParticleTexture: boolean;
  89045. /**
  89046. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89047. * Default value : false. The SPS is faster when it's set to false.
  89048. * Note : the particle custom vertex positions aren't stored values.
  89049. */
  89050. /**
  89051. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89052. * Default value : false. The SPS is faster when it's set to false.
  89053. * Note : the particle custom vertex positions aren't stored values.
  89054. */
  89055. computeParticleVertex: boolean;
  89056. /**
  89057. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89058. */
  89059. /**
  89060. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89061. */
  89062. computeBoundingBox: boolean;
  89063. /**
  89064. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89065. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89066. * Default : `true`
  89067. */
  89068. /**
  89069. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89070. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89071. * Default : `true`
  89072. */
  89073. depthSortParticles: boolean;
  89074. /**
  89075. * This function does nothing. It may be overwritten to set all the particle first values.
  89076. * The SPS doesn't call this function, you may have to call it by your own.
  89077. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89078. */
  89079. initParticles(): void;
  89080. /**
  89081. * This function does nothing. It may be overwritten to recycle a particle.
  89082. * The SPS doesn't call this function, you may have to call it by your own.
  89083. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89084. * @param particle The particle to recycle
  89085. * @returns the recycled particle
  89086. */
  89087. recycleParticle(particle: SolidParticle): SolidParticle;
  89088. /**
  89089. * Updates a particle : this function should be overwritten by the user.
  89090. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89091. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89092. * @example : just set a particle position or velocity and recycle conditions
  89093. * @param particle The particle to update
  89094. * @returns the updated particle
  89095. */
  89096. updateParticle(particle: SolidParticle): SolidParticle;
  89097. /**
  89098. * Updates a vertex of a particle : it can be overwritten by the user.
  89099. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89100. * @param particle the current particle
  89101. * @param vertex the current index of the current particle
  89102. * @param pt the index of the current vertex in the particle shape
  89103. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89104. * @example : just set a vertex particle position
  89105. * @returns the updated vertex
  89106. */
  89107. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89108. /**
  89109. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89110. * This does nothing and may be overwritten by the user.
  89111. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89112. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89113. * @param update the boolean update value actually passed to setParticles()
  89114. */
  89115. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89116. /**
  89117. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89118. * This will be passed three parameters.
  89119. * This does nothing and may be overwritten by the user.
  89120. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89121. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89122. * @param update the boolean update value actually passed to setParticles()
  89123. */
  89124. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89125. }
  89126. }
  89127. declare module BABYLON {
  89128. /**
  89129. * Represents one particle of a solid particle system.
  89130. */
  89131. export class SolidParticle {
  89132. /**
  89133. * particle global index
  89134. */
  89135. idx: number;
  89136. /**
  89137. * The color of the particle
  89138. */
  89139. color: Nullable<Color4>;
  89140. /**
  89141. * The world space position of the particle.
  89142. */
  89143. position: Vector3;
  89144. /**
  89145. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89146. */
  89147. rotation: Vector3;
  89148. /**
  89149. * The world space rotation quaternion of the particle.
  89150. */
  89151. rotationQuaternion: Nullable<Quaternion>;
  89152. /**
  89153. * The scaling of the particle.
  89154. */
  89155. scaling: Vector3;
  89156. /**
  89157. * The uvs of the particle.
  89158. */
  89159. uvs: Vector4;
  89160. /**
  89161. * The current speed of the particle.
  89162. */
  89163. velocity: Vector3;
  89164. /**
  89165. * The pivot point in the particle local space.
  89166. */
  89167. pivot: Vector3;
  89168. /**
  89169. * Must the particle be translated from its pivot point in its local space ?
  89170. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89171. * Default : false
  89172. */
  89173. translateFromPivot: boolean;
  89174. /**
  89175. * Is the particle active or not ?
  89176. */
  89177. alive: boolean;
  89178. /**
  89179. * Is the particle visible or not ?
  89180. */
  89181. isVisible: boolean;
  89182. /**
  89183. * Index of this particle in the global "positions" array (Internal use)
  89184. * @hidden
  89185. */
  89186. _pos: number;
  89187. /**
  89188. * @hidden Index of this particle in the global "indices" array (Internal use)
  89189. */
  89190. _ind: number;
  89191. /**
  89192. * @hidden ModelShape of this particle (Internal use)
  89193. */
  89194. _model: ModelShape;
  89195. /**
  89196. * ModelShape id of this particle
  89197. */
  89198. shapeId: number;
  89199. /**
  89200. * Index of the particle in its shape id (Internal use)
  89201. */
  89202. idxInShape: number;
  89203. /**
  89204. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89205. */
  89206. _modelBoundingInfo: BoundingInfo;
  89207. /**
  89208. * @hidden Particle BoundingInfo object (Internal use)
  89209. */
  89210. _boundingInfo: BoundingInfo;
  89211. /**
  89212. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89213. */
  89214. _sps: SolidParticleSystem;
  89215. /**
  89216. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89217. */
  89218. _stillInvisible: boolean;
  89219. /**
  89220. * @hidden Last computed particle rotation matrix
  89221. */
  89222. _rotationMatrix: number[];
  89223. /**
  89224. * Parent particle Id, if any.
  89225. * Default null.
  89226. */
  89227. parentId: Nullable<number>;
  89228. /**
  89229. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89230. * The possible values are :
  89231. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89232. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89233. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89234. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89235. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89236. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89237. * */
  89238. cullingStrategy: number;
  89239. /**
  89240. * @hidden Internal global position in the SPS.
  89241. */
  89242. _globalPosition: Vector3;
  89243. /**
  89244. * Creates a Solid Particle object.
  89245. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89246. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89247. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89248. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89249. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89250. * @param shapeId (integer) is the model shape identifier in the SPS.
  89251. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89252. * @param sps defines the sps it is associated to
  89253. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89254. */
  89255. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89256. /**
  89257. * Legacy support, changed scale to scaling
  89258. */
  89259. /**
  89260. * Legacy support, changed scale to scaling
  89261. */
  89262. scale: Vector3;
  89263. /**
  89264. * Legacy support, changed quaternion to rotationQuaternion
  89265. */
  89266. /**
  89267. * Legacy support, changed quaternion to rotationQuaternion
  89268. */
  89269. quaternion: Nullable<Quaternion>;
  89270. /**
  89271. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89272. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89273. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89274. * @returns true if it intersects
  89275. */
  89276. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89277. /**
  89278. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89279. * A particle is in the frustum if its bounding box intersects the frustum
  89280. * @param frustumPlanes defines the frustum to test
  89281. * @returns true if the particle is in the frustum planes
  89282. */
  89283. isInFrustum(frustumPlanes: Plane[]): boolean;
  89284. /**
  89285. * get the rotation matrix of the particle
  89286. * @hidden
  89287. */
  89288. getRotationMatrix(m: Matrix): void;
  89289. }
  89290. /**
  89291. * Represents the shape of the model used by one particle of a solid particle system.
  89292. * SPS internal tool, don't use it manually.
  89293. */
  89294. export class ModelShape {
  89295. /**
  89296. * The shape id
  89297. * @hidden
  89298. */
  89299. shapeID: number;
  89300. /**
  89301. * flat array of model positions (internal use)
  89302. * @hidden
  89303. */
  89304. _shape: Vector3[];
  89305. /**
  89306. * flat array of model UVs (internal use)
  89307. * @hidden
  89308. */
  89309. _shapeUV: number[];
  89310. /**
  89311. * length of the shape in the model indices array (internal use)
  89312. * @hidden
  89313. */
  89314. _indicesLength: number;
  89315. /**
  89316. * Custom position function (internal use)
  89317. * @hidden
  89318. */
  89319. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  89320. /**
  89321. * Custom vertex function (internal use)
  89322. * @hidden
  89323. */
  89324. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  89325. /**
  89326. * 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.
  89327. * SPS internal tool, don't use it manually.
  89328. * @hidden
  89329. */
  89330. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  89331. }
  89332. /**
  89333. * Represents a Depth Sorted Particle in the solid particle system.
  89334. */
  89335. export class DepthSortedParticle {
  89336. /**
  89337. * Index of the particle in the "indices" array
  89338. */
  89339. ind: number;
  89340. /**
  89341. * Length of the particle shape in the "indices" array
  89342. */
  89343. indicesLength: number;
  89344. /**
  89345. * Squared distance from the particle to the camera
  89346. */
  89347. sqDistance: number;
  89348. }
  89349. }
  89350. declare module BABYLON {
  89351. /**
  89352. * @hidden
  89353. */
  89354. export class _MeshCollisionData {
  89355. _checkCollisions: boolean;
  89356. _collisionMask: number;
  89357. _collisionGroup: number;
  89358. _collider: Nullable<Collider>;
  89359. _oldPositionForCollisions: Vector3;
  89360. _diffPositionForCollisions: Vector3;
  89361. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  89362. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  89363. }
  89364. }
  89365. declare module BABYLON {
  89366. /** @hidden */
  89367. class _FacetDataStorage {
  89368. facetPositions: Vector3[];
  89369. facetNormals: Vector3[];
  89370. facetPartitioning: number[][];
  89371. facetNb: number;
  89372. partitioningSubdivisions: number;
  89373. partitioningBBoxRatio: number;
  89374. facetDataEnabled: boolean;
  89375. facetParameters: any;
  89376. bbSize: Vector3;
  89377. subDiv: {
  89378. max: number;
  89379. X: number;
  89380. Y: number;
  89381. Z: number;
  89382. };
  89383. facetDepthSort: boolean;
  89384. facetDepthSortEnabled: boolean;
  89385. depthSortedIndices: IndicesArray;
  89386. depthSortedFacets: {
  89387. ind: number;
  89388. sqDistance: number;
  89389. }[];
  89390. facetDepthSortFunction: (f1: {
  89391. ind: number;
  89392. sqDistance: number;
  89393. }, f2: {
  89394. ind: number;
  89395. sqDistance: number;
  89396. }) => number;
  89397. facetDepthSortFrom: Vector3;
  89398. facetDepthSortOrigin: Vector3;
  89399. invertedMatrix: Matrix;
  89400. }
  89401. /**
  89402. * @hidden
  89403. **/
  89404. class _InternalAbstractMeshDataInfo {
  89405. _hasVertexAlpha: boolean;
  89406. _useVertexColors: boolean;
  89407. _numBoneInfluencers: number;
  89408. _applyFog: boolean;
  89409. _receiveShadows: boolean;
  89410. _facetData: _FacetDataStorage;
  89411. _visibility: number;
  89412. _skeleton: Nullable<Skeleton>;
  89413. _layerMask: number;
  89414. _computeBonesUsingShaders: boolean;
  89415. _isActive: boolean;
  89416. _onlyForInstances: boolean;
  89417. _isActiveIntermediate: boolean;
  89418. _onlyForInstancesIntermediate: boolean;
  89419. }
  89420. /**
  89421. * Class used to store all common mesh properties
  89422. */
  89423. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  89424. /** No occlusion */
  89425. static OCCLUSION_TYPE_NONE: number;
  89426. /** Occlusion set to optimisitic */
  89427. static OCCLUSION_TYPE_OPTIMISTIC: number;
  89428. /** Occlusion set to strict */
  89429. static OCCLUSION_TYPE_STRICT: number;
  89430. /** Use an accurante occlusion algorithm */
  89431. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  89432. /** Use a conservative occlusion algorithm */
  89433. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  89434. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  89435. * Test order :
  89436. * Is the bounding sphere outside the frustum ?
  89437. * If not, are the bounding box vertices outside the frustum ?
  89438. * It not, then the cullable object is in the frustum.
  89439. */
  89440. static readonly CULLINGSTRATEGY_STANDARD: number;
  89441. /** Culling strategy : Bounding Sphere Only.
  89442. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  89443. * It's also less accurate than the standard because some not visible objects can still be selected.
  89444. * Test : is the bounding sphere outside the frustum ?
  89445. * If not, then the cullable object is in the frustum.
  89446. */
  89447. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  89448. /** Culling strategy : Optimistic Inclusion.
  89449. * This in an inclusion test first, then the standard exclusion test.
  89450. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  89451. * 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.
  89452. * Anyway, it's as accurate as the standard strategy.
  89453. * Test :
  89454. * Is the cullable object bounding sphere center in the frustum ?
  89455. * If not, apply the default culling strategy.
  89456. */
  89457. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  89458. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  89459. * This in an inclusion test first, then the bounding sphere only exclusion test.
  89460. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  89461. * 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.
  89462. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  89463. * Test :
  89464. * Is the cullable object bounding sphere center in the frustum ?
  89465. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  89466. */
  89467. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  89468. /**
  89469. * No billboard
  89470. */
  89471. static readonly BILLBOARDMODE_NONE: number;
  89472. /** Billboard on X axis */
  89473. static readonly BILLBOARDMODE_X: number;
  89474. /** Billboard on Y axis */
  89475. static readonly BILLBOARDMODE_Y: number;
  89476. /** Billboard on Z axis */
  89477. static readonly BILLBOARDMODE_Z: number;
  89478. /** Billboard on all axes */
  89479. static readonly BILLBOARDMODE_ALL: number;
  89480. /** @hidden */
  89481. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  89482. /**
  89483. * The culling strategy to use to check whether the mesh must be rendered or not.
  89484. * This value can be changed at any time and will be used on the next render mesh selection.
  89485. * The possible values are :
  89486. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89487. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89488. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89489. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89490. * Please read each static variable documentation to get details about the culling process.
  89491. * */
  89492. cullingStrategy: number;
  89493. /**
  89494. * Gets the number of facets in the mesh
  89495. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89496. */
  89497. readonly facetNb: number;
  89498. /**
  89499. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  89500. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89501. */
  89502. partitioningSubdivisions: number;
  89503. /**
  89504. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  89505. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  89506. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  89507. */
  89508. partitioningBBoxRatio: number;
  89509. /**
  89510. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  89511. * Works only for updatable meshes.
  89512. * Doesn't work with multi-materials
  89513. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89514. */
  89515. mustDepthSortFacets: boolean;
  89516. /**
  89517. * The location (Vector3) where the facet depth sort must be computed from.
  89518. * By default, the active camera position.
  89519. * Used only when facet depth sort is enabled
  89520. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  89521. */
  89522. facetDepthSortFrom: Vector3;
  89523. /**
  89524. * gets a boolean indicating if facetData is enabled
  89525. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  89526. */
  89527. readonly isFacetDataEnabled: boolean;
  89528. /** @hidden */
  89529. _updateNonUniformScalingState(value: boolean): boolean;
  89530. /**
  89531. * An event triggered when this mesh collides with another one
  89532. */
  89533. onCollideObservable: Observable<AbstractMesh>;
  89534. /** Set a function to call when this mesh collides with another one */
  89535. onCollide: () => void;
  89536. /**
  89537. * An event triggered when the collision's position changes
  89538. */
  89539. onCollisionPositionChangeObservable: Observable<Vector3>;
  89540. /** Set a function to call when the collision's position changes */
  89541. onCollisionPositionChange: () => void;
  89542. /**
  89543. * An event triggered when material is changed
  89544. */
  89545. onMaterialChangedObservable: Observable<AbstractMesh>;
  89546. /**
  89547. * Gets or sets the orientation for POV movement & rotation
  89548. */
  89549. definedFacingForward: boolean;
  89550. /** @hidden */
  89551. _occlusionQuery: Nullable<WebGLQuery>;
  89552. /** @hidden */
  89553. _renderingGroup: Nullable<RenderingGroup>;
  89554. /**
  89555. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89556. */
  89557. /**
  89558. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  89559. */
  89560. visibility: number;
  89561. /** Gets or sets the alpha index used to sort transparent meshes
  89562. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  89563. */
  89564. alphaIndex: number;
  89565. /**
  89566. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  89567. */
  89568. isVisible: boolean;
  89569. /**
  89570. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  89571. */
  89572. isPickable: boolean;
  89573. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  89574. showSubMeshesBoundingBox: boolean;
  89575. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  89576. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  89577. */
  89578. isBlocker: boolean;
  89579. /**
  89580. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  89581. */
  89582. enablePointerMoveEvents: boolean;
  89583. /**
  89584. * Specifies the rendering group id for this mesh (0 by default)
  89585. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  89586. */
  89587. renderingGroupId: number;
  89588. private _material;
  89589. /** Gets or sets current material */
  89590. material: Nullable<Material>;
  89591. /**
  89592. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  89593. * @see http://doc.babylonjs.com/babylon101/shadows
  89594. */
  89595. receiveShadows: boolean;
  89596. /** Defines color to use when rendering outline */
  89597. outlineColor: Color3;
  89598. /** Define width to use when rendering outline */
  89599. outlineWidth: number;
  89600. /** Defines color to use when rendering overlay */
  89601. overlayColor: Color3;
  89602. /** Defines alpha to use when rendering overlay */
  89603. overlayAlpha: number;
  89604. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  89605. hasVertexAlpha: boolean;
  89606. /** 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) */
  89607. useVertexColors: boolean;
  89608. /**
  89609. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  89610. */
  89611. computeBonesUsingShaders: boolean;
  89612. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  89613. numBoneInfluencers: number;
  89614. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  89615. applyFog: boolean;
  89616. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  89617. useOctreeForRenderingSelection: boolean;
  89618. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  89619. useOctreeForPicking: boolean;
  89620. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  89621. useOctreeForCollisions: boolean;
  89622. /**
  89623. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  89624. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  89625. */
  89626. layerMask: number;
  89627. /**
  89628. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  89629. */
  89630. alwaysSelectAsActiveMesh: boolean;
  89631. /**
  89632. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  89633. */
  89634. doNotSyncBoundingInfo: boolean;
  89635. /**
  89636. * Gets or sets the current action manager
  89637. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  89638. */
  89639. actionManager: Nullable<AbstractActionManager>;
  89640. private _meshCollisionData;
  89641. /**
  89642. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  89643. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89644. */
  89645. ellipsoid: Vector3;
  89646. /**
  89647. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  89648. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89649. */
  89650. ellipsoidOffset: Vector3;
  89651. /**
  89652. * Gets or sets a collision mask used to mask collisions (default is -1).
  89653. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89654. */
  89655. collisionMask: number;
  89656. /**
  89657. * Gets or sets the current collision group mask (-1 by default).
  89658. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  89659. */
  89660. collisionGroup: number;
  89661. /**
  89662. * Defines edge width used when edgesRenderer is enabled
  89663. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89664. */
  89665. edgesWidth: number;
  89666. /**
  89667. * Defines edge color used when edgesRenderer is enabled
  89668. * @see https://www.babylonjs-playground.com/#10OJSG#13
  89669. */
  89670. edgesColor: Color4;
  89671. /** @hidden */
  89672. _edgesRenderer: Nullable<IEdgesRenderer>;
  89673. /** @hidden */
  89674. _masterMesh: Nullable<AbstractMesh>;
  89675. /** @hidden */
  89676. _boundingInfo: Nullable<BoundingInfo>;
  89677. /** @hidden */
  89678. _renderId: number;
  89679. /**
  89680. * Gets or sets the list of subMeshes
  89681. * @see http://doc.babylonjs.com/how_to/multi_materials
  89682. */
  89683. subMeshes: SubMesh[];
  89684. /** @hidden */
  89685. _intersectionsInProgress: AbstractMesh[];
  89686. /** @hidden */
  89687. _unIndexed: boolean;
  89688. /** @hidden */
  89689. _lightSources: Light[];
  89690. /** Gets the list of lights affecting that mesh */
  89691. readonly lightSources: Light[];
  89692. /** @hidden */
  89693. readonly _positions: Nullable<Vector3[]>;
  89694. /** @hidden */
  89695. _waitingData: {
  89696. lods: Nullable<any>;
  89697. actions: Nullable<any>;
  89698. freezeWorldMatrix: Nullable<boolean>;
  89699. };
  89700. /** @hidden */
  89701. _bonesTransformMatrices: Nullable<Float32Array>;
  89702. /** @hidden */
  89703. _transformMatrixTexture: Nullable<RawTexture>;
  89704. /**
  89705. * Gets or sets a skeleton to apply skining transformations
  89706. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  89707. */
  89708. skeleton: Nullable<Skeleton>;
  89709. /**
  89710. * An event triggered when the mesh is rebuilt.
  89711. */
  89712. onRebuildObservable: Observable<AbstractMesh>;
  89713. /**
  89714. * Creates a new AbstractMesh
  89715. * @param name defines the name of the mesh
  89716. * @param scene defines the hosting scene
  89717. */
  89718. constructor(name: string, scene?: Nullable<Scene>);
  89719. /**
  89720. * Returns the string "AbstractMesh"
  89721. * @returns "AbstractMesh"
  89722. */
  89723. getClassName(): string;
  89724. /**
  89725. * Gets a string representation of the current mesh
  89726. * @param fullDetails defines a boolean indicating if full details must be included
  89727. * @returns a string representation of the current mesh
  89728. */
  89729. toString(fullDetails?: boolean): string;
  89730. /**
  89731. * @hidden
  89732. */
  89733. protected _getEffectiveParent(): Nullable<Node>;
  89734. /** @hidden */
  89735. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  89736. /** @hidden */
  89737. _rebuild(): void;
  89738. /** @hidden */
  89739. _resyncLightSources(): void;
  89740. /** @hidden */
  89741. _resyncLighSource(light: Light): void;
  89742. /** @hidden */
  89743. _unBindEffect(): void;
  89744. /** @hidden */
  89745. _removeLightSource(light: Light): void;
  89746. private _markSubMeshesAsDirty;
  89747. /** @hidden */
  89748. _markSubMeshesAsLightDirty(): void;
  89749. /** @hidden */
  89750. _markSubMeshesAsAttributesDirty(): void;
  89751. /** @hidden */
  89752. _markSubMeshesAsMiscDirty(): void;
  89753. /**
  89754. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  89755. */
  89756. scaling: Vector3;
  89757. /**
  89758. * Returns true if the mesh is blocked. Implemented by child classes
  89759. */
  89760. readonly isBlocked: boolean;
  89761. /**
  89762. * Returns the mesh itself by default. Implemented by child classes
  89763. * @param camera defines the camera to use to pick the right LOD level
  89764. * @returns the currentAbstractMesh
  89765. */
  89766. getLOD(camera: Camera): Nullable<AbstractMesh>;
  89767. /**
  89768. * Returns 0 by default. Implemented by child classes
  89769. * @returns an integer
  89770. */
  89771. getTotalVertices(): number;
  89772. /**
  89773. * Returns a positive integer : the total number of indices in this mesh geometry.
  89774. * @returns the numner of indices or zero if the mesh has no geometry.
  89775. */
  89776. getTotalIndices(): number;
  89777. /**
  89778. * Returns null by default. Implemented by child classes
  89779. * @returns null
  89780. */
  89781. getIndices(): Nullable<IndicesArray>;
  89782. /**
  89783. * Returns the array of the requested vertex data kind. Implemented by child classes
  89784. * @param kind defines the vertex data kind to use
  89785. * @returns null
  89786. */
  89787. getVerticesData(kind: string): Nullable<FloatArray>;
  89788. /**
  89789. * Sets the vertex data of the mesh geometry for the requested `kind`.
  89790. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  89791. * Note that a new underlying VertexBuffer object is created each call.
  89792. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  89793. * @param kind defines vertex data kind:
  89794. * * VertexBuffer.PositionKind
  89795. * * VertexBuffer.UVKind
  89796. * * VertexBuffer.UV2Kind
  89797. * * VertexBuffer.UV3Kind
  89798. * * VertexBuffer.UV4Kind
  89799. * * VertexBuffer.UV5Kind
  89800. * * VertexBuffer.UV6Kind
  89801. * * VertexBuffer.ColorKind
  89802. * * VertexBuffer.MatricesIndicesKind
  89803. * * VertexBuffer.MatricesIndicesExtraKind
  89804. * * VertexBuffer.MatricesWeightsKind
  89805. * * VertexBuffer.MatricesWeightsExtraKind
  89806. * @param data defines the data source
  89807. * @param updatable defines if the data must be flagged as updatable (or static)
  89808. * @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
  89809. * @returns the current mesh
  89810. */
  89811. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89812. /**
  89813. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  89814. * If the mesh has no geometry, it is simply returned as it is.
  89815. * @param kind defines vertex data kind:
  89816. * * VertexBuffer.PositionKind
  89817. * * VertexBuffer.UVKind
  89818. * * VertexBuffer.UV2Kind
  89819. * * VertexBuffer.UV3Kind
  89820. * * VertexBuffer.UV4Kind
  89821. * * VertexBuffer.UV5Kind
  89822. * * VertexBuffer.UV6Kind
  89823. * * VertexBuffer.ColorKind
  89824. * * VertexBuffer.MatricesIndicesKind
  89825. * * VertexBuffer.MatricesIndicesExtraKind
  89826. * * VertexBuffer.MatricesWeightsKind
  89827. * * VertexBuffer.MatricesWeightsExtraKind
  89828. * @param data defines the data source
  89829. * @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
  89830. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  89831. * @returns the current mesh
  89832. */
  89833. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89834. /**
  89835. * Sets the mesh indices,
  89836. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  89837. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  89838. * @param totalVertices Defines the total number of vertices
  89839. * @returns the current mesh
  89840. */
  89841. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  89842. /**
  89843. * Gets a boolean indicating if specific vertex data is present
  89844. * @param kind defines the vertex data kind to use
  89845. * @returns true is data kind is present
  89846. */
  89847. isVerticesDataPresent(kind: string): boolean;
  89848. /**
  89849. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  89850. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  89851. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  89852. * @returns a BoundingInfo
  89853. */
  89854. getBoundingInfo(): BoundingInfo;
  89855. /**
  89856. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  89857. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  89858. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  89859. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  89860. * @returns the current mesh
  89861. */
  89862. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  89863. /**
  89864. * Overwrite the current bounding info
  89865. * @param boundingInfo defines the new bounding info
  89866. * @returns the current mesh
  89867. */
  89868. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  89869. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  89870. readonly useBones: boolean;
  89871. /** @hidden */
  89872. _preActivate(): void;
  89873. /** @hidden */
  89874. _preActivateForIntermediateRendering(renderId: number): void;
  89875. /** @hidden */
  89876. _activate(renderId: number, intermediateRendering: boolean): boolean;
  89877. /** @hidden */
  89878. _postActivate(): void;
  89879. /** @hidden */
  89880. _freeze(): void;
  89881. /** @hidden */
  89882. _unFreeze(): void;
  89883. /**
  89884. * Gets the current world matrix
  89885. * @returns a Matrix
  89886. */
  89887. getWorldMatrix(): Matrix;
  89888. /** @hidden */
  89889. _getWorldMatrixDeterminant(): number;
  89890. /**
  89891. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  89892. */
  89893. readonly isAnInstance: boolean;
  89894. /**
  89895. * Perform relative position change from the point of view of behind the front of the mesh.
  89896. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89897. * Supports definition of mesh facing forward or backward
  89898. * @param amountRight defines the distance on the right axis
  89899. * @param amountUp defines the distance on the up axis
  89900. * @param amountForward defines the distance on the forward axis
  89901. * @returns the current mesh
  89902. */
  89903. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  89904. /**
  89905. * Calculate relative position change from the point of view of behind the front of the mesh.
  89906. * This is performed taking into account the meshes current rotation, so you do not have to care.
  89907. * Supports definition of mesh facing forward or backward
  89908. * @param amountRight defines the distance on the right axis
  89909. * @param amountUp defines the distance on the up axis
  89910. * @param amountForward defines the distance on the forward axis
  89911. * @returns the new displacement vector
  89912. */
  89913. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  89914. /**
  89915. * Perform relative rotation change from the point of view of behind the front of the mesh.
  89916. * Supports definition of mesh facing forward or backward
  89917. * @param flipBack defines the flip
  89918. * @param twirlClockwise defines the twirl
  89919. * @param tiltRight defines the tilt
  89920. * @returns the current mesh
  89921. */
  89922. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  89923. /**
  89924. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  89925. * Supports definition of mesh facing forward or backward.
  89926. * @param flipBack defines the flip
  89927. * @param twirlClockwise defines the twirl
  89928. * @param tiltRight defines the tilt
  89929. * @returns the new rotation vector
  89930. */
  89931. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  89932. /**
  89933. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89934. * This means the mesh underlying bounding box and sphere are recomputed.
  89935. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89936. * @returns the current mesh
  89937. */
  89938. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  89939. /** @hidden */
  89940. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  89941. /** @hidden */
  89942. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  89943. /** @hidden */
  89944. _updateBoundingInfo(): AbstractMesh;
  89945. /** @hidden */
  89946. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  89947. /** @hidden */
  89948. protected _afterComputeWorldMatrix(): void;
  89949. /** @hidden */
  89950. readonly _effectiveMesh: AbstractMesh;
  89951. /**
  89952. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89953. * A mesh is in the frustum if its bounding box intersects the frustum
  89954. * @param frustumPlanes defines the frustum to test
  89955. * @returns true if the mesh is in the frustum planes
  89956. */
  89957. isInFrustum(frustumPlanes: Plane[]): boolean;
  89958. /**
  89959. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  89960. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  89961. * @param frustumPlanes defines the frustum to test
  89962. * @returns true if the mesh is completely in the frustum planes
  89963. */
  89964. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89965. /**
  89966. * True if the mesh intersects another mesh or a SolidParticle object
  89967. * @param mesh defines a target mesh or SolidParticle to test
  89968. * @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)
  89969. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  89970. * @returns true if there is an intersection
  89971. */
  89972. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  89973. /**
  89974. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  89975. * @param point defines the point to test
  89976. * @returns true if there is an intersection
  89977. */
  89978. intersectsPoint(point: Vector3): boolean;
  89979. /**
  89980. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  89981. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89982. */
  89983. checkCollisions: boolean;
  89984. /**
  89985. * Gets Collider object used to compute collisions (not physics)
  89986. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89987. */
  89988. readonly collider: Nullable<Collider>;
  89989. /**
  89990. * Move the mesh using collision engine
  89991. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  89992. * @param displacement defines the requested displacement vector
  89993. * @returns the current mesh
  89994. */
  89995. moveWithCollisions(displacement: Vector3): AbstractMesh;
  89996. private _onCollisionPositionChange;
  89997. /** @hidden */
  89998. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  89999. /** @hidden */
  90000. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90001. /** @hidden */
  90002. _checkCollision(collider: Collider): AbstractMesh;
  90003. /** @hidden */
  90004. _generatePointsArray(): boolean;
  90005. /**
  90006. * Checks if the passed Ray intersects with the mesh
  90007. * @param ray defines the ray to use
  90008. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90009. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90010. * @returns the picking info
  90011. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90012. */
  90013. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90014. /**
  90015. * Clones the current mesh
  90016. * @param name defines the mesh name
  90017. * @param newParent defines the new mesh parent
  90018. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90019. * @returns the new mesh
  90020. */
  90021. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90022. /**
  90023. * Disposes all the submeshes of the current meshnp
  90024. * @returns the current mesh
  90025. */
  90026. releaseSubMeshes(): AbstractMesh;
  90027. /**
  90028. * Releases resources associated with this abstract mesh.
  90029. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90030. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90031. */
  90032. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90033. /**
  90034. * Adds the passed mesh as a child to the current mesh
  90035. * @param mesh defines the child mesh
  90036. * @returns the current mesh
  90037. */
  90038. addChild(mesh: AbstractMesh): AbstractMesh;
  90039. /**
  90040. * Removes the passed mesh from the current mesh children list
  90041. * @param mesh defines the child mesh
  90042. * @returns the current mesh
  90043. */
  90044. removeChild(mesh: AbstractMesh): AbstractMesh;
  90045. /** @hidden */
  90046. private _initFacetData;
  90047. /**
  90048. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90049. * This method can be called within the render loop.
  90050. * 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
  90051. * @returns the current mesh
  90052. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90053. */
  90054. updateFacetData(): AbstractMesh;
  90055. /**
  90056. * Returns the facetLocalNormals array.
  90057. * The normals are expressed in the mesh local spac
  90058. * @returns an array of Vector3
  90059. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90060. */
  90061. getFacetLocalNormals(): Vector3[];
  90062. /**
  90063. * Returns the facetLocalPositions array.
  90064. * The facet positions are expressed in the mesh local space
  90065. * @returns an array of Vector3
  90066. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90067. */
  90068. getFacetLocalPositions(): Vector3[];
  90069. /**
  90070. * Returns the facetLocalPartioning array
  90071. * @returns an array of array of numbers
  90072. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90073. */
  90074. getFacetLocalPartitioning(): number[][];
  90075. /**
  90076. * Returns the i-th facet position in the world system.
  90077. * This method allocates a new Vector3 per call
  90078. * @param i defines the facet index
  90079. * @returns a new Vector3
  90080. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90081. */
  90082. getFacetPosition(i: number): Vector3;
  90083. /**
  90084. * Sets the reference Vector3 with the i-th facet position in the world system
  90085. * @param i defines the facet index
  90086. * @param ref defines the target vector
  90087. * @returns the current mesh
  90088. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90089. */
  90090. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90091. /**
  90092. * Returns the i-th facet normal in the world system.
  90093. * This method allocates a new Vector3 per call
  90094. * @param i defines the facet index
  90095. * @returns a new Vector3
  90096. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90097. */
  90098. getFacetNormal(i: number): Vector3;
  90099. /**
  90100. * Sets the reference Vector3 with the i-th facet normal in the world system
  90101. * @param i defines the facet index
  90102. * @param ref defines the target vector
  90103. * @returns the current mesh
  90104. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90105. */
  90106. getFacetNormalToRef(i: number, ref: Vector3): this;
  90107. /**
  90108. * 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)
  90109. * @param x defines x coordinate
  90110. * @param y defines y coordinate
  90111. * @param z defines z coordinate
  90112. * @returns the array of facet indexes
  90113. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90114. */
  90115. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90116. /**
  90117. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90118. * @param projected sets as the (x,y,z) world projection on the facet
  90119. * @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
  90120. * @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
  90121. * @param x defines x coordinate
  90122. * @param y defines y coordinate
  90123. * @param z defines z coordinate
  90124. * @returns the face index if found (or null instead)
  90125. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90126. */
  90127. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90128. /**
  90129. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90130. * @param projected sets as the (x,y,z) local projection on the facet
  90131. * @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
  90132. * @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
  90133. * @param x defines x coordinate
  90134. * @param y defines y coordinate
  90135. * @param z defines z coordinate
  90136. * @returns the face index if found (or null instead)
  90137. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90138. */
  90139. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90140. /**
  90141. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90142. * @returns the parameters
  90143. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90144. */
  90145. getFacetDataParameters(): any;
  90146. /**
  90147. * Disables the feature FacetData and frees the related memory
  90148. * @returns the current mesh
  90149. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90150. */
  90151. disableFacetData(): AbstractMesh;
  90152. /**
  90153. * Updates the AbstractMesh indices array
  90154. * @param indices defines the data source
  90155. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90156. * @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)
  90157. * @returns the current mesh
  90158. */
  90159. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90160. /**
  90161. * Creates new normals data for the mesh
  90162. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90163. * @returns the current mesh
  90164. */
  90165. createNormals(updatable: boolean): AbstractMesh;
  90166. /**
  90167. * Align the mesh with a normal
  90168. * @param normal defines the normal to use
  90169. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90170. * @returns the current mesh
  90171. */
  90172. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90173. /** @hidden */
  90174. _checkOcclusionQuery(): boolean;
  90175. /**
  90176. * Disables the mesh edge rendering mode
  90177. * @returns the currentAbstractMesh
  90178. */
  90179. disableEdgesRendering(): AbstractMesh;
  90180. /**
  90181. * Enables the edge rendering mode on the mesh.
  90182. * This mode makes the mesh edges visible
  90183. * @param epsilon defines the maximal distance between two angles to detect a face
  90184. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90185. * @returns the currentAbstractMesh
  90186. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90187. */
  90188. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90189. }
  90190. }
  90191. declare module BABYLON {
  90192. /**
  90193. * Interface used to define ActionEvent
  90194. */
  90195. export interface IActionEvent {
  90196. /** The mesh or sprite that triggered the action */
  90197. source: any;
  90198. /** The X mouse cursor position at the time of the event */
  90199. pointerX: number;
  90200. /** The Y mouse cursor position at the time of the event */
  90201. pointerY: number;
  90202. /** The mesh that is currently pointed at (can be null) */
  90203. meshUnderPointer: Nullable<AbstractMesh>;
  90204. /** the original (browser) event that triggered the ActionEvent */
  90205. sourceEvent?: any;
  90206. /** additional data for the event */
  90207. additionalData?: any;
  90208. }
  90209. /**
  90210. * ActionEvent is the event being sent when an action is triggered.
  90211. */
  90212. export class ActionEvent implements IActionEvent {
  90213. /** The mesh or sprite that triggered the action */
  90214. source: any;
  90215. /** The X mouse cursor position at the time of the event */
  90216. pointerX: number;
  90217. /** The Y mouse cursor position at the time of the event */
  90218. pointerY: number;
  90219. /** The mesh that is currently pointed at (can be null) */
  90220. meshUnderPointer: Nullable<AbstractMesh>;
  90221. /** the original (browser) event that triggered the ActionEvent */
  90222. sourceEvent?: any;
  90223. /** additional data for the event */
  90224. additionalData?: any;
  90225. /**
  90226. * Creates a new ActionEvent
  90227. * @param source The mesh or sprite that triggered the action
  90228. * @param pointerX The X mouse cursor position at the time of the event
  90229. * @param pointerY The Y mouse cursor position at the time of the event
  90230. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90231. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90232. * @param additionalData additional data for the event
  90233. */
  90234. constructor(
  90235. /** The mesh or sprite that triggered the action */
  90236. source: any,
  90237. /** The X mouse cursor position at the time of the event */
  90238. pointerX: number,
  90239. /** The Y mouse cursor position at the time of the event */
  90240. pointerY: number,
  90241. /** The mesh that is currently pointed at (can be null) */
  90242. meshUnderPointer: Nullable<AbstractMesh>,
  90243. /** the original (browser) event that triggered the ActionEvent */
  90244. sourceEvent?: any,
  90245. /** additional data for the event */
  90246. additionalData?: any);
  90247. /**
  90248. * Helper function to auto-create an ActionEvent from a source mesh.
  90249. * @param source The source mesh that triggered the event
  90250. * @param evt The original (browser) event
  90251. * @param additionalData additional data for the event
  90252. * @returns the new ActionEvent
  90253. */
  90254. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90255. /**
  90256. * Helper function to auto-create an ActionEvent from a source sprite
  90257. * @param source The source sprite that triggered the event
  90258. * @param scene Scene associated with the sprite
  90259. * @param evt The original (browser) event
  90260. * @param additionalData additional data for the event
  90261. * @returns the new ActionEvent
  90262. */
  90263. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90264. /**
  90265. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90266. * @param scene the scene where the event occurred
  90267. * @param evt The original (browser) event
  90268. * @returns the new ActionEvent
  90269. */
  90270. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90271. /**
  90272. * Helper function to auto-create an ActionEvent from a primitive
  90273. * @param prim defines the target primitive
  90274. * @param pointerPos defines the pointer position
  90275. * @param evt The original (browser) event
  90276. * @param additionalData additional data for the event
  90277. * @returns the new ActionEvent
  90278. */
  90279. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90280. }
  90281. }
  90282. declare module BABYLON {
  90283. /**
  90284. * Abstract class used to decouple action Manager from scene and meshes.
  90285. * Do not instantiate.
  90286. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90287. */
  90288. export abstract class AbstractActionManager implements IDisposable {
  90289. /** Gets the list of active triggers */
  90290. static Triggers: {
  90291. [key: string]: number;
  90292. };
  90293. /** Gets the cursor to use when hovering items */
  90294. hoverCursor: string;
  90295. /** Gets the list of actions */
  90296. actions: IAction[];
  90297. /**
  90298. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90299. */
  90300. isRecursive: boolean;
  90301. /**
  90302. * Releases all associated resources
  90303. */
  90304. abstract dispose(): void;
  90305. /**
  90306. * Does this action manager has pointer triggers
  90307. */
  90308. abstract readonly hasPointerTriggers: boolean;
  90309. /**
  90310. * Does this action manager has pick triggers
  90311. */
  90312. abstract readonly hasPickTriggers: boolean;
  90313. /**
  90314. * Process a specific trigger
  90315. * @param trigger defines the trigger to process
  90316. * @param evt defines the event details to be processed
  90317. */
  90318. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  90319. /**
  90320. * Does this action manager handles actions of any of the given triggers
  90321. * @param triggers defines the triggers to be tested
  90322. * @return a boolean indicating whether one (or more) of the triggers is handled
  90323. */
  90324. abstract hasSpecificTriggers(triggers: number[]): boolean;
  90325. /**
  90326. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  90327. * speed.
  90328. * @param triggerA defines the trigger to be tested
  90329. * @param triggerB defines the trigger to be tested
  90330. * @return a boolean indicating whether one (or more) of the triggers is handled
  90331. */
  90332. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  90333. /**
  90334. * Does this action manager handles actions of a given trigger
  90335. * @param trigger defines the trigger to be tested
  90336. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  90337. * @return whether the trigger is handled
  90338. */
  90339. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  90340. /**
  90341. * Serialize this manager to a JSON object
  90342. * @param name defines the property name to store this manager
  90343. * @returns a JSON representation of this manager
  90344. */
  90345. abstract serialize(name: string): any;
  90346. /**
  90347. * Registers an action to this action manager
  90348. * @param action defines the action to be registered
  90349. * @return the action amended (prepared) after registration
  90350. */
  90351. abstract registerAction(action: IAction): Nullable<IAction>;
  90352. /**
  90353. * Unregisters an action to this action manager
  90354. * @param action defines the action to be unregistered
  90355. * @return a boolean indicating whether the action has been unregistered
  90356. */
  90357. abstract unregisterAction(action: IAction): Boolean;
  90358. /**
  90359. * Does exist one action manager with at least one trigger
  90360. **/
  90361. static readonly HasTriggers: boolean;
  90362. /**
  90363. * Does exist one action manager with at least one pick trigger
  90364. **/
  90365. static readonly HasPickTriggers: boolean;
  90366. /**
  90367. * Does exist one action manager that handles actions of a given trigger
  90368. * @param trigger defines the trigger to be tested
  90369. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  90370. **/
  90371. static HasSpecificTrigger(trigger: number): boolean;
  90372. }
  90373. }
  90374. declare module BABYLON {
  90375. /**
  90376. * Defines how a node can be built from a string name.
  90377. */
  90378. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  90379. /**
  90380. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  90381. */
  90382. export class Node implements IBehaviorAware<Node> {
  90383. /** @hidden */
  90384. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  90385. private static _NodeConstructors;
  90386. /**
  90387. * Add a new node constructor
  90388. * @param type defines the type name of the node to construct
  90389. * @param constructorFunc defines the constructor function
  90390. */
  90391. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  90392. /**
  90393. * Returns a node constructor based on type name
  90394. * @param type defines the type name
  90395. * @param name defines the new node name
  90396. * @param scene defines the hosting scene
  90397. * @param options defines optional options to transmit to constructors
  90398. * @returns the new constructor or null
  90399. */
  90400. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  90401. /**
  90402. * Gets or sets the name of the node
  90403. */
  90404. name: string;
  90405. /**
  90406. * Gets or sets the id of the node
  90407. */
  90408. id: string;
  90409. /**
  90410. * Gets or sets the unique id of the node
  90411. */
  90412. uniqueId: number;
  90413. /**
  90414. * Gets or sets a string used to store user defined state for the node
  90415. */
  90416. state: string;
  90417. /**
  90418. * Gets or sets an object used to store user defined information for the node
  90419. */
  90420. metadata: any;
  90421. /**
  90422. * For internal use only. Please do not use.
  90423. */
  90424. reservedDataStore: any;
  90425. /**
  90426. * List of inspectable custom properties (used by the Inspector)
  90427. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  90428. */
  90429. inspectableCustomProperties: IInspectable[];
  90430. /**
  90431. * Gets or sets a boolean used to define if the node must be serialized
  90432. */
  90433. doNotSerialize: boolean;
  90434. /** @hidden */
  90435. _isDisposed: boolean;
  90436. /**
  90437. * Gets a list of Animations associated with the node
  90438. */
  90439. animations: Animation[];
  90440. protected _ranges: {
  90441. [name: string]: Nullable<AnimationRange>;
  90442. };
  90443. /**
  90444. * Callback raised when the node is ready to be used
  90445. */
  90446. onReady: Nullable<(node: Node) => void>;
  90447. private _isEnabled;
  90448. private _isParentEnabled;
  90449. private _isReady;
  90450. /** @hidden */
  90451. _currentRenderId: number;
  90452. private _parentUpdateId;
  90453. /** @hidden */
  90454. _childUpdateId: number;
  90455. /** @hidden */
  90456. _waitingParentId: Nullable<string>;
  90457. /** @hidden */
  90458. _scene: Scene;
  90459. /** @hidden */
  90460. _cache: any;
  90461. private _parentNode;
  90462. private _children;
  90463. /** @hidden */
  90464. _worldMatrix: Matrix;
  90465. /** @hidden */
  90466. _worldMatrixDeterminant: number;
  90467. /** @hidden */
  90468. _worldMatrixDeterminantIsDirty: boolean;
  90469. /** @hidden */
  90470. private _sceneRootNodesIndex;
  90471. /**
  90472. * Gets a boolean indicating if the node has been disposed
  90473. * @returns true if the node was disposed
  90474. */
  90475. isDisposed(): boolean;
  90476. /**
  90477. * Gets or sets the parent of the node (without keeping the current position in the scene)
  90478. * @see https://doc.babylonjs.com/how_to/parenting
  90479. */
  90480. parent: Nullable<Node>;
  90481. private addToSceneRootNodes;
  90482. private removeFromSceneRootNodes;
  90483. private _animationPropertiesOverride;
  90484. /**
  90485. * Gets or sets the animation properties override
  90486. */
  90487. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90488. /**
  90489. * Gets a string idenfifying the name of the class
  90490. * @returns "Node" string
  90491. */
  90492. getClassName(): string;
  90493. /** @hidden */
  90494. readonly _isNode: boolean;
  90495. /**
  90496. * An event triggered when the mesh is disposed
  90497. */
  90498. onDisposeObservable: Observable<Node>;
  90499. private _onDisposeObserver;
  90500. /**
  90501. * Sets a callback that will be raised when the node will be disposed
  90502. */
  90503. onDispose: () => void;
  90504. /**
  90505. * Creates a new Node
  90506. * @param name the name and id to be given to this node
  90507. * @param scene the scene this node will be added to
  90508. * @param addToRootNodes the node will be added to scene.rootNodes
  90509. */
  90510. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  90511. /**
  90512. * Gets the scene of the node
  90513. * @returns a scene
  90514. */
  90515. getScene(): Scene;
  90516. /**
  90517. * Gets the engine of the node
  90518. * @returns a Engine
  90519. */
  90520. getEngine(): Engine;
  90521. private _behaviors;
  90522. /**
  90523. * Attach a behavior to the node
  90524. * @see http://doc.babylonjs.com/features/behaviour
  90525. * @param behavior defines the behavior to attach
  90526. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  90527. * @returns the current Node
  90528. */
  90529. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  90530. /**
  90531. * Remove an attached behavior
  90532. * @see http://doc.babylonjs.com/features/behaviour
  90533. * @param behavior defines the behavior to attach
  90534. * @returns the current Node
  90535. */
  90536. removeBehavior(behavior: Behavior<Node>): Node;
  90537. /**
  90538. * Gets the list of attached behaviors
  90539. * @see http://doc.babylonjs.com/features/behaviour
  90540. */
  90541. readonly behaviors: Behavior<Node>[];
  90542. /**
  90543. * Gets an attached behavior by name
  90544. * @param name defines the name of the behavior to look for
  90545. * @see http://doc.babylonjs.com/features/behaviour
  90546. * @returns null if behavior was not found else the requested behavior
  90547. */
  90548. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  90549. /**
  90550. * Returns the latest update of the World matrix
  90551. * @returns a Matrix
  90552. */
  90553. getWorldMatrix(): Matrix;
  90554. /** @hidden */
  90555. _getWorldMatrixDeterminant(): number;
  90556. /**
  90557. * Returns directly the latest state of the mesh World matrix.
  90558. * A Matrix is returned.
  90559. */
  90560. readonly worldMatrixFromCache: Matrix;
  90561. /** @hidden */
  90562. _initCache(): void;
  90563. /** @hidden */
  90564. updateCache(force?: boolean): void;
  90565. /** @hidden */
  90566. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90567. /** @hidden */
  90568. _updateCache(ignoreParentClass?: boolean): void;
  90569. /** @hidden */
  90570. _isSynchronized(): boolean;
  90571. /** @hidden */
  90572. _markSyncedWithParent(): void;
  90573. /** @hidden */
  90574. isSynchronizedWithParent(): boolean;
  90575. /** @hidden */
  90576. isSynchronized(): boolean;
  90577. /**
  90578. * Is this node ready to be used/rendered
  90579. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  90580. * @return true if the node is ready
  90581. */
  90582. isReady(completeCheck?: boolean): boolean;
  90583. /**
  90584. * Is this node enabled?
  90585. * 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
  90586. * @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
  90587. * @return whether this node (and its parent) is enabled
  90588. */
  90589. isEnabled(checkAncestors?: boolean): boolean;
  90590. /** @hidden */
  90591. protected _syncParentEnabledState(): void;
  90592. /**
  90593. * Set the enabled state of this node
  90594. * @param value defines the new enabled state
  90595. */
  90596. setEnabled(value: boolean): void;
  90597. /**
  90598. * Is this node a descendant of the given node?
  90599. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  90600. * @param ancestor defines the parent node to inspect
  90601. * @returns a boolean indicating if this node is a descendant of the given node
  90602. */
  90603. isDescendantOf(ancestor: Node): boolean;
  90604. /** @hidden */
  90605. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  90606. /**
  90607. * Will return all nodes that have this node as ascendant
  90608. * @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
  90609. * @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
  90610. * @return all children nodes of all types
  90611. */
  90612. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  90613. /**
  90614. * Get all child-meshes of this node
  90615. * @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)
  90616. * @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
  90617. * @returns an array of AbstractMesh
  90618. */
  90619. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  90620. /**
  90621. * Get all direct children of this node
  90622. * @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
  90623. * @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)
  90624. * @returns an array of Node
  90625. */
  90626. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  90627. /** @hidden */
  90628. _setReady(state: boolean): void;
  90629. /**
  90630. * Get an animation by name
  90631. * @param name defines the name of the animation to look for
  90632. * @returns null if not found else the requested animation
  90633. */
  90634. getAnimationByName(name: string): Nullable<Animation>;
  90635. /**
  90636. * Creates an animation range for this node
  90637. * @param name defines the name of the range
  90638. * @param from defines the starting key
  90639. * @param to defines the end key
  90640. */
  90641. createAnimationRange(name: string, from: number, to: number): void;
  90642. /**
  90643. * Delete a specific animation range
  90644. * @param name defines the name of the range to delete
  90645. * @param deleteFrames defines if animation frames from the range must be deleted as well
  90646. */
  90647. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  90648. /**
  90649. * Get an animation range by name
  90650. * @param name defines the name of the animation range to look for
  90651. * @returns null if not found else the requested animation range
  90652. */
  90653. getAnimationRange(name: string): Nullable<AnimationRange>;
  90654. /**
  90655. * Gets the list of all animation ranges defined on this node
  90656. * @returns an array
  90657. */
  90658. getAnimationRanges(): Nullable<AnimationRange>[];
  90659. /**
  90660. * Will start the animation sequence
  90661. * @param name defines the range frames for animation sequence
  90662. * @param loop defines if the animation should loop (false by default)
  90663. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  90664. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  90665. * @returns the object created for this animation. If range does not exist, it will return null
  90666. */
  90667. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  90668. /**
  90669. * Serialize animation ranges into a JSON compatible object
  90670. * @returns serialization object
  90671. */
  90672. serializeAnimationRanges(): any;
  90673. /**
  90674. * Computes the world matrix of the node
  90675. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  90676. * @returns the world matrix
  90677. */
  90678. computeWorldMatrix(force?: boolean): Matrix;
  90679. /**
  90680. * Releases resources associated with this node.
  90681. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90682. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90683. */
  90684. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90685. /**
  90686. * Parse animation range data from a serialization object and store them into a given node
  90687. * @param node defines where to store the animation ranges
  90688. * @param parsedNode defines the serialization object to read data from
  90689. * @param scene defines the hosting scene
  90690. */
  90691. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  90692. /**
  90693. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  90694. * @param includeDescendants Include bounding info from descendants as well (true by default)
  90695. * @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
  90696. * @returns the new bounding vectors
  90697. */
  90698. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  90699. min: Vector3;
  90700. max: Vector3;
  90701. };
  90702. }
  90703. }
  90704. declare module BABYLON {
  90705. /**
  90706. * @hidden
  90707. */
  90708. export class _IAnimationState {
  90709. key: number;
  90710. repeatCount: number;
  90711. workValue?: any;
  90712. loopMode?: number;
  90713. offsetValue?: any;
  90714. highLimitValue?: any;
  90715. }
  90716. /**
  90717. * Class used to store any kind of animation
  90718. */
  90719. export class Animation {
  90720. /**Name of the animation */
  90721. name: string;
  90722. /**Property to animate */
  90723. targetProperty: string;
  90724. /**The frames per second of the animation */
  90725. framePerSecond: number;
  90726. /**The data type of the animation */
  90727. dataType: number;
  90728. /**The loop mode of the animation */
  90729. loopMode?: number | undefined;
  90730. /**Specifies if blending should be enabled */
  90731. enableBlending?: boolean | undefined;
  90732. /**
  90733. * Use matrix interpolation instead of using direct key value when animating matrices
  90734. */
  90735. static AllowMatricesInterpolation: boolean;
  90736. /**
  90737. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  90738. */
  90739. static AllowMatrixDecomposeForInterpolation: boolean;
  90740. /**
  90741. * Stores the key frames of the animation
  90742. */
  90743. private _keys;
  90744. /**
  90745. * Stores the easing function of the animation
  90746. */
  90747. private _easingFunction;
  90748. /**
  90749. * @hidden Internal use only
  90750. */
  90751. _runtimeAnimations: RuntimeAnimation[];
  90752. /**
  90753. * The set of event that will be linked to this animation
  90754. */
  90755. private _events;
  90756. /**
  90757. * Stores an array of target property paths
  90758. */
  90759. targetPropertyPath: string[];
  90760. /**
  90761. * Stores the blending speed of the animation
  90762. */
  90763. blendingSpeed: number;
  90764. /**
  90765. * Stores the animation ranges for the animation
  90766. */
  90767. private _ranges;
  90768. /**
  90769. * @hidden Internal use
  90770. */
  90771. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  90772. /**
  90773. * Sets up an animation
  90774. * @param property The property to animate
  90775. * @param animationType The animation type to apply
  90776. * @param framePerSecond The frames per second of the animation
  90777. * @param easingFunction The easing function used in the animation
  90778. * @returns The created animation
  90779. */
  90780. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  90781. /**
  90782. * Create and start an animation on a node
  90783. * @param name defines the name of the global animation that will be run on all nodes
  90784. * @param node defines the root node where the animation will take place
  90785. * @param targetProperty defines property to animate
  90786. * @param framePerSecond defines the number of frame per second yo use
  90787. * @param totalFrame defines the number of frames in total
  90788. * @param from defines the initial value
  90789. * @param to defines the final value
  90790. * @param loopMode defines which loop mode you want to use (off by default)
  90791. * @param easingFunction defines the easing function to use (linear by default)
  90792. * @param onAnimationEnd defines the callback to call when animation end
  90793. * @returns the animatable created for this animation
  90794. */
  90795. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90796. /**
  90797. * Create and start an animation on a node and its descendants
  90798. * @param name defines the name of the global animation that will be run on all nodes
  90799. * @param node defines the root node where the animation will take place
  90800. * @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
  90801. * @param targetProperty defines property to animate
  90802. * @param framePerSecond defines the number of frame per second to use
  90803. * @param totalFrame defines the number of frames in total
  90804. * @param from defines the initial value
  90805. * @param to defines the final value
  90806. * @param loopMode defines which loop mode you want to use (off by default)
  90807. * @param easingFunction defines the easing function to use (linear by default)
  90808. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  90809. * @returns the list of animatables created for all nodes
  90810. * @example https://www.babylonjs-playground.com/#MH0VLI
  90811. */
  90812. 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[]>;
  90813. /**
  90814. * Creates a new animation, merges it with the existing animations and starts it
  90815. * @param name Name of the animation
  90816. * @param node Node which contains the scene that begins the animations
  90817. * @param targetProperty Specifies which property to animate
  90818. * @param framePerSecond The frames per second of the animation
  90819. * @param totalFrame The total number of frames
  90820. * @param from The frame at the beginning of the animation
  90821. * @param to The frame at the end of the animation
  90822. * @param loopMode Specifies the loop mode of the animation
  90823. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  90824. * @param onAnimationEnd Callback to run once the animation is complete
  90825. * @returns Nullable animation
  90826. */
  90827. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  90828. /**
  90829. * Transition property of an host to the target Value
  90830. * @param property The property to transition
  90831. * @param targetValue The target Value of the property
  90832. * @param host The object where the property to animate belongs
  90833. * @param scene Scene used to run the animation
  90834. * @param frameRate Framerate (in frame/s) to use
  90835. * @param transition The transition type we want to use
  90836. * @param duration The duration of the animation, in milliseconds
  90837. * @param onAnimationEnd Callback trigger at the end of the animation
  90838. * @returns Nullable animation
  90839. */
  90840. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  90841. /**
  90842. * Return the array of runtime animations currently using this animation
  90843. */
  90844. readonly runtimeAnimations: RuntimeAnimation[];
  90845. /**
  90846. * Specifies if any of the runtime animations are currently running
  90847. */
  90848. readonly hasRunningRuntimeAnimations: boolean;
  90849. /**
  90850. * Initializes the animation
  90851. * @param name Name of the animation
  90852. * @param targetProperty Property to animate
  90853. * @param framePerSecond The frames per second of the animation
  90854. * @param dataType The data type of the animation
  90855. * @param loopMode The loop mode of the animation
  90856. * @param enableBlending Specifies if blending should be enabled
  90857. */
  90858. constructor(
  90859. /**Name of the animation */
  90860. name: string,
  90861. /**Property to animate */
  90862. targetProperty: string,
  90863. /**The frames per second of the animation */
  90864. framePerSecond: number,
  90865. /**The data type of the animation */
  90866. dataType: number,
  90867. /**The loop mode of the animation */
  90868. loopMode?: number | undefined,
  90869. /**Specifies if blending should be enabled */
  90870. enableBlending?: boolean | undefined);
  90871. /**
  90872. * Converts the animation to a string
  90873. * @param fullDetails support for multiple levels of logging within scene loading
  90874. * @returns String form of the animation
  90875. */
  90876. toString(fullDetails?: boolean): string;
  90877. /**
  90878. * Add an event to this animation
  90879. * @param event Event to add
  90880. */
  90881. addEvent(event: AnimationEvent): void;
  90882. /**
  90883. * Remove all events found at the given frame
  90884. * @param frame The frame to remove events from
  90885. */
  90886. removeEvents(frame: number): void;
  90887. /**
  90888. * Retrieves all the events from the animation
  90889. * @returns Events from the animation
  90890. */
  90891. getEvents(): AnimationEvent[];
  90892. /**
  90893. * Creates an animation range
  90894. * @param name Name of the animation range
  90895. * @param from Starting frame of the animation range
  90896. * @param to Ending frame of the animation
  90897. */
  90898. createRange(name: string, from: number, to: number): void;
  90899. /**
  90900. * Deletes an animation range by name
  90901. * @param name Name of the animation range to delete
  90902. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  90903. */
  90904. deleteRange(name: string, deleteFrames?: boolean): void;
  90905. /**
  90906. * Gets the animation range by name, or null if not defined
  90907. * @param name Name of the animation range
  90908. * @returns Nullable animation range
  90909. */
  90910. getRange(name: string): Nullable<AnimationRange>;
  90911. /**
  90912. * Gets the key frames from the animation
  90913. * @returns The key frames of the animation
  90914. */
  90915. getKeys(): Array<IAnimationKey>;
  90916. /**
  90917. * Gets the highest frame rate of the animation
  90918. * @returns Highest frame rate of the animation
  90919. */
  90920. getHighestFrame(): number;
  90921. /**
  90922. * Gets the easing function of the animation
  90923. * @returns Easing function of the animation
  90924. */
  90925. getEasingFunction(): IEasingFunction;
  90926. /**
  90927. * Sets the easing function of the animation
  90928. * @param easingFunction A custom mathematical formula for animation
  90929. */
  90930. setEasingFunction(easingFunction: EasingFunction): void;
  90931. /**
  90932. * Interpolates a scalar linearly
  90933. * @param startValue Start value of the animation curve
  90934. * @param endValue End value of the animation curve
  90935. * @param gradient Scalar amount to interpolate
  90936. * @returns Interpolated scalar value
  90937. */
  90938. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  90939. /**
  90940. * Interpolates a scalar cubically
  90941. * @param startValue Start value of the animation curve
  90942. * @param outTangent End tangent of the animation
  90943. * @param endValue End value of the animation curve
  90944. * @param inTangent Start tangent of the animation curve
  90945. * @param gradient Scalar amount to interpolate
  90946. * @returns Interpolated scalar value
  90947. */
  90948. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  90949. /**
  90950. * Interpolates a quaternion using a spherical linear interpolation
  90951. * @param startValue Start value of the animation curve
  90952. * @param endValue End value of the animation curve
  90953. * @param gradient Scalar amount to interpolate
  90954. * @returns Interpolated quaternion value
  90955. */
  90956. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  90957. /**
  90958. * Interpolates a quaternion cubically
  90959. * @param startValue Start value of the animation curve
  90960. * @param outTangent End tangent of the animation curve
  90961. * @param endValue End value of the animation curve
  90962. * @param inTangent Start tangent of the animation curve
  90963. * @param gradient Scalar amount to interpolate
  90964. * @returns Interpolated quaternion value
  90965. */
  90966. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  90967. /**
  90968. * Interpolates a Vector3 linearl
  90969. * @param startValue Start value of the animation curve
  90970. * @param endValue End value of the animation curve
  90971. * @param gradient Scalar amount to interpolate
  90972. * @returns Interpolated scalar value
  90973. */
  90974. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  90975. /**
  90976. * Interpolates a Vector3 cubically
  90977. * @param startValue Start value of the animation curve
  90978. * @param outTangent End tangent of the animation
  90979. * @param endValue End value of the animation curve
  90980. * @param inTangent Start tangent of the animation curve
  90981. * @param gradient Scalar amount to interpolate
  90982. * @returns InterpolatedVector3 value
  90983. */
  90984. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  90985. /**
  90986. * Interpolates a Vector2 linearly
  90987. * @param startValue Start value of the animation curve
  90988. * @param endValue End value of the animation curve
  90989. * @param gradient Scalar amount to interpolate
  90990. * @returns Interpolated Vector2 value
  90991. */
  90992. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  90993. /**
  90994. * Interpolates a Vector2 cubically
  90995. * @param startValue Start value of the animation curve
  90996. * @param outTangent End tangent of the animation
  90997. * @param endValue End value of the animation curve
  90998. * @param inTangent Start tangent of the animation curve
  90999. * @param gradient Scalar amount to interpolate
  91000. * @returns Interpolated Vector2 value
  91001. */
  91002. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91003. /**
  91004. * Interpolates a size linearly
  91005. * @param startValue Start value of the animation curve
  91006. * @param endValue End value of the animation curve
  91007. * @param gradient Scalar amount to interpolate
  91008. * @returns Interpolated Size value
  91009. */
  91010. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91011. /**
  91012. * Interpolates a Color3 linearly
  91013. * @param startValue Start value of the animation curve
  91014. * @param endValue End value of the animation curve
  91015. * @param gradient Scalar amount to interpolate
  91016. * @returns Interpolated Color3 value
  91017. */
  91018. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91019. /**
  91020. * @hidden Internal use only
  91021. */
  91022. _getKeyValue(value: any): any;
  91023. /**
  91024. * @hidden Internal use only
  91025. */
  91026. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91027. /**
  91028. * Defines the function to use to interpolate matrices
  91029. * @param startValue defines the start matrix
  91030. * @param endValue defines the end matrix
  91031. * @param gradient defines the gradient between both matrices
  91032. * @param result defines an optional target matrix where to store the interpolation
  91033. * @returns the interpolated matrix
  91034. */
  91035. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91036. /**
  91037. * Makes a copy of the animation
  91038. * @returns Cloned animation
  91039. */
  91040. clone(): Animation;
  91041. /**
  91042. * Sets the key frames of the animation
  91043. * @param values The animation key frames to set
  91044. */
  91045. setKeys(values: Array<IAnimationKey>): void;
  91046. /**
  91047. * Serializes the animation to an object
  91048. * @returns Serialized object
  91049. */
  91050. serialize(): any;
  91051. /**
  91052. * Float animation type
  91053. */
  91054. private static _ANIMATIONTYPE_FLOAT;
  91055. /**
  91056. * Vector3 animation type
  91057. */
  91058. private static _ANIMATIONTYPE_VECTOR3;
  91059. /**
  91060. * Quaternion animation type
  91061. */
  91062. private static _ANIMATIONTYPE_QUATERNION;
  91063. /**
  91064. * Matrix animation type
  91065. */
  91066. private static _ANIMATIONTYPE_MATRIX;
  91067. /**
  91068. * Color3 animation type
  91069. */
  91070. private static _ANIMATIONTYPE_COLOR3;
  91071. /**
  91072. * Vector2 animation type
  91073. */
  91074. private static _ANIMATIONTYPE_VECTOR2;
  91075. /**
  91076. * Size animation type
  91077. */
  91078. private static _ANIMATIONTYPE_SIZE;
  91079. /**
  91080. * Relative Loop Mode
  91081. */
  91082. private static _ANIMATIONLOOPMODE_RELATIVE;
  91083. /**
  91084. * Cycle Loop Mode
  91085. */
  91086. private static _ANIMATIONLOOPMODE_CYCLE;
  91087. /**
  91088. * Constant Loop Mode
  91089. */
  91090. private static _ANIMATIONLOOPMODE_CONSTANT;
  91091. /**
  91092. * Get the float animation type
  91093. */
  91094. static readonly ANIMATIONTYPE_FLOAT: number;
  91095. /**
  91096. * Get the Vector3 animation type
  91097. */
  91098. static readonly ANIMATIONTYPE_VECTOR3: number;
  91099. /**
  91100. * Get the Vector2 animation type
  91101. */
  91102. static readonly ANIMATIONTYPE_VECTOR2: number;
  91103. /**
  91104. * Get the Size animation type
  91105. */
  91106. static readonly ANIMATIONTYPE_SIZE: number;
  91107. /**
  91108. * Get the Quaternion animation type
  91109. */
  91110. static readonly ANIMATIONTYPE_QUATERNION: number;
  91111. /**
  91112. * Get the Matrix animation type
  91113. */
  91114. static readonly ANIMATIONTYPE_MATRIX: number;
  91115. /**
  91116. * Get the Color3 animation type
  91117. */
  91118. static readonly ANIMATIONTYPE_COLOR3: number;
  91119. /**
  91120. * Get the Relative Loop Mode
  91121. */
  91122. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91123. /**
  91124. * Get the Cycle Loop Mode
  91125. */
  91126. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91127. /**
  91128. * Get the Constant Loop Mode
  91129. */
  91130. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91131. /** @hidden */
  91132. static _UniversalLerp(left: any, right: any, amount: number): any;
  91133. /**
  91134. * Parses an animation object and creates an animation
  91135. * @param parsedAnimation Parsed animation object
  91136. * @returns Animation object
  91137. */
  91138. static Parse(parsedAnimation: any): Animation;
  91139. /**
  91140. * Appends the serialized animations from the source animations
  91141. * @param source Source containing the animations
  91142. * @param destination Target to store the animations
  91143. */
  91144. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91145. }
  91146. }
  91147. declare module BABYLON {
  91148. /**
  91149. * Interface containing an array of animations
  91150. */
  91151. export interface IAnimatable {
  91152. /**
  91153. * Array of animations
  91154. */
  91155. animations: Nullable<Array<Animation>>;
  91156. }
  91157. }
  91158. declare module BABYLON {
  91159. /**
  91160. * This represents all the required information to add a fresnel effect on a material:
  91161. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91162. */
  91163. export class FresnelParameters {
  91164. private _isEnabled;
  91165. /**
  91166. * Define if the fresnel effect is enable or not.
  91167. */
  91168. isEnabled: boolean;
  91169. /**
  91170. * Define the color used on edges (grazing angle)
  91171. */
  91172. leftColor: Color3;
  91173. /**
  91174. * Define the color used on center
  91175. */
  91176. rightColor: Color3;
  91177. /**
  91178. * Define bias applied to computed fresnel term
  91179. */
  91180. bias: number;
  91181. /**
  91182. * Defined the power exponent applied to fresnel term
  91183. */
  91184. power: number;
  91185. /**
  91186. * Clones the current fresnel and its valuues
  91187. * @returns a clone fresnel configuration
  91188. */
  91189. clone(): FresnelParameters;
  91190. /**
  91191. * Serializes the current fresnel parameters to a JSON representation.
  91192. * @return the JSON serialization
  91193. */
  91194. serialize(): any;
  91195. /**
  91196. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91197. * @param parsedFresnelParameters Define the JSON representation
  91198. * @returns the parsed parameters
  91199. */
  91200. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91201. }
  91202. }
  91203. declare module BABYLON {
  91204. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91205. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91206. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91207. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91208. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91209. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91210. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91211. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91212. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91213. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91214. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91215. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91216. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91217. /**
  91218. * Decorator used to define property that can be serialized as reference to a camera
  91219. * @param sourceName defines the name of the property to decorate
  91220. */
  91221. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91222. /**
  91223. * Class used to help serialization objects
  91224. */
  91225. export class SerializationHelper {
  91226. /** @hidden */
  91227. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91228. /** @hidden */
  91229. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91230. /** @hidden */
  91231. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91232. /** @hidden */
  91233. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91234. /**
  91235. * Appends the serialized animations from the source animations
  91236. * @param source Source containing the animations
  91237. * @param destination Target to store the animations
  91238. */
  91239. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91240. /**
  91241. * Static function used to serialized a specific entity
  91242. * @param entity defines the entity to serialize
  91243. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91244. * @returns a JSON compatible object representing the serialization of the entity
  91245. */
  91246. static Serialize<T>(entity: T, serializationObject?: any): any;
  91247. /**
  91248. * Creates a new entity from a serialization data object
  91249. * @param creationFunction defines a function used to instanciated the new entity
  91250. * @param source defines the source serialization data
  91251. * @param scene defines the hosting scene
  91252. * @param rootUrl defines the root url for resources
  91253. * @returns a new entity
  91254. */
  91255. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91256. /**
  91257. * Clones an object
  91258. * @param creationFunction defines the function used to instanciate the new object
  91259. * @param source defines the source object
  91260. * @returns the cloned object
  91261. */
  91262. static Clone<T>(creationFunction: () => T, source: T): T;
  91263. /**
  91264. * Instanciates a new object based on a source one (some data will be shared between both object)
  91265. * @param creationFunction defines the function used to instanciate the new object
  91266. * @param source defines the source object
  91267. * @returns the new object
  91268. */
  91269. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91270. }
  91271. }
  91272. declare module BABYLON {
  91273. /**
  91274. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91275. */
  91276. export interface CubeMapInfo {
  91277. /**
  91278. * The pixel array for the front face.
  91279. * This is stored in format, left to right, up to down format.
  91280. */
  91281. front: Nullable<ArrayBufferView>;
  91282. /**
  91283. * The pixel array for the back face.
  91284. * This is stored in format, left to right, up to down format.
  91285. */
  91286. back: Nullable<ArrayBufferView>;
  91287. /**
  91288. * The pixel array for the left face.
  91289. * This is stored in format, left to right, up to down format.
  91290. */
  91291. left: Nullable<ArrayBufferView>;
  91292. /**
  91293. * The pixel array for the right face.
  91294. * This is stored in format, left to right, up to down format.
  91295. */
  91296. right: Nullable<ArrayBufferView>;
  91297. /**
  91298. * The pixel array for the up face.
  91299. * This is stored in format, left to right, up to down format.
  91300. */
  91301. up: Nullable<ArrayBufferView>;
  91302. /**
  91303. * The pixel array for the down face.
  91304. * This is stored in format, left to right, up to down format.
  91305. */
  91306. down: Nullable<ArrayBufferView>;
  91307. /**
  91308. * The size of the cubemap stored.
  91309. *
  91310. * Each faces will be size * size pixels.
  91311. */
  91312. size: number;
  91313. /**
  91314. * The format of the texture.
  91315. *
  91316. * RGBA, RGB.
  91317. */
  91318. format: number;
  91319. /**
  91320. * The type of the texture data.
  91321. *
  91322. * UNSIGNED_INT, FLOAT.
  91323. */
  91324. type: number;
  91325. /**
  91326. * Specifies whether the texture is in gamma space.
  91327. */
  91328. gammaSpace: boolean;
  91329. }
  91330. /**
  91331. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  91332. */
  91333. export class PanoramaToCubeMapTools {
  91334. private static FACE_FRONT;
  91335. private static FACE_BACK;
  91336. private static FACE_RIGHT;
  91337. private static FACE_LEFT;
  91338. private static FACE_DOWN;
  91339. private static FACE_UP;
  91340. /**
  91341. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  91342. *
  91343. * @param float32Array The source data.
  91344. * @param inputWidth The width of the input panorama.
  91345. * @param inputHeight The height of the input panorama.
  91346. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  91347. * @return The cubemap data
  91348. */
  91349. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  91350. private static CreateCubemapTexture;
  91351. private static CalcProjectionSpherical;
  91352. }
  91353. }
  91354. declare module BABYLON {
  91355. /**
  91356. * Helper class dealing with the extraction of spherical polynomial dataArray
  91357. * from a cube map.
  91358. */
  91359. export class CubeMapToSphericalPolynomialTools {
  91360. private static FileFaces;
  91361. /**
  91362. * Converts a texture to the according Spherical Polynomial data.
  91363. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91364. *
  91365. * @param texture The texture to extract the information from.
  91366. * @return The Spherical Polynomial data.
  91367. */
  91368. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  91369. /**
  91370. * Converts a cubemap to the according Spherical Polynomial data.
  91371. * This extracts the first 3 orders only as they are the only one used in the lighting.
  91372. *
  91373. * @param cubeInfo The Cube map to extract the information from.
  91374. * @return The Spherical Polynomial data.
  91375. */
  91376. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  91377. }
  91378. }
  91379. declare module BABYLON {
  91380. /**
  91381. * Class used to manipulate GUIDs
  91382. */
  91383. export class GUID {
  91384. /**
  91385. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  91386. * Be aware Math.random() could cause collisions, but:
  91387. * "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"
  91388. * @returns a pseudo random id
  91389. */
  91390. static RandomId(): string;
  91391. }
  91392. }
  91393. declare module BABYLON {
  91394. /**
  91395. * Base class of all the textures in babylon.
  91396. * It groups all the common properties the materials, post process, lights... might need
  91397. * in order to make a correct use of the texture.
  91398. */
  91399. export class BaseTexture implements IAnimatable {
  91400. /**
  91401. * Default anisotropic filtering level for the application.
  91402. * It is set to 4 as a good tradeoff between perf and quality.
  91403. */
  91404. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  91405. /**
  91406. * Gets or sets the unique id of the texture
  91407. */
  91408. uniqueId: number;
  91409. /**
  91410. * Define the name of the texture.
  91411. */
  91412. name: string;
  91413. /**
  91414. * Gets or sets an object used to store user defined information.
  91415. */
  91416. metadata: any;
  91417. /**
  91418. * For internal use only. Please do not use.
  91419. */
  91420. reservedDataStore: any;
  91421. private _hasAlpha;
  91422. /**
  91423. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  91424. */
  91425. hasAlpha: boolean;
  91426. /**
  91427. * Defines if the alpha value should be determined via the rgb values.
  91428. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  91429. */
  91430. getAlphaFromRGB: boolean;
  91431. /**
  91432. * Intensity or strength of the texture.
  91433. * It is commonly used by materials to fine tune the intensity of the texture
  91434. */
  91435. level: number;
  91436. /**
  91437. * Define the UV chanel to use starting from 0 and defaulting to 0.
  91438. * This is part of the texture as textures usually maps to one uv set.
  91439. */
  91440. coordinatesIndex: number;
  91441. private _coordinatesMode;
  91442. /**
  91443. * How a texture is mapped.
  91444. *
  91445. * | Value | Type | Description |
  91446. * | ----- | ----------------------------------- | ----------- |
  91447. * | 0 | EXPLICIT_MODE | |
  91448. * | 1 | SPHERICAL_MODE | |
  91449. * | 2 | PLANAR_MODE | |
  91450. * | 3 | CUBIC_MODE | |
  91451. * | 4 | PROJECTION_MODE | |
  91452. * | 5 | SKYBOX_MODE | |
  91453. * | 6 | INVCUBIC_MODE | |
  91454. * | 7 | EQUIRECTANGULAR_MODE | |
  91455. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  91456. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  91457. */
  91458. coordinatesMode: number;
  91459. /**
  91460. * | Value | Type | Description |
  91461. * | ----- | ------------------ | ----------- |
  91462. * | 0 | CLAMP_ADDRESSMODE | |
  91463. * | 1 | WRAP_ADDRESSMODE | |
  91464. * | 2 | MIRROR_ADDRESSMODE | |
  91465. */
  91466. wrapU: number;
  91467. /**
  91468. * | Value | Type | Description |
  91469. * | ----- | ------------------ | ----------- |
  91470. * | 0 | CLAMP_ADDRESSMODE | |
  91471. * | 1 | WRAP_ADDRESSMODE | |
  91472. * | 2 | MIRROR_ADDRESSMODE | |
  91473. */
  91474. wrapV: number;
  91475. /**
  91476. * | Value | Type | Description |
  91477. * | ----- | ------------------ | ----------- |
  91478. * | 0 | CLAMP_ADDRESSMODE | |
  91479. * | 1 | WRAP_ADDRESSMODE | |
  91480. * | 2 | MIRROR_ADDRESSMODE | |
  91481. */
  91482. wrapR: number;
  91483. /**
  91484. * With compliant hardware and browser (supporting anisotropic filtering)
  91485. * this defines the level of anisotropic filtering in the texture.
  91486. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  91487. */
  91488. anisotropicFilteringLevel: number;
  91489. /**
  91490. * Define if the texture is a cube texture or if false a 2d texture.
  91491. */
  91492. isCube: boolean;
  91493. /**
  91494. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  91495. */
  91496. is3D: boolean;
  91497. /**
  91498. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  91499. * HDR texture are usually stored in linear space.
  91500. * This only impacts the PBR and Background materials
  91501. */
  91502. gammaSpace: boolean;
  91503. /**
  91504. * Gets whether or not the texture contains RGBD data.
  91505. */
  91506. readonly isRGBD: boolean;
  91507. /**
  91508. * Is Z inverted in the texture (useful in a cube texture).
  91509. */
  91510. invertZ: boolean;
  91511. /**
  91512. * Are mip maps generated for this texture or not.
  91513. */
  91514. readonly noMipmap: boolean;
  91515. /**
  91516. * @hidden
  91517. */
  91518. lodLevelInAlpha: boolean;
  91519. /**
  91520. * With prefiltered texture, defined the offset used during the prefiltering steps.
  91521. */
  91522. lodGenerationOffset: number;
  91523. /**
  91524. * With prefiltered texture, defined the scale used during the prefiltering steps.
  91525. */
  91526. lodGenerationScale: number;
  91527. /**
  91528. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  91529. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  91530. * average roughness values.
  91531. */
  91532. linearSpecularLOD: boolean;
  91533. /**
  91534. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  91535. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  91536. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  91537. */
  91538. irradianceTexture: Nullable<BaseTexture>;
  91539. /**
  91540. * Define if the texture is a render target.
  91541. */
  91542. isRenderTarget: boolean;
  91543. /**
  91544. * Define the unique id of the texture in the scene.
  91545. */
  91546. readonly uid: string;
  91547. /**
  91548. * Return a string representation of the texture.
  91549. * @returns the texture as a string
  91550. */
  91551. toString(): string;
  91552. /**
  91553. * Get the class name of the texture.
  91554. * @returns "BaseTexture"
  91555. */
  91556. getClassName(): string;
  91557. /**
  91558. * Define the list of animation attached to the texture.
  91559. */
  91560. animations: Animation[];
  91561. /**
  91562. * An event triggered when the texture is disposed.
  91563. */
  91564. onDisposeObservable: Observable<BaseTexture>;
  91565. private _onDisposeObserver;
  91566. /**
  91567. * Callback triggered when the texture has been disposed.
  91568. * Kept for back compatibility, you can use the onDisposeObservable instead.
  91569. */
  91570. onDispose: () => void;
  91571. /**
  91572. * Define the current state of the loading sequence when in delayed load mode.
  91573. */
  91574. delayLoadState: number;
  91575. private _scene;
  91576. /** @hidden */
  91577. _texture: Nullable<InternalTexture>;
  91578. private _uid;
  91579. /**
  91580. * Define if the texture is preventinga material to render or not.
  91581. * If not and the texture is not ready, the engine will use a default black texture instead.
  91582. */
  91583. readonly isBlocking: boolean;
  91584. /**
  91585. * Instantiates a new BaseTexture.
  91586. * Base class of all the textures in babylon.
  91587. * It groups all the common properties the materials, post process, lights... might need
  91588. * in order to make a correct use of the texture.
  91589. * @param scene Define the scene the texture blongs to
  91590. */
  91591. constructor(scene: Nullable<Scene>);
  91592. /**
  91593. * Get the scene the texture belongs to.
  91594. * @returns the scene or null if undefined
  91595. */
  91596. getScene(): Nullable<Scene>;
  91597. /**
  91598. * Get the texture transform matrix used to offset tile the texture for istance.
  91599. * @returns the transformation matrix
  91600. */
  91601. getTextureMatrix(): Matrix;
  91602. /**
  91603. * Get the texture reflection matrix used to rotate/transform the reflection.
  91604. * @returns the reflection matrix
  91605. */
  91606. getReflectionTextureMatrix(): Matrix;
  91607. /**
  91608. * Get the underlying lower level texture from Babylon.
  91609. * @returns the insternal texture
  91610. */
  91611. getInternalTexture(): Nullable<InternalTexture>;
  91612. /**
  91613. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  91614. * @returns true if ready or not blocking
  91615. */
  91616. isReadyOrNotBlocking(): boolean;
  91617. /**
  91618. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  91619. * @returns true if fully ready
  91620. */
  91621. isReady(): boolean;
  91622. private _cachedSize;
  91623. /**
  91624. * Get the size of the texture.
  91625. * @returns the texture size.
  91626. */
  91627. getSize(): ISize;
  91628. /**
  91629. * Get the base size of the texture.
  91630. * It can be different from the size if the texture has been resized for POT for instance
  91631. * @returns the base size
  91632. */
  91633. getBaseSize(): ISize;
  91634. /**
  91635. * Update the sampling mode of the texture.
  91636. * Default is Trilinear mode.
  91637. *
  91638. * | Value | Type | Description |
  91639. * | ----- | ------------------ | ----------- |
  91640. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  91641. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  91642. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  91643. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  91644. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  91645. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  91646. * | 7 | NEAREST_LINEAR | |
  91647. * | 8 | NEAREST_NEAREST | |
  91648. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  91649. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  91650. * | 11 | LINEAR_LINEAR | |
  91651. * | 12 | LINEAR_NEAREST | |
  91652. *
  91653. * > _mag_: magnification filter (close to the viewer)
  91654. * > _min_: minification filter (far from the viewer)
  91655. * > _mip_: filter used between mip map levels
  91656. *@param samplingMode Define the new sampling mode of the texture
  91657. */
  91658. updateSamplingMode(samplingMode: number): void;
  91659. /**
  91660. * Scales the texture if is `canRescale()`
  91661. * @param ratio the resize factor we want to use to rescale
  91662. */
  91663. scale(ratio: number): void;
  91664. /**
  91665. * Get if the texture can rescale.
  91666. */
  91667. readonly canRescale: boolean;
  91668. /** @hidden */
  91669. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  91670. /** @hidden */
  91671. _rebuild(): void;
  91672. /**
  91673. * Triggers the load sequence in delayed load mode.
  91674. */
  91675. delayLoad(): void;
  91676. /**
  91677. * Clones the texture.
  91678. * @returns the cloned texture
  91679. */
  91680. clone(): Nullable<BaseTexture>;
  91681. /**
  91682. * Get the texture underlying type (INT, FLOAT...)
  91683. */
  91684. readonly textureType: number;
  91685. /**
  91686. * Get the texture underlying format (RGB, RGBA...)
  91687. */
  91688. readonly textureFormat: number;
  91689. /**
  91690. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  91691. * This will returns an RGBA array buffer containing either in values (0-255) or
  91692. * float values (0-1) depending of the underlying buffer type.
  91693. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  91694. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  91695. * @param buffer defines a user defined buffer to fill with data (can be null)
  91696. * @returns The Array buffer containing the pixels data.
  91697. */
  91698. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  91699. /**
  91700. * Release and destroy the underlying lower level texture aka internalTexture.
  91701. */
  91702. releaseInternalTexture(): void;
  91703. /**
  91704. * Get the polynomial representation of the texture data.
  91705. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  91706. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  91707. */
  91708. sphericalPolynomial: Nullable<SphericalPolynomial>;
  91709. /** @hidden */
  91710. readonly _lodTextureHigh: Nullable<BaseTexture>;
  91711. /** @hidden */
  91712. readonly _lodTextureMid: Nullable<BaseTexture>;
  91713. /** @hidden */
  91714. readonly _lodTextureLow: Nullable<BaseTexture>;
  91715. /**
  91716. * Dispose the texture and release its associated resources.
  91717. */
  91718. dispose(): void;
  91719. /**
  91720. * Serialize the texture into a JSON representation that can be parsed later on.
  91721. * @returns the JSON representation of the texture
  91722. */
  91723. serialize(): any;
  91724. /**
  91725. * Helper function to be called back once a list of texture contains only ready textures.
  91726. * @param textures Define the list of textures to wait for
  91727. * @param callback Define the callback triggered once the entire list will be ready
  91728. */
  91729. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  91730. }
  91731. }
  91732. declare module BABYLON {
  91733. /**
  91734. * Class used to store data associated with WebGL texture data for the engine
  91735. * This class should not be used directly
  91736. */
  91737. export class InternalTexture {
  91738. /** @hidden */
  91739. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  91740. /**
  91741. * The source of the texture data is unknown
  91742. */
  91743. static DATASOURCE_UNKNOWN: number;
  91744. /**
  91745. * Texture data comes from an URL
  91746. */
  91747. static DATASOURCE_URL: number;
  91748. /**
  91749. * Texture data is only used for temporary storage
  91750. */
  91751. static DATASOURCE_TEMP: number;
  91752. /**
  91753. * Texture data comes from raw data (ArrayBuffer)
  91754. */
  91755. static DATASOURCE_RAW: number;
  91756. /**
  91757. * Texture content is dynamic (video or dynamic texture)
  91758. */
  91759. static DATASOURCE_DYNAMIC: number;
  91760. /**
  91761. * Texture content is generated by rendering to it
  91762. */
  91763. static DATASOURCE_RENDERTARGET: number;
  91764. /**
  91765. * Texture content is part of a multi render target process
  91766. */
  91767. static DATASOURCE_MULTIRENDERTARGET: number;
  91768. /**
  91769. * Texture data comes from a cube data file
  91770. */
  91771. static DATASOURCE_CUBE: number;
  91772. /**
  91773. * Texture data comes from a raw cube data
  91774. */
  91775. static DATASOURCE_CUBERAW: number;
  91776. /**
  91777. * Texture data come from a prefiltered cube data file
  91778. */
  91779. static DATASOURCE_CUBEPREFILTERED: number;
  91780. /**
  91781. * Texture content is raw 3D data
  91782. */
  91783. static DATASOURCE_RAW3D: number;
  91784. /**
  91785. * Texture content is a depth texture
  91786. */
  91787. static DATASOURCE_DEPTHTEXTURE: number;
  91788. /**
  91789. * Texture data comes from a raw cube data encoded with RGBD
  91790. */
  91791. static DATASOURCE_CUBERAW_RGBD: number;
  91792. /**
  91793. * Defines if the texture is ready
  91794. */
  91795. isReady: boolean;
  91796. /**
  91797. * Defines if the texture is a cube texture
  91798. */
  91799. isCube: boolean;
  91800. /**
  91801. * Defines if the texture contains 3D data
  91802. */
  91803. is3D: boolean;
  91804. /**
  91805. * Defines if the texture contains multiview data
  91806. */
  91807. isMultiview: boolean;
  91808. /**
  91809. * Gets the URL used to load this texture
  91810. */
  91811. url: string;
  91812. /**
  91813. * Gets the sampling mode of the texture
  91814. */
  91815. samplingMode: number;
  91816. /**
  91817. * Gets a boolean indicating if the texture needs mipmaps generation
  91818. */
  91819. generateMipMaps: boolean;
  91820. /**
  91821. * Gets the number of samples used by the texture (WebGL2+ only)
  91822. */
  91823. samples: number;
  91824. /**
  91825. * Gets the type of the texture (int, float...)
  91826. */
  91827. type: number;
  91828. /**
  91829. * Gets the format of the texture (RGB, RGBA...)
  91830. */
  91831. format: number;
  91832. /**
  91833. * Observable called when the texture is loaded
  91834. */
  91835. onLoadedObservable: Observable<InternalTexture>;
  91836. /**
  91837. * Gets the width of the texture
  91838. */
  91839. width: number;
  91840. /**
  91841. * Gets the height of the texture
  91842. */
  91843. height: number;
  91844. /**
  91845. * Gets the depth of the texture
  91846. */
  91847. depth: number;
  91848. /**
  91849. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  91850. */
  91851. baseWidth: number;
  91852. /**
  91853. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  91854. */
  91855. baseHeight: number;
  91856. /**
  91857. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  91858. */
  91859. baseDepth: number;
  91860. /**
  91861. * Gets a boolean indicating if the texture is inverted on Y axis
  91862. */
  91863. invertY: boolean;
  91864. /** @hidden */
  91865. _invertVScale: boolean;
  91866. /** @hidden */
  91867. _associatedChannel: number;
  91868. /** @hidden */
  91869. _dataSource: number;
  91870. /** @hidden */
  91871. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  91872. /** @hidden */
  91873. _bufferView: Nullable<ArrayBufferView>;
  91874. /** @hidden */
  91875. _bufferViewArray: Nullable<ArrayBufferView[]>;
  91876. /** @hidden */
  91877. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  91878. /** @hidden */
  91879. _size: number;
  91880. /** @hidden */
  91881. _extension: string;
  91882. /** @hidden */
  91883. _files: Nullable<string[]>;
  91884. /** @hidden */
  91885. _workingCanvas: Nullable<HTMLCanvasElement>;
  91886. /** @hidden */
  91887. _workingContext: Nullable<CanvasRenderingContext2D>;
  91888. /** @hidden */
  91889. _framebuffer: Nullable<WebGLFramebuffer>;
  91890. /** @hidden */
  91891. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  91892. /** @hidden */
  91893. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  91894. /** @hidden */
  91895. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  91896. /** @hidden */
  91897. _attachments: Nullable<number[]>;
  91898. /** @hidden */
  91899. _cachedCoordinatesMode: Nullable<number>;
  91900. /** @hidden */
  91901. _cachedWrapU: Nullable<number>;
  91902. /** @hidden */
  91903. _cachedWrapV: Nullable<number>;
  91904. /** @hidden */
  91905. _cachedWrapR: Nullable<number>;
  91906. /** @hidden */
  91907. _cachedAnisotropicFilteringLevel: Nullable<number>;
  91908. /** @hidden */
  91909. _isDisabled: boolean;
  91910. /** @hidden */
  91911. _compression: Nullable<string>;
  91912. /** @hidden */
  91913. _generateStencilBuffer: boolean;
  91914. /** @hidden */
  91915. _generateDepthBuffer: boolean;
  91916. /** @hidden */
  91917. _comparisonFunction: number;
  91918. /** @hidden */
  91919. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  91920. /** @hidden */
  91921. _lodGenerationScale: number;
  91922. /** @hidden */
  91923. _lodGenerationOffset: number;
  91924. /** @hidden */
  91925. _colorTextureArray: Nullable<WebGLTexture>;
  91926. /** @hidden */
  91927. _depthStencilTextureArray: Nullable<WebGLTexture>;
  91928. /** @hidden */
  91929. _lodTextureHigh: Nullable<BaseTexture>;
  91930. /** @hidden */
  91931. _lodTextureMid: Nullable<BaseTexture>;
  91932. /** @hidden */
  91933. _lodTextureLow: Nullable<BaseTexture>;
  91934. /** @hidden */
  91935. _isRGBD: boolean;
  91936. /** @hidden */
  91937. _linearSpecularLOD: boolean;
  91938. /** @hidden */
  91939. _irradianceTexture: Nullable<BaseTexture>;
  91940. /** @hidden */
  91941. _webGLTexture: Nullable<WebGLTexture>;
  91942. /** @hidden */
  91943. _references: number;
  91944. private _engine;
  91945. /**
  91946. * Gets the Engine the texture belongs to.
  91947. * @returns The babylon engine
  91948. */
  91949. getEngine(): Engine;
  91950. /**
  91951. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  91952. */
  91953. readonly dataSource: number;
  91954. /**
  91955. * Creates a new InternalTexture
  91956. * @param engine defines the engine to use
  91957. * @param dataSource defines the type of data that will be used
  91958. * @param delayAllocation if the texture allocation should be delayed (default: false)
  91959. */
  91960. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  91961. /**
  91962. * Increments the number of references (ie. the number of Texture that point to it)
  91963. */
  91964. incrementReferences(): void;
  91965. /**
  91966. * Change the size of the texture (not the size of the content)
  91967. * @param width defines the new width
  91968. * @param height defines the new height
  91969. * @param depth defines the new depth (1 by default)
  91970. */
  91971. updateSize(width: int, height: int, depth?: int): void;
  91972. /** @hidden */
  91973. _rebuild(): void;
  91974. /** @hidden */
  91975. _swapAndDie(target: InternalTexture): void;
  91976. /**
  91977. * Dispose the current allocated resources
  91978. */
  91979. dispose(): void;
  91980. }
  91981. }
  91982. declare module BABYLON {
  91983. /**
  91984. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  91985. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  91986. */
  91987. export class EffectFallbacks {
  91988. private _defines;
  91989. private _currentRank;
  91990. private _maxRank;
  91991. private _mesh;
  91992. /**
  91993. * Removes the fallback from the bound mesh.
  91994. */
  91995. unBindMesh(): void;
  91996. /**
  91997. * Adds a fallback on the specified property.
  91998. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  91999. * @param define The name of the define in the shader
  92000. */
  92001. addFallback(rank: number, define: string): void;
  92002. /**
  92003. * Sets the mesh to use CPU skinning when needing to fallback.
  92004. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92005. * @param mesh The mesh to use the fallbacks.
  92006. */
  92007. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92008. /**
  92009. * Checks to see if more fallbacks are still availible.
  92010. */
  92011. readonly isMoreFallbacks: boolean;
  92012. /**
  92013. * Removes the defines that should be removed when falling back.
  92014. * @param currentDefines defines the current define statements for the shader.
  92015. * @param effect defines the current effect we try to compile
  92016. * @returns The resulting defines with defines of the current rank removed.
  92017. */
  92018. reduce(currentDefines: string, effect: Effect): string;
  92019. }
  92020. /**
  92021. * Options to be used when creating an effect.
  92022. */
  92023. export class EffectCreationOptions {
  92024. /**
  92025. * Atrributes that will be used in the shader.
  92026. */
  92027. attributes: string[];
  92028. /**
  92029. * Uniform varible names that will be set in the shader.
  92030. */
  92031. uniformsNames: string[];
  92032. /**
  92033. * Uniform buffer varible names that will be set in the shader.
  92034. */
  92035. uniformBuffersNames: string[];
  92036. /**
  92037. * Sampler texture variable names that will be set in the shader.
  92038. */
  92039. samplers: string[];
  92040. /**
  92041. * Define statements that will be set in the shader.
  92042. */
  92043. defines: any;
  92044. /**
  92045. * Possible fallbacks for this effect to improve performance when needed.
  92046. */
  92047. fallbacks: Nullable<EffectFallbacks>;
  92048. /**
  92049. * Callback that will be called when the shader is compiled.
  92050. */
  92051. onCompiled: Nullable<(effect: Effect) => void>;
  92052. /**
  92053. * Callback that will be called if an error occurs during shader compilation.
  92054. */
  92055. onError: Nullable<(effect: Effect, errors: string) => void>;
  92056. /**
  92057. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92058. */
  92059. indexParameters: any;
  92060. /**
  92061. * Max number of lights that can be used in the shader.
  92062. */
  92063. maxSimultaneousLights: number;
  92064. /**
  92065. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92066. */
  92067. transformFeedbackVaryings: Nullable<string[]>;
  92068. }
  92069. /**
  92070. * Effect containing vertex and fragment shader that can be executed on an object.
  92071. */
  92072. export class Effect implements IDisposable {
  92073. /**
  92074. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92075. */
  92076. static ShadersRepository: string;
  92077. /**
  92078. * Name of the effect.
  92079. */
  92080. name: any;
  92081. /**
  92082. * String container all the define statements that should be set on the shader.
  92083. */
  92084. defines: string;
  92085. /**
  92086. * Callback that will be called when the shader is compiled.
  92087. */
  92088. onCompiled: Nullable<(effect: Effect) => void>;
  92089. /**
  92090. * Callback that will be called if an error occurs during shader compilation.
  92091. */
  92092. onError: Nullable<(effect: Effect, errors: string) => void>;
  92093. /**
  92094. * Callback that will be called when effect is bound.
  92095. */
  92096. onBind: Nullable<(effect: Effect) => void>;
  92097. /**
  92098. * Unique ID of the effect.
  92099. */
  92100. uniqueId: number;
  92101. /**
  92102. * Observable that will be called when the shader is compiled.
  92103. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92104. */
  92105. onCompileObservable: Observable<Effect>;
  92106. /**
  92107. * Observable that will be called if an error occurs during shader compilation.
  92108. */
  92109. onErrorObservable: Observable<Effect>;
  92110. /** @hidden */
  92111. _onBindObservable: Nullable<Observable<Effect>>;
  92112. /**
  92113. * Observable that will be called when effect is bound.
  92114. */
  92115. readonly onBindObservable: Observable<Effect>;
  92116. /** @hidden */
  92117. _bonesComputationForcedToCPU: boolean;
  92118. private static _uniqueIdSeed;
  92119. private _engine;
  92120. private _uniformBuffersNames;
  92121. private _uniformsNames;
  92122. private _samplerList;
  92123. private _samplers;
  92124. private _isReady;
  92125. private _compilationError;
  92126. private _attributesNames;
  92127. private _attributes;
  92128. private _uniforms;
  92129. /**
  92130. * Key for the effect.
  92131. * @hidden
  92132. */
  92133. _key: string;
  92134. private _indexParameters;
  92135. private _fallbacks;
  92136. private _vertexSourceCode;
  92137. private _fragmentSourceCode;
  92138. private _vertexSourceCodeOverride;
  92139. private _fragmentSourceCodeOverride;
  92140. private _transformFeedbackVaryings;
  92141. /**
  92142. * Compiled shader to webGL program.
  92143. * @hidden
  92144. */
  92145. _pipelineContext: Nullable<IPipelineContext>;
  92146. private _valueCache;
  92147. private static _baseCache;
  92148. /**
  92149. * Instantiates an effect.
  92150. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92151. * @param baseName Name of the effect.
  92152. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92153. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92154. * @param samplers List of sampler variables that will be passed to the shader.
  92155. * @param engine Engine to be used to render the effect
  92156. * @param defines Define statements to be added to the shader.
  92157. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92158. * @param onCompiled Callback that will be called when the shader is compiled.
  92159. * @param onError Callback that will be called if an error occurs during shader compilation.
  92160. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92161. */
  92162. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  92163. private _useFinalCode;
  92164. /**
  92165. * Unique key for this effect
  92166. */
  92167. readonly key: string;
  92168. /**
  92169. * If the effect has been compiled and prepared.
  92170. * @returns if the effect is compiled and prepared.
  92171. */
  92172. isReady(): boolean;
  92173. /**
  92174. * The engine the effect was initialized with.
  92175. * @returns the engine.
  92176. */
  92177. getEngine(): Engine;
  92178. /**
  92179. * The pipeline context for this effect
  92180. * @returns the associated pipeline context
  92181. */
  92182. getPipelineContext(): Nullable<IPipelineContext>;
  92183. /**
  92184. * The set of names of attribute variables for the shader.
  92185. * @returns An array of attribute names.
  92186. */
  92187. getAttributesNames(): string[];
  92188. /**
  92189. * Returns the attribute at the given index.
  92190. * @param index The index of the attribute.
  92191. * @returns The location of the attribute.
  92192. */
  92193. getAttributeLocation(index: number): number;
  92194. /**
  92195. * Returns the attribute based on the name of the variable.
  92196. * @param name of the attribute to look up.
  92197. * @returns the attribute location.
  92198. */
  92199. getAttributeLocationByName(name: string): number;
  92200. /**
  92201. * The number of attributes.
  92202. * @returns the numnber of attributes.
  92203. */
  92204. getAttributesCount(): number;
  92205. /**
  92206. * Gets the index of a uniform variable.
  92207. * @param uniformName of the uniform to look up.
  92208. * @returns the index.
  92209. */
  92210. getUniformIndex(uniformName: string): number;
  92211. /**
  92212. * Returns the attribute based on the name of the variable.
  92213. * @param uniformName of the uniform to look up.
  92214. * @returns the location of the uniform.
  92215. */
  92216. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92217. /**
  92218. * Returns an array of sampler variable names
  92219. * @returns The array of sampler variable neames.
  92220. */
  92221. getSamplers(): string[];
  92222. /**
  92223. * The error from the last compilation.
  92224. * @returns the error string.
  92225. */
  92226. getCompilationError(): string;
  92227. /**
  92228. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92229. * @param func The callback to be used.
  92230. */
  92231. executeWhenCompiled(func: (effect: Effect) => void): void;
  92232. private _checkIsReady;
  92233. /** @hidden */
  92234. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92235. /** @hidden */
  92236. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92237. /** @hidden */
  92238. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92239. /**
  92240. * Recompiles the webGL program
  92241. * @param vertexSourceCode The source code for the vertex shader.
  92242. * @param fragmentSourceCode The source code for the fragment shader.
  92243. * @param onCompiled Callback called when completed.
  92244. * @param onError Callback called on error.
  92245. * @hidden
  92246. */
  92247. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92248. /**
  92249. * Prepares the effect
  92250. * @hidden
  92251. */
  92252. _prepareEffect(): void;
  92253. /**
  92254. * Checks if the effect is supported. (Must be called after compilation)
  92255. */
  92256. readonly isSupported: boolean;
  92257. /**
  92258. * Binds a texture to the engine to be used as output of the shader.
  92259. * @param channel Name of the output variable.
  92260. * @param texture Texture to bind.
  92261. * @hidden
  92262. */
  92263. _bindTexture(channel: string, texture: InternalTexture): void;
  92264. /**
  92265. * Sets a texture on the engine to be used in the shader.
  92266. * @param channel Name of the sampler variable.
  92267. * @param texture Texture to set.
  92268. */
  92269. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92270. /**
  92271. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92272. * @param channel Name of the sampler variable.
  92273. * @param texture Texture to set.
  92274. */
  92275. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92276. /**
  92277. * Sets an array of textures on the engine to be used in the shader.
  92278. * @param channel Name of the variable.
  92279. * @param textures Textures to set.
  92280. */
  92281. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92282. /**
  92283. * 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)
  92284. * @param channel Name of the sampler variable.
  92285. * @param postProcess Post process to get the input texture from.
  92286. */
  92287. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92288. /**
  92289. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92290. * 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)
  92291. * @param channel Name of the sampler variable.
  92292. * @param postProcess Post process to get the output texture from.
  92293. */
  92294. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92295. /** @hidden */
  92296. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92297. /** @hidden */
  92298. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92299. /** @hidden */
  92300. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92301. /** @hidden */
  92302. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92303. /**
  92304. * Binds a buffer to a uniform.
  92305. * @param buffer Buffer to bind.
  92306. * @param name Name of the uniform variable to bind to.
  92307. */
  92308. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  92309. /**
  92310. * Binds block to a uniform.
  92311. * @param blockName Name of the block to bind.
  92312. * @param index Index to bind.
  92313. */
  92314. bindUniformBlock(blockName: string, index: number): void;
  92315. /**
  92316. * Sets an interger value on a uniform variable.
  92317. * @param uniformName Name of the variable.
  92318. * @param value Value to be set.
  92319. * @returns this effect.
  92320. */
  92321. setInt(uniformName: string, value: number): Effect;
  92322. /**
  92323. * Sets an int array on a uniform variable.
  92324. * @param uniformName Name of the variable.
  92325. * @param array array to be set.
  92326. * @returns this effect.
  92327. */
  92328. setIntArray(uniformName: string, array: Int32Array): Effect;
  92329. /**
  92330. * 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)
  92331. * @param uniformName Name of the variable.
  92332. * @param array array to be set.
  92333. * @returns this effect.
  92334. */
  92335. setIntArray2(uniformName: string, array: Int32Array): Effect;
  92336. /**
  92337. * 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)
  92338. * @param uniformName Name of the variable.
  92339. * @param array array to be set.
  92340. * @returns this effect.
  92341. */
  92342. setIntArray3(uniformName: string, array: Int32Array): Effect;
  92343. /**
  92344. * 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)
  92345. * @param uniformName Name of the variable.
  92346. * @param array array to be set.
  92347. * @returns this effect.
  92348. */
  92349. setIntArray4(uniformName: string, array: Int32Array): Effect;
  92350. /**
  92351. * Sets an float array on a uniform variable.
  92352. * @param uniformName Name of the variable.
  92353. * @param array array to be set.
  92354. * @returns this effect.
  92355. */
  92356. setFloatArray(uniformName: string, array: Float32Array): Effect;
  92357. /**
  92358. * 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)
  92359. * @param uniformName Name of the variable.
  92360. * @param array array to be set.
  92361. * @returns this effect.
  92362. */
  92363. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  92364. /**
  92365. * 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)
  92366. * @param uniformName Name of the variable.
  92367. * @param array array to be set.
  92368. * @returns this effect.
  92369. */
  92370. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  92371. /**
  92372. * 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)
  92373. * @param uniformName Name of the variable.
  92374. * @param array array to be set.
  92375. * @returns this effect.
  92376. */
  92377. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  92378. /**
  92379. * Sets an array on a uniform variable.
  92380. * @param uniformName Name of the variable.
  92381. * @param array array to be set.
  92382. * @returns this effect.
  92383. */
  92384. setArray(uniformName: string, array: number[]): Effect;
  92385. /**
  92386. * 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)
  92387. * @param uniformName Name of the variable.
  92388. * @param array array to be set.
  92389. * @returns this effect.
  92390. */
  92391. setArray2(uniformName: string, array: number[]): Effect;
  92392. /**
  92393. * 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)
  92394. * @param uniformName Name of the variable.
  92395. * @param array array to be set.
  92396. * @returns this effect.
  92397. */
  92398. setArray3(uniformName: string, array: number[]): Effect;
  92399. /**
  92400. * 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)
  92401. * @param uniformName Name of the variable.
  92402. * @param array array to be set.
  92403. * @returns this effect.
  92404. */
  92405. setArray4(uniformName: string, array: number[]): Effect;
  92406. /**
  92407. * Sets matrices on a uniform variable.
  92408. * @param uniformName Name of the variable.
  92409. * @param matrices matrices to be set.
  92410. * @returns this effect.
  92411. */
  92412. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  92413. /**
  92414. * Sets matrix on a uniform variable.
  92415. * @param uniformName Name of the variable.
  92416. * @param matrix matrix to be set.
  92417. * @returns this effect.
  92418. */
  92419. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  92420. /**
  92421. * 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)
  92422. * @param uniformName Name of the variable.
  92423. * @param matrix matrix to be set.
  92424. * @returns this effect.
  92425. */
  92426. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  92427. /**
  92428. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  92429. * @param uniformName Name of the variable.
  92430. * @param matrix matrix to be set.
  92431. * @returns this effect.
  92432. */
  92433. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  92434. /**
  92435. * Sets a float on a uniform variable.
  92436. * @param uniformName Name of the variable.
  92437. * @param value value to be set.
  92438. * @returns this effect.
  92439. */
  92440. setFloat(uniformName: string, value: number): Effect;
  92441. /**
  92442. * Sets a boolean on a uniform variable.
  92443. * @param uniformName Name of the variable.
  92444. * @param bool value to be set.
  92445. * @returns this effect.
  92446. */
  92447. setBool(uniformName: string, bool: boolean): Effect;
  92448. /**
  92449. * Sets a Vector2 on a uniform variable.
  92450. * @param uniformName Name of the variable.
  92451. * @param vector2 vector2 to be set.
  92452. * @returns this effect.
  92453. */
  92454. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  92455. /**
  92456. * Sets a float2 on a uniform variable.
  92457. * @param uniformName Name of the variable.
  92458. * @param x First float in float2.
  92459. * @param y Second float in float2.
  92460. * @returns this effect.
  92461. */
  92462. setFloat2(uniformName: string, x: number, y: number): Effect;
  92463. /**
  92464. * Sets a Vector3 on a uniform variable.
  92465. * @param uniformName Name of the variable.
  92466. * @param vector3 Value to be set.
  92467. * @returns this effect.
  92468. */
  92469. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  92470. /**
  92471. * Sets a float3 on a uniform variable.
  92472. * @param uniformName Name of the variable.
  92473. * @param x First float in float3.
  92474. * @param y Second float in float3.
  92475. * @param z Third float in float3.
  92476. * @returns this effect.
  92477. */
  92478. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  92479. /**
  92480. * Sets a Vector4 on a uniform variable.
  92481. * @param uniformName Name of the variable.
  92482. * @param vector4 Value to be set.
  92483. * @returns this effect.
  92484. */
  92485. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  92486. /**
  92487. * Sets a float4 on a uniform variable.
  92488. * @param uniformName Name of the variable.
  92489. * @param x First float in float4.
  92490. * @param y Second float in float4.
  92491. * @param z Third float in float4.
  92492. * @param w Fourth float in float4.
  92493. * @returns this effect.
  92494. */
  92495. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  92496. /**
  92497. * Sets a Color3 on a uniform variable.
  92498. * @param uniformName Name of the variable.
  92499. * @param color3 Value to be set.
  92500. * @returns this effect.
  92501. */
  92502. setColor3(uniformName: string, color3: IColor3Like): Effect;
  92503. /**
  92504. * Sets a Color4 on a uniform variable.
  92505. * @param uniformName Name of the variable.
  92506. * @param color3 Value to be set.
  92507. * @param alpha Alpha value to be set.
  92508. * @returns this effect.
  92509. */
  92510. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  92511. /**
  92512. * Sets a Color4 on a uniform variable
  92513. * @param uniformName defines the name of the variable
  92514. * @param color4 defines the value to be set
  92515. * @returns this effect.
  92516. */
  92517. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  92518. /** Release all associated resources */
  92519. dispose(): void;
  92520. /**
  92521. * This function will add a new shader to the shader store
  92522. * @param name the name of the shader
  92523. * @param pixelShader optional pixel shader content
  92524. * @param vertexShader optional vertex shader content
  92525. */
  92526. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  92527. /**
  92528. * Store of each shader (The can be looked up using effect.key)
  92529. */
  92530. static ShadersStore: {
  92531. [key: string]: string;
  92532. };
  92533. /**
  92534. * Store of each included file for a shader (The can be looked up using effect.key)
  92535. */
  92536. static IncludesShadersStore: {
  92537. [key: string]: string;
  92538. };
  92539. /**
  92540. * Resets the cache of effects.
  92541. */
  92542. static ResetCache(): void;
  92543. }
  92544. }
  92545. declare module BABYLON {
  92546. /**
  92547. * Uniform buffer objects.
  92548. *
  92549. * Handles blocks of uniform on the GPU.
  92550. *
  92551. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92552. *
  92553. * For more information, please refer to :
  92554. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92555. */
  92556. export class UniformBuffer {
  92557. private _engine;
  92558. private _buffer;
  92559. private _data;
  92560. private _bufferData;
  92561. private _dynamic?;
  92562. private _uniformLocations;
  92563. private _uniformSizes;
  92564. private _uniformLocationPointer;
  92565. private _needSync;
  92566. private _noUBO;
  92567. private _currentEffect;
  92568. private static _MAX_UNIFORM_SIZE;
  92569. private static _tempBuffer;
  92570. /**
  92571. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  92572. * This is dynamic to allow compat with webgl 1 and 2.
  92573. * You will need to pass the name of the uniform as well as the value.
  92574. */
  92575. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  92576. /**
  92577. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  92578. * This is dynamic to allow compat with webgl 1 and 2.
  92579. * You will need to pass the name of the uniform as well as the value.
  92580. */
  92581. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  92582. /**
  92583. * Lambda to Update a single float in a uniform buffer.
  92584. * This is dynamic to allow compat with webgl 1 and 2.
  92585. * You will need to pass the name of the uniform as well as the value.
  92586. */
  92587. updateFloat: (name: string, x: number) => void;
  92588. /**
  92589. * Lambda to Update a vec2 of float in a uniform buffer.
  92590. * This is dynamic to allow compat with webgl 1 and 2.
  92591. * You will need to pass the name of the uniform as well as the value.
  92592. */
  92593. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  92594. /**
  92595. * Lambda to Update a vec3 of float in a uniform buffer.
  92596. * This is dynamic to allow compat with webgl 1 and 2.
  92597. * You will need to pass the name of the uniform as well as the value.
  92598. */
  92599. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  92600. /**
  92601. * Lambda to Update a vec4 of float in a uniform buffer.
  92602. * This is dynamic to allow compat with webgl 1 and 2.
  92603. * You will need to pass the name of the uniform as well as the value.
  92604. */
  92605. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  92606. /**
  92607. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  92608. * This is dynamic to allow compat with webgl 1 and 2.
  92609. * You will need to pass the name of the uniform as well as the value.
  92610. */
  92611. updateMatrix: (name: string, mat: Matrix) => void;
  92612. /**
  92613. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  92614. * This is dynamic to allow compat with webgl 1 and 2.
  92615. * You will need to pass the name of the uniform as well as the value.
  92616. */
  92617. updateVector3: (name: string, vector: Vector3) => void;
  92618. /**
  92619. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  92620. * This is dynamic to allow compat with webgl 1 and 2.
  92621. * You will need to pass the name of the uniform as well as the value.
  92622. */
  92623. updateVector4: (name: string, vector: Vector4) => void;
  92624. /**
  92625. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  92626. * This is dynamic to allow compat with webgl 1 and 2.
  92627. * You will need to pass the name of the uniform as well as the value.
  92628. */
  92629. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  92630. /**
  92631. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  92632. * This is dynamic to allow compat with webgl 1 and 2.
  92633. * You will need to pass the name of the uniform as well as the value.
  92634. */
  92635. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  92636. /**
  92637. * Instantiates a new Uniform buffer objects.
  92638. *
  92639. * Handles blocks of uniform on the GPU.
  92640. *
  92641. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  92642. *
  92643. * For more information, please refer to :
  92644. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  92645. * @param engine Define the engine the buffer is associated with
  92646. * @param data Define the data contained in the buffer
  92647. * @param dynamic Define if the buffer is updatable
  92648. */
  92649. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  92650. /**
  92651. * Indicates if the buffer is using the WebGL2 UBO implementation,
  92652. * or just falling back on setUniformXXX calls.
  92653. */
  92654. readonly useUbo: boolean;
  92655. /**
  92656. * Indicates if the WebGL underlying uniform buffer is in sync
  92657. * with the javascript cache data.
  92658. */
  92659. readonly isSync: boolean;
  92660. /**
  92661. * Indicates if the WebGL underlying uniform buffer is dynamic.
  92662. * Also, a dynamic UniformBuffer will disable cache verification and always
  92663. * update the underlying WebGL uniform buffer to the GPU.
  92664. * @returns if Dynamic, otherwise false
  92665. */
  92666. isDynamic(): boolean;
  92667. /**
  92668. * The data cache on JS side.
  92669. * @returns the underlying data as a float array
  92670. */
  92671. getData(): Float32Array;
  92672. /**
  92673. * The underlying WebGL Uniform buffer.
  92674. * @returns the webgl buffer
  92675. */
  92676. getBuffer(): Nullable<DataBuffer>;
  92677. /**
  92678. * std140 layout specifies how to align data within an UBO structure.
  92679. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  92680. * for specs.
  92681. */
  92682. private _fillAlignment;
  92683. /**
  92684. * Adds an uniform in the buffer.
  92685. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  92686. * for the layout to be correct !
  92687. * @param name Name of the uniform, as used in the uniform block in the shader.
  92688. * @param size Data size, or data directly.
  92689. */
  92690. addUniform(name: string, size: number | number[]): void;
  92691. /**
  92692. * Adds a Matrix 4x4 to the uniform buffer.
  92693. * @param name Name of the uniform, as used in the uniform block in the shader.
  92694. * @param mat A 4x4 matrix.
  92695. */
  92696. addMatrix(name: string, mat: Matrix): void;
  92697. /**
  92698. * Adds a vec2 to the uniform buffer.
  92699. * @param name Name of the uniform, as used in the uniform block in the shader.
  92700. * @param x Define the x component value of the vec2
  92701. * @param y Define the y component value of the vec2
  92702. */
  92703. addFloat2(name: string, x: number, y: number): void;
  92704. /**
  92705. * Adds a vec3 to the uniform buffer.
  92706. * @param name Name of the uniform, as used in the uniform block in the shader.
  92707. * @param x Define the x component value of the vec3
  92708. * @param y Define the y component value of the vec3
  92709. * @param z Define the z component value of the vec3
  92710. */
  92711. addFloat3(name: string, x: number, y: number, z: number): void;
  92712. /**
  92713. * Adds a vec3 to the uniform buffer.
  92714. * @param name Name of the uniform, as used in the uniform block in the shader.
  92715. * @param color Define the vec3 from a Color
  92716. */
  92717. addColor3(name: string, color: Color3): void;
  92718. /**
  92719. * Adds a vec4 to the uniform buffer.
  92720. * @param name Name of the uniform, as used in the uniform block in the shader.
  92721. * @param color Define the rgb components from a Color
  92722. * @param alpha Define the a component of the vec4
  92723. */
  92724. addColor4(name: string, color: Color3, alpha: number): void;
  92725. /**
  92726. * Adds a vec3 to the uniform buffer.
  92727. * @param name Name of the uniform, as used in the uniform block in the shader.
  92728. * @param vector Define the vec3 components from a Vector
  92729. */
  92730. addVector3(name: string, vector: Vector3): void;
  92731. /**
  92732. * Adds a Matrix 3x3 to the uniform buffer.
  92733. * @param name Name of the uniform, as used in the uniform block in the shader.
  92734. */
  92735. addMatrix3x3(name: string): void;
  92736. /**
  92737. * Adds a Matrix 2x2 to the uniform buffer.
  92738. * @param name Name of the uniform, as used in the uniform block in the shader.
  92739. */
  92740. addMatrix2x2(name: string): void;
  92741. /**
  92742. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  92743. */
  92744. create(): void;
  92745. /** @hidden */
  92746. _rebuild(): void;
  92747. /**
  92748. * Updates the WebGL Uniform Buffer on the GPU.
  92749. * If the `dynamic` flag is set to true, no cache comparison is done.
  92750. * Otherwise, the buffer will be updated only if the cache differs.
  92751. */
  92752. update(): void;
  92753. /**
  92754. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  92755. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92756. * @param data Define the flattened data
  92757. * @param size Define the size of the data.
  92758. */
  92759. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  92760. private _updateMatrix3x3ForUniform;
  92761. private _updateMatrix3x3ForEffect;
  92762. private _updateMatrix2x2ForEffect;
  92763. private _updateMatrix2x2ForUniform;
  92764. private _updateFloatForEffect;
  92765. private _updateFloatForUniform;
  92766. private _updateFloat2ForEffect;
  92767. private _updateFloat2ForUniform;
  92768. private _updateFloat3ForEffect;
  92769. private _updateFloat3ForUniform;
  92770. private _updateFloat4ForEffect;
  92771. private _updateFloat4ForUniform;
  92772. private _updateMatrixForEffect;
  92773. private _updateMatrixForUniform;
  92774. private _updateVector3ForEffect;
  92775. private _updateVector3ForUniform;
  92776. private _updateVector4ForEffect;
  92777. private _updateVector4ForUniform;
  92778. private _updateColor3ForEffect;
  92779. private _updateColor3ForUniform;
  92780. private _updateColor4ForEffect;
  92781. private _updateColor4ForUniform;
  92782. /**
  92783. * Sets a sampler uniform on the effect.
  92784. * @param name Define the name of the sampler.
  92785. * @param texture Define the texture to set in the sampler
  92786. */
  92787. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  92788. /**
  92789. * Directly updates the value of the uniform in the cache AND on the GPU.
  92790. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  92791. * @param data Define the flattened data
  92792. */
  92793. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  92794. /**
  92795. * Binds this uniform buffer to an effect.
  92796. * @param effect Define the effect to bind the buffer to
  92797. * @param name Name of the uniform block in the shader.
  92798. */
  92799. bindToEffect(effect: Effect, name: string): void;
  92800. /**
  92801. * Disposes the uniform buffer.
  92802. */
  92803. dispose(): void;
  92804. }
  92805. }
  92806. declare module BABYLON {
  92807. /**
  92808. * Class used to work with sound analyzer using fast fourier transform (FFT)
  92809. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92810. */
  92811. export class Analyser {
  92812. /**
  92813. * Gets or sets the smoothing
  92814. * @ignorenaming
  92815. */
  92816. SMOOTHING: number;
  92817. /**
  92818. * Gets or sets the FFT table size
  92819. * @ignorenaming
  92820. */
  92821. FFT_SIZE: number;
  92822. /**
  92823. * Gets or sets the bar graph amplitude
  92824. * @ignorenaming
  92825. */
  92826. BARGRAPHAMPLITUDE: number;
  92827. /**
  92828. * Gets or sets the position of the debug canvas
  92829. * @ignorenaming
  92830. */
  92831. DEBUGCANVASPOS: {
  92832. x: number;
  92833. y: number;
  92834. };
  92835. /**
  92836. * Gets or sets the debug canvas size
  92837. * @ignorenaming
  92838. */
  92839. DEBUGCANVASSIZE: {
  92840. width: number;
  92841. height: number;
  92842. };
  92843. private _byteFreqs;
  92844. private _byteTime;
  92845. private _floatFreqs;
  92846. private _webAudioAnalyser;
  92847. private _debugCanvas;
  92848. private _debugCanvasContext;
  92849. private _scene;
  92850. private _registerFunc;
  92851. private _audioEngine;
  92852. /**
  92853. * Creates a new analyser
  92854. * @param scene defines hosting scene
  92855. */
  92856. constructor(scene: Scene);
  92857. /**
  92858. * Get the number of data values you will have to play with for the visualization
  92859. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  92860. * @returns a number
  92861. */
  92862. getFrequencyBinCount(): number;
  92863. /**
  92864. * Gets the current frequency data as a byte array
  92865. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92866. * @returns a Uint8Array
  92867. */
  92868. getByteFrequencyData(): Uint8Array;
  92869. /**
  92870. * Gets the current waveform as a byte array
  92871. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  92872. * @returns a Uint8Array
  92873. */
  92874. getByteTimeDomainData(): Uint8Array;
  92875. /**
  92876. * Gets the current frequency data as a float array
  92877. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  92878. * @returns a Float32Array
  92879. */
  92880. getFloatFrequencyData(): Float32Array;
  92881. /**
  92882. * Renders the debug canvas
  92883. */
  92884. drawDebugCanvas(): void;
  92885. /**
  92886. * Stops rendering the debug canvas and removes it
  92887. */
  92888. stopDebugCanvas(): void;
  92889. /**
  92890. * Connects two audio nodes
  92891. * @param inputAudioNode defines first node to connect
  92892. * @param outputAudioNode defines second node to connect
  92893. */
  92894. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  92895. /**
  92896. * Releases all associated resources
  92897. */
  92898. dispose(): void;
  92899. }
  92900. }
  92901. declare module BABYLON {
  92902. /**
  92903. * This represents an audio engine and it is responsible
  92904. * to play, synchronize and analyse sounds throughout the application.
  92905. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92906. */
  92907. export interface IAudioEngine extends IDisposable {
  92908. /**
  92909. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92910. */
  92911. readonly canUseWebAudio: boolean;
  92912. /**
  92913. * Gets the current AudioContext if available.
  92914. */
  92915. readonly audioContext: Nullable<AudioContext>;
  92916. /**
  92917. * The master gain node defines the global audio volume of your audio engine.
  92918. */
  92919. readonly masterGain: GainNode;
  92920. /**
  92921. * Gets whether or not mp3 are supported by your browser.
  92922. */
  92923. readonly isMP3supported: boolean;
  92924. /**
  92925. * Gets whether or not ogg are supported by your browser.
  92926. */
  92927. readonly isOGGsupported: boolean;
  92928. /**
  92929. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92930. * @ignoreNaming
  92931. */
  92932. WarnedWebAudioUnsupported: boolean;
  92933. /**
  92934. * Defines if the audio engine relies on a custom unlocked button.
  92935. * In this case, the embedded button will not be displayed.
  92936. */
  92937. useCustomUnlockedButton: boolean;
  92938. /**
  92939. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  92940. */
  92941. readonly unlocked: boolean;
  92942. /**
  92943. * Event raised when audio has been unlocked on the browser.
  92944. */
  92945. onAudioUnlockedObservable: Observable<AudioEngine>;
  92946. /**
  92947. * Event raised when audio has been locked on the browser.
  92948. */
  92949. onAudioLockedObservable: Observable<AudioEngine>;
  92950. /**
  92951. * Flags the audio engine in Locked state.
  92952. * This happens due to new browser policies preventing audio to autoplay.
  92953. */
  92954. lock(): void;
  92955. /**
  92956. * Unlocks the audio engine once a user action has been done on the dom.
  92957. * This is helpful to resume play once browser policies have been satisfied.
  92958. */
  92959. unlock(): void;
  92960. }
  92961. /**
  92962. * This represents the default audio engine used in babylon.
  92963. * It is responsible to play, synchronize and analyse sounds throughout the application.
  92964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  92965. */
  92966. export class AudioEngine implements IAudioEngine {
  92967. private _audioContext;
  92968. private _audioContextInitialized;
  92969. private _muteButton;
  92970. private _hostElement;
  92971. /**
  92972. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  92973. */
  92974. canUseWebAudio: boolean;
  92975. /**
  92976. * The master gain node defines the global audio volume of your audio engine.
  92977. */
  92978. masterGain: GainNode;
  92979. /**
  92980. * Defines if Babylon should emit a warning if WebAudio is not supported.
  92981. * @ignoreNaming
  92982. */
  92983. WarnedWebAudioUnsupported: boolean;
  92984. /**
  92985. * Gets whether or not mp3 are supported by your browser.
  92986. */
  92987. isMP3supported: boolean;
  92988. /**
  92989. * Gets whether or not ogg are supported by your browser.
  92990. */
  92991. isOGGsupported: boolean;
  92992. /**
  92993. * Gets whether audio has been unlocked on the device.
  92994. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  92995. * a user interaction has happened.
  92996. */
  92997. unlocked: boolean;
  92998. /**
  92999. * Defines if the audio engine relies on a custom unlocked button.
  93000. * In this case, the embedded button will not be displayed.
  93001. */
  93002. useCustomUnlockedButton: boolean;
  93003. /**
  93004. * Event raised when audio has been unlocked on the browser.
  93005. */
  93006. onAudioUnlockedObservable: Observable<AudioEngine>;
  93007. /**
  93008. * Event raised when audio has been locked on the browser.
  93009. */
  93010. onAudioLockedObservable: Observable<AudioEngine>;
  93011. /**
  93012. * Gets the current AudioContext if available.
  93013. */
  93014. readonly audioContext: Nullable<AudioContext>;
  93015. private _connectedAnalyser;
  93016. /**
  93017. * Instantiates a new audio engine.
  93018. *
  93019. * There should be only one per page as some browsers restrict the number
  93020. * of audio contexts you can create.
  93021. * @param hostElement defines the host element where to display the mute icon if necessary
  93022. */
  93023. constructor(hostElement?: Nullable<HTMLElement>);
  93024. /**
  93025. * Flags the audio engine in Locked state.
  93026. * This happens due to new browser policies preventing audio to autoplay.
  93027. */
  93028. lock(): void;
  93029. /**
  93030. * Unlocks the audio engine once a user action has been done on the dom.
  93031. * This is helpful to resume play once browser policies have been satisfied.
  93032. */
  93033. unlock(): void;
  93034. private _resumeAudioContext;
  93035. private _initializeAudioContext;
  93036. private _tryToRun;
  93037. private _triggerRunningState;
  93038. private _triggerSuspendedState;
  93039. private _displayMuteButton;
  93040. private _moveButtonToTopLeft;
  93041. private _onResize;
  93042. private _hideMuteButton;
  93043. /**
  93044. * Destroy and release the resources associated with the audio ccontext.
  93045. */
  93046. dispose(): void;
  93047. /**
  93048. * Gets the global volume sets on the master gain.
  93049. * @returns the global volume if set or -1 otherwise
  93050. */
  93051. getGlobalVolume(): number;
  93052. /**
  93053. * Sets the global volume of your experience (sets on the master gain).
  93054. * @param newVolume Defines the new global volume of the application
  93055. */
  93056. setGlobalVolume(newVolume: number): void;
  93057. /**
  93058. * Connect the audio engine to an audio analyser allowing some amazing
  93059. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93060. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93061. * @param analyser The analyser to connect to the engine
  93062. */
  93063. connectToAnalyser(analyser: Analyser): void;
  93064. }
  93065. }
  93066. declare module BABYLON {
  93067. /**
  93068. * Interface used to present a loading screen while loading a scene
  93069. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93070. */
  93071. export interface ILoadingScreen {
  93072. /**
  93073. * Function called to display the loading screen
  93074. */
  93075. displayLoadingUI: () => void;
  93076. /**
  93077. * Function called to hide the loading screen
  93078. */
  93079. hideLoadingUI: () => void;
  93080. /**
  93081. * Gets or sets the color to use for the background
  93082. */
  93083. loadingUIBackgroundColor: string;
  93084. /**
  93085. * Gets or sets the text to display while loading
  93086. */
  93087. loadingUIText: string;
  93088. }
  93089. /**
  93090. * Class used for the default loading screen
  93091. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93092. */
  93093. export class DefaultLoadingScreen implements ILoadingScreen {
  93094. private _renderingCanvas;
  93095. private _loadingText;
  93096. private _loadingDivBackgroundColor;
  93097. private _loadingDiv;
  93098. private _loadingTextDiv;
  93099. /** Gets or sets the logo url to use for the default loading screen */
  93100. static DefaultLogoUrl: string;
  93101. /** Gets or sets the spinner url to use for the default loading screen */
  93102. static DefaultSpinnerUrl: string;
  93103. /**
  93104. * Creates a new default loading screen
  93105. * @param _renderingCanvas defines the canvas used to render the scene
  93106. * @param _loadingText defines the default text to display
  93107. * @param _loadingDivBackgroundColor defines the default background color
  93108. */
  93109. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93110. /**
  93111. * Function called to display the loading screen
  93112. */
  93113. displayLoadingUI(): void;
  93114. /**
  93115. * Function called to hide the loading screen
  93116. */
  93117. hideLoadingUI(): void;
  93118. /**
  93119. * Gets or sets the text to display while loading
  93120. */
  93121. loadingUIText: string;
  93122. /**
  93123. * Gets or sets the color to use for the background
  93124. */
  93125. loadingUIBackgroundColor: string;
  93126. private _resizeLoadingUI;
  93127. }
  93128. }
  93129. declare module BABYLON {
  93130. /** @hidden */
  93131. export class WebGLPipelineContext implements IPipelineContext {
  93132. engine: Engine;
  93133. program: Nullable<WebGLProgram>;
  93134. context?: WebGLRenderingContext;
  93135. vertexShader?: WebGLShader;
  93136. fragmentShader?: WebGLShader;
  93137. isParallelCompiled: boolean;
  93138. onCompiled?: () => void;
  93139. transformFeedback?: WebGLTransformFeedback | null;
  93140. readonly isAsync: boolean;
  93141. readonly isReady: boolean;
  93142. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93143. }
  93144. }
  93145. declare module BABYLON {
  93146. /** @hidden */
  93147. export class WebGLDataBuffer extends DataBuffer {
  93148. private _buffer;
  93149. constructor(resource: WebGLBuffer);
  93150. readonly underlyingResource: any;
  93151. }
  93152. }
  93153. declare module BABYLON {
  93154. /** @hidden */
  93155. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93156. attributeProcessor(attribute: string): string;
  93157. varyingProcessor(varying: string, isFragment: boolean): string;
  93158. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93159. }
  93160. }
  93161. declare module BABYLON {
  93162. /**
  93163. * This class is used to track a performance counter which is number based.
  93164. * The user has access to many properties which give statistics of different nature.
  93165. *
  93166. * The implementer can track two kinds of Performance Counter: time and count.
  93167. * 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.
  93168. * 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.
  93169. */
  93170. export class PerfCounter {
  93171. /**
  93172. * Gets or sets a global boolean to turn on and off all the counters
  93173. */
  93174. static Enabled: boolean;
  93175. /**
  93176. * Returns the smallest value ever
  93177. */
  93178. readonly min: number;
  93179. /**
  93180. * Returns the biggest value ever
  93181. */
  93182. readonly max: number;
  93183. /**
  93184. * Returns the average value since the performance counter is running
  93185. */
  93186. readonly average: number;
  93187. /**
  93188. * Returns the average value of the last second the counter was monitored
  93189. */
  93190. readonly lastSecAverage: number;
  93191. /**
  93192. * Returns the current value
  93193. */
  93194. readonly current: number;
  93195. /**
  93196. * Gets the accumulated total
  93197. */
  93198. readonly total: number;
  93199. /**
  93200. * Gets the total value count
  93201. */
  93202. readonly count: number;
  93203. /**
  93204. * Creates a new counter
  93205. */
  93206. constructor();
  93207. /**
  93208. * Call this method to start monitoring a new frame.
  93209. * 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.
  93210. */
  93211. fetchNewFrame(): void;
  93212. /**
  93213. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93214. * @param newCount the count value to add to the monitored count
  93215. * @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.
  93216. */
  93217. addCount(newCount: number, fetchResult: boolean): void;
  93218. /**
  93219. * Start monitoring this performance counter
  93220. */
  93221. beginMonitoring(): void;
  93222. /**
  93223. * Compute the time lapsed since the previous beginMonitoring() call.
  93224. * @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
  93225. */
  93226. endMonitoring(newFrame?: boolean): void;
  93227. private _fetchResult;
  93228. private _startMonitoringTime;
  93229. private _min;
  93230. private _max;
  93231. private _average;
  93232. private _current;
  93233. private _totalValueCount;
  93234. private _totalAccumulated;
  93235. private _lastSecAverage;
  93236. private _lastSecAccumulated;
  93237. private _lastSecTime;
  93238. private _lastSecValueCount;
  93239. }
  93240. }
  93241. declare module BABYLON {
  93242. /**
  93243. * Interface for any object that can request an animation frame
  93244. */
  93245. export interface ICustomAnimationFrameRequester {
  93246. /**
  93247. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93248. */
  93249. renderFunction?: Function;
  93250. /**
  93251. * Called to request the next frame to render to
  93252. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93253. */
  93254. requestAnimationFrame: Function;
  93255. /**
  93256. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93257. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93258. */
  93259. requestID?: number;
  93260. }
  93261. }
  93262. declare module BABYLON {
  93263. /**
  93264. * Settings for finer control over video usage
  93265. */
  93266. export interface VideoTextureSettings {
  93267. /**
  93268. * Applies `autoplay` to video, if specified
  93269. */
  93270. autoPlay?: boolean;
  93271. /**
  93272. * Applies `loop` to video, if specified
  93273. */
  93274. loop?: boolean;
  93275. /**
  93276. * Automatically updates internal texture from video at every frame in the render loop
  93277. */
  93278. autoUpdateTexture: boolean;
  93279. /**
  93280. * Image src displayed during the video loading or until the user interacts with the video.
  93281. */
  93282. poster?: string;
  93283. }
  93284. /**
  93285. * If you want to display a video in your scene, this is the special texture for that.
  93286. * This special texture works similar to other textures, with the exception of a few parameters.
  93287. * @see https://doc.babylonjs.com/how_to/video_texture
  93288. */
  93289. export class VideoTexture extends Texture {
  93290. /**
  93291. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93292. */
  93293. readonly autoUpdateTexture: boolean;
  93294. /**
  93295. * The video instance used by the texture internally
  93296. */
  93297. readonly video: HTMLVideoElement;
  93298. private _onUserActionRequestedObservable;
  93299. /**
  93300. * Event triggerd when a dom action is required by the user to play the video.
  93301. * This happens due to recent changes in browser policies preventing video to auto start.
  93302. */
  93303. readonly onUserActionRequestedObservable: Observable<Texture>;
  93304. private _generateMipMaps;
  93305. private _engine;
  93306. private _stillImageCaptured;
  93307. private _displayingPosterTexture;
  93308. private _settings;
  93309. private _createInternalTextureOnEvent;
  93310. /**
  93311. * Creates a video texture.
  93312. * If you want to display a video in your scene, this is the special texture for that.
  93313. * This special texture works similar to other textures, with the exception of a few parameters.
  93314. * @see https://doc.babylonjs.com/how_to/video_texture
  93315. * @param name optional name, will detect from video source, if not defined
  93316. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  93317. * @param scene is obviously the current scene.
  93318. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  93319. * @param invertY is false by default but can be used to invert video on Y axis
  93320. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  93321. * @param settings allows finer control over video usage
  93322. */
  93323. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  93324. private _getName;
  93325. private _getVideo;
  93326. private _createInternalTexture;
  93327. private reset;
  93328. /**
  93329. * @hidden Internal method to initiate `update`.
  93330. */
  93331. _rebuild(): void;
  93332. /**
  93333. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  93334. */
  93335. update(): void;
  93336. /**
  93337. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  93338. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  93339. */
  93340. updateTexture(isVisible: boolean): void;
  93341. protected _updateInternalTexture: () => void;
  93342. /**
  93343. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  93344. * @param url New url.
  93345. */
  93346. updateURL(url: string): void;
  93347. /**
  93348. * Dispose the texture and release its associated resources.
  93349. */
  93350. dispose(): void;
  93351. /**
  93352. * Creates a video texture straight from a stream.
  93353. * @param scene Define the scene the texture should be created in
  93354. * @param stream Define the stream the texture should be created from
  93355. * @returns The created video texture as a promise
  93356. */
  93357. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  93358. /**
  93359. * Creates a video texture straight from your WebCam video feed.
  93360. * @param scene Define the scene the texture should be created in
  93361. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93362. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93363. * @returns The created video texture as a promise
  93364. */
  93365. static CreateFromWebCamAsync(scene: Scene, constraints: {
  93366. minWidth: number;
  93367. maxWidth: number;
  93368. minHeight: number;
  93369. maxHeight: number;
  93370. deviceId: string;
  93371. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  93372. /**
  93373. * Creates a video texture straight from your WebCam video feed.
  93374. * @param scene Define the scene the texture should be created in
  93375. * @param onReady Define a callback to triggered once the texture will be ready
  93376. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  93377. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  93378. */
  93379. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  93380. minWidth: number;
  93381. maxWidth: number;
  93382. minHeight: number;
  93383. maxHeight: number;
  93384. deviceId: string;
  93385. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  93386. }
  93387. }
  93388. declare module BABYLON {
  93389. /**
  93390. * Defines the interface used by objects containing a viewport (like a camera)
  93391. */
  93392. interface IViewportOwnerLike {
  93393. /**
  93394. * Gets or sets the viewport
  93395. */
  93396. viewport: IViewportLike;
  93397. }
  93398. /**
  93399. * Interface for attribute information associated with buffer instanciation
  93400. */
  93401. export class InstancingAttributeInfo {
  93402. /**
  93403. * Index/offset of the attribute in the vertex shader
  93404. */
  93405. index: number;
  93406. /**
  93407. * size of the attribute, 1, 2, 3 or 4
  93408. */
  93409. attributeSize: number;
  93410. /**
  93411. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  93412. * default is FLOAT
  93413. */
  93414. attribyteType: number;
  93415. /**
  93416. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  93417. */
  93418. normalized: boolean;
  93419. /**
  93420. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  93421. */
  93422. offset: number;
  93423. /**
  93424. * Name of the GLSL attribute, for debugging purpose only
  93425. */
  93426. attributeName: string;
  93427. }
  93428. /**
  93429. * Define options used to create a depth texture
  93430. */
  93431. export class DepthTextureCreationOptions {
  93432. /** Specifies whether or not a stencil should be allocated in the texture */
  93433. generateStencil?: boolean;
  93434. /** Specifies whether or not bilinear filtering is enable on the texture */
  93435. bilinearFiltering?: boolean;
  93436. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  93437. comparisonFunction?: number;
  93438. /** Specifies if the created texture is a cube texture */
  93439. isCube?: boolean;
  93440. }
  93441. /**
  93442. * Class used to describe the capabilities of the engine relatively to the current browser
  93443. */
  93444. export class EngineCapabilities {
  93445. /** Maximum textures units per fragment shader */
  93446. maxTexturesImageUnits: number;
  93447. /** Maximum texture units per vertex shader */
  93448. maxVertexTextureImageUnits: number;
  93449. /** Maximum textures units in the entire pipeline */
  93450. maxCombinedTexturesImageUnits: number;
  93451. /** Maximum texture size */
  93452. maxTextureSize: number;
  93453. /** Maximum cube texture size */
  93454. maxCubemapTextureSize: number;
  93455. /** Maximum render texture size */
  93456. maxRenderTextureSize: number;
  93457. /** Maximum number of vertex attributes */
  93458. maxVertexAttribs: number;
  93459. /** Maximum number of varyings */
  93460. maxVaryingVectors: number;
  93461. /** Maximum number of uniforms per vertex shader */
  93462. maxVertexUniformVectors: number;
  93463. /** Maximum number of uniforms per fragment shader */
  93464. maxFragmentUniformVectors: number;
  93465. /** Defines if standard derivates (dx/dy) are supported */
  93466. standardDerivatives: boolean;
  93467. /** Defines if s3tc texture compression is supported */
  93468. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  93469. /** Defines if pvrtc texture compression is supported */
  93470. pvrtc: any;
  93471. /** Defines if etc1 texture compression is supported */
  93472. etc1: any;
  93473. /** Defines if etc2 texture compression is supported */
  93474. etc2: any;
  93475. /** Defines if astc texture compression is supported */
  93476. astc: any;
  93477. /** Defines if float textures are supported */
  93478. textureFloat: boolean;
  93479. /** Defines if vertex array objects are supported */
  93480. vertexArrayObject: boolean;
  93481. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  93482. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  93483. /** Gets the maximum level of anisotropy supported */
  93484. maxAnisotropy: number;
  93485. /** Defines if instancing is supported */
  93486. instancedArrays: boolean;
  93487. /** Defines if 32 bits indices are supported */
  93488. uintIndices: boolean;
  93489. /** Defines if high precision shaders are supported */
  93490. highPrecisionShaderSupported: boolean;
  93491. /** Defines if depth reading in the fragment shader is supported */
  93492. fragmentDepthSupported: boolean;
  93493. /** Defines if float texture linear filtering is supported*/
  93494. textureFloatLinearFiltering: boolean;
  93495. /** Defines if rendering to float textures is supported */
  93496. textureFloatRender: boolean;
  93497. /** Defines if half float textures are supported*/
  93498. textureHalfFloat: boolean;
  93499. /** Defines if half float texture linear filtering is supported*/
  93500. textureHalfFloatLinearFiltering: boolean;
  93501. /** Defines if rendering to half float textures is supported */
  93502. textureHalfFloatRender: boolean;
  93503. /** Defines if textureLOD shader command is supported */
  93504. textureLOD: boolean;
  93505. /** Defines if draw buffers extension is supported */
  93506. drawBuffersExtension: boolean;
  93507. /** Defines if depth textures are supported */
  93508. depthTextureExtension: boolean;
  93509. /** Defines if float color buffer are supported */
  93510. colorBufferFloat: boolean;
  93511. /** Gets disjoint timer query extension (null if not supported) */
  93512. timerQuery: EXT_disjoint_timer_query;
  93513. /** Defines if timestamp can be used with timer query */
  93514. canUseTimestampForTimerQuery: boolean;
  93515. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  93516. multiview: any;
  93517. /** Function used to let the system compiles shaders in background */
  93518. parallelShaderCompile: {
  93519. COMPLETION_STATUS_KHR: number;
  93520. };
  93521. }
  93522. /** Interface defining initialization parameters for Engine class */
  93523. export interface EngineOptions extends WebGLContextAttributes {
  93524. /**
  93525. * Defines if the engine should no exceed a specified device ratio
  93526. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  93527. */
  93528. limitDeviceRatio?: number;
  93529. /**
  93530. * Defines if webvr should be enabled automatically
  93531. * @see http://doc.babylonjs.com/how_to/webvr_camera
  93532. */
  93533. autoEnableWebVR?: boolean;
  93534. /**
  93535. * Defines if webgl2 should be turned off even if supported
  93536. * @see http://doc.babylonjs.com/features/webgl2
  93537. */
  93538. disableWebGL2Support?: boolean;
  93539. /**
  93540. * Defines if webaudio should be initialized as well
  93541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93542. */
  93543. audioEngine?: boolean;
  93544. /**
  93545. * Defines if animations should run using a deterministic lock step
  93546. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  93547. */
  93548. deterministicLockstep?: boolean;
  93549. /** Defines the maximum steps to use with deterministic lock step mode */
  93550. lockstepMaxSteps?: number;
  93551. /**
  93552. * Defines that engine should ignore context lost events
  93553. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  93554. */
  93555. doNotHandleContextLost?: boolean;
  93556. /**
  93557. * Defines that engine should ignore modifying touch action attribute and style
  93558. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  93559. */
  93560. doNotHandleTouchAction?: boolean;
  93561. /**
  93562. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  93563. */
  93564. useHighPrecisionFloats?: boolean;
  93565. }
  93566. /**
  93567. * Defines the interface used by display changed events
  93568. */
  93569. export interface IDisplayChangedEventArgs {
  93570. /** Gets the vrDisplay object (if any) */
  93571. vrDisplay: Nullable<any>;
  93572. /** Gets a boolean indicating if webVR is supported */
  93573. vrSupported: boolean;
  93574. }
  93575. /**
  93576. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  93577. */
  93578. export class Engine {
  93579. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  93580. static ExceptionList: ({
  93581. key: string;
  93582. capture: string;
  93583. captureConstraint: number;
  93584. targets: string[];
  93585. } | {
  93586. key: string;
  93587. capture: null;
  93588. captureConstraint: null;
  93589. targets: string[];
  93590. })[];
  93591. /** Gets the list of created engines */
  93592. static readonly Instances: Engine[];
  93593. /**
  93594. * Gets the latest created engine
  93595. */
  93596. static readonly LastCreatedEngine: Nullable<Engine>;
  93597. /**
  93598. * Gets the latest created scene
  93599. */
  93600. static readonly LastCreatedScene: Nullable<Scene>;
  93601. /**
  93602. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  93603. * @param flag defines which part of the materials must be marked as dirty
  93604. * @param predicate defines a predicate used to filter which materials should be affected
  93605. */
  93606. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  93607. /** @hidden */
  93608. static _TextureLoaders: IInternalTextureLoader[];
  93609. /** Defines that alpha blending is disabled */
  93610. static readonly ALPHA_DISABLE: number;
  93611. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  93612. static readonly ALPHA_ADD: number;
  93613. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  93614. static readonly ALPHA_COMBINE: number;
  93615. /** Defines that alpha blending to DEST - SRC * DEST */
  93616. static readonly ALPHA_SUBTRACT: number;
  93617. /** Defines that alpha blending to SRC * DEST */
  93618. static readonly ALPHA_MULTIPLY: number;
  93619. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  93620. static readonly ALPHA_MAXIMIZED: number;
  93621. /** Defines that alpha blending to SRC + DEST */
  93622. static readonly ALPHA_ONEONE: number;
  93623. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  93624. static readonly ALPHA_PREMULTIPLIED: number;
  93625. /**
  93626. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  93627. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  93628. */
  93629. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  93630. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  93631. static readonly ALPHA_INTERPOLATE: number;
  93632. /**
  93633. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  93634. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  93635. */
  93636. static readonly ALPHA_SCREENMODE: number;
  93637. /** Defines that the ressource is not delayed*/
  93638. static readonly DELAYLOADSTATE_NONE: number;
  93639. /** Defines that the ressource was successfully delay loaded */
  93640. static readonly DELAYLOADSTATE_LOADED: number;
  93641. /** Defines that the ressource is currently delay loading */
  93642. static readonly DELAYLOADSTATE_LOADING: number;
  93643. /** Defines that the ressource is delayed and has not started loading */
  93644. static readonly DELAYLOADSTATE_NOTLOADED: number;
  93645. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  93646. static readonly NEVER: number;
  93647. /** 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 */
  93648. static readonly ALWAYS: number;
  93649. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  93650. static readonly LESS: number;
  93651. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  93652. static readonly EQUAL: number;
  93653. /** 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 */
  93654. static readonly LEQUAL: number;
  93655. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  93656. static readonly GREATER: number;
  93657. /** 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 */
  93658. static readonly GEQUAL: number;
  93659. /** 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 */
  93660. static readonly NOTEQUAL: number;
  93661. /** Passed to stencilOperation to specify that stencil value must be kept */
  93662. static readonly KEEP: number;
  93663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  93664. static readonly REPLACE: number;
  93665. /** Passed to stencilOperation to specify that stencil value must be incremented */
  93666. static readonly INCR: number;
  93667. /** Passed to stencilOperation to specify that stencil value must be decremented */
  93668. static readonly DECR: number;
  93669. /** Passed to stencilOperation to specify that stencil value must be inverted */
  93670. static readonly INVERT: number;
  93671. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  93672. static readonly INCR_WRAP: number;
  93673. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  93674. static readonly DECR_WRAP: number;
  93675. /** Texture is not repeating outside of 0..1 UVs */
  93676. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  93677. /** Texture is repeating outside of 0..1 UVs */
  93678. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  93679. /** Texture is repeating and mirrored */
  93680. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  93681. /** ALPHA */
  93682. static readonly TEXTUREFORMAT_ALPHA: number;
  93683. /** LUMINANCE */
  93684. static readonly TEXTUREFORMAT_LUMINANCE: number;
  93685. /** LUMINANCE_ALPHA */
  93686. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  93687. /** RGB */
  93688. static readonly TEXTUREFORMAT_RGB: number;
  93689. /** RGBA */
  93690. static readonly TEXTUREFORMAT_RGBA: number;
  93691. /** RED */
  93692. static readonly TEXTUREFORMAT_RED: number;
  93693. /** RED (2nd reference) */
  93694. static readonly TEXTUREFORMAT_R: number;
  93695. /** RG */
  93696. static readonly TEXTUREFORMAT_RG: number;
  93697. /** RED_INTEGER */
  93698. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  93699. /** RED_INTEGER (2nd reference) */
  93700. static readonly TEXTUREFORMAT_R_INTEGER: number;
  93701. /** RG_INTEGER */
  93702. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  93703. /** RGB_INTEGER */
  93704. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  93705. /** RGBA_INTEGER */
  93706. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  93707. /** UNSIGNED_BYTE */
  93708. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  93709. /** UNSIGNED_BYTE (2nd reference) */
  93710. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  93711. /** FLOAT */
  93712. static readonly TEXTURETYPE_FLOAT: number;
  93713. /** HALF_FLOAT */
  93714. static readonly TEXTURETYPE_HALF_FLOAT: number;
  93715. /** BYTE */
  93716. static readonly TEXTURETYPE_BYTE: number;
  93717. /** SHORT */
  93718. static readonly TEXTURETYPE_SHORT: number;
  93719. /** UNSIGNED_SHORT */
  93720. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  93721. /** INT */
  93722. static readonly TEXTURETYPE_INT: number;
  93723. /** UNSIGNED_INT */
  93724. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  93725. /** UNSIGNED_SHORT_4_4_4_4 */
  93726. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  93727. /** UNSIGNED_SHORT_5_5_5_1 */
  93728. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  93729. /** UNSIGNED_SHORT_5_6_5 */
  93730. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  93731. /** UNSIGNED_INT_2_10_10_10_REV */
  93732. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  93733. /** UNSIGNED_INT_24_8 */
  93734. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  93735. /** UNSIGNED_INT_10F_11F_11F_REV */
  93736. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  93737. /** UNSIGNED_INT_5_9_9_9_REV */
  93738. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  93739. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  93740. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  93741. /** nearest is mag = nearest and min = nearest and mip = linear */
  93742. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  93743. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93744. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  93745. /** Trilinear is mag = linear and min = linear and mip = linear */
  93746. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  93747. /** nearest is mag = nearest and min = nearest and mip = linear */
  93748. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  93749. /** Bilinear is mag = linear and min = linear and mip = nearest */
  93750. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  93751. /** Trilinear is mag = linear and min = linear and mip = linear */
  93752. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  93753. /** mag = nearest and min = nearest and mip = nearest */
  93754. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  93755. /** mag = nearest and min = linear and mip = nearest */
  93756. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  93757. /** mag = nearest and min = linear and mip = linear */
  93758. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  93759. /** mag = nearest and min = linear and mip = none */
  93760. static readonly TEXTURE_NEAREST_LINEAR: number;
  93761. /** mag = nearest and min = nearest and mip = none */
  93762. static readonly TEXTURE_NEAREST_NEAREST: number;
  93763. /** mag = linear and min = nearest and mip = nearest */
  93764. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  93765. /** mag = linear and min = nearest and mip = linear */
  93766. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  93767. /** mag = linear and min = linear and mip = none */
  93768. static readonly TEXTURE_LINEAR_LINEAR: number;
  93769. /** mag = linear and min = nearest and mip = none */
  93770. static readonly TEXTURE_LINEAR_NEAREST: number;
  93771. /** Explicit coordinates mode */
  93772. static readonly TEXTURE_EXPLICIT_MODE: number;
  93773. /** Spherical coordinates mode */
  93774. static readonly TEXTURE_SPHERICAL_MODE: number;
  93775. /** Planar coordinates mode */
  93776. static readonly TEXTURE_PLANAR_MODE: number;
  93777. /** Cubic coordinates mode */
  93778. static readonly TEXTURE_CUBIC_MODE: number;
  93779. /** Projection coordinates mode */
  93780. static readonly TEXTURE_PROJECTION_MODE: number;
  93781. /** Skybox coordinates mode */
  93782. static readonly TEXTURE_SKYBOX_MODE: number;
  93783. /** Inverse Cubic coordinates mode */
  93784. static readonly TEXTURE_INVCUBIC_MODE: number;
  93785. /** Equirectangular coordinates mode */
  93786. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  93787. /** Equirectangular Fixed coordinates mode */
  93788. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  93789. /** Equirectangular Fixed Mirrored coordinates mode */
  93790. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  93791. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  93792. static readonly SCALEMODE_FLOOR: number;
  93793. /** Defines that texture rescaling will look for the nearest power of 2 size */
  93794. static readonly SCALEMODE_NEAREST: number;
  93795. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  93796. static readonly SCALEMODE_CEILING: number;
  93797. /**
  93798. * Returns the current npm package of the sdk
  93799. */
  93800. static readonly NpmPackage: string;
  93801. /**
  93802. * Returns the current version of the framework
  93803. */
  93804. static readonly Version: string;
  93805. /**
  93806. * Returns a string describing the current engine
  93807. */
  93808. readonly description: string;
  93809. /**
  93810. * Gets or sets the epsilon value used by collision engine
  93811. */
  93812. static CollisionsEpsilon: number;
  93813. /**
  93814. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93815. */
  93816. static ShadersRepository: string;
  93817. /**
  93818. * Method called to create the default loading screen.
  93819. * This can be overriden in your own app.
  93820. * @param canvas The rendering canvas element
  93821. * @returns The loading screen
  93822. */
  93823. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  93824. /**
  93825. * Method called to create the default rescale post process on each engine.
  93826. */
  93827. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  93828. /** @hidden */
  93829. _shaderProcessor: IShaderProcessor;
  93830. /**
  93831. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  93832. */
  93833. forcePOTTextures: boolean;
  93834. /**
  93835. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  93836. */
  93837. isFullscreen: boolean;
  93838. /**
  93839. * Gets a boolean indicating if the pointer is currently locked
  93840. */
  93841. isPointerLock: boolean;
  93842. /**
  93843. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  93844. */
  93845. cullBackFaces: boolean;
  93846. /**
  93847. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  93848. */
  93849. renderEvenInBackground: boolean;
  93850. /**
  93851. * Gets or sets a boolean indicating that cache can be kept between frames
  93852. */
  93853. preventCacheWipeBetweenFrames: boolean;
  93854. /**
  93855. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  93856. **/
  93857. enableOfflineSupport: boolean;
  93858. /**
  93859. * 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)
  93860. **/
  93861. disableManifestCheck: boolean;
  93862. /**
  93863. * Gets the list of created scenes
  93864. */
  93865. scenes: Scene[];
  93866. /**
  93867. * Event raised when a new scene is created
  93868. */
  93869. onNewSceneAddedObservable: Observable<Scene>;
  93870. /**
  93871. * Gets the list of created postprocesses
  93872. */
  93873. postProcesses: PostProcess[];
  93874. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  93875. validateShaderPrograms: boolean;
  93876. /**
  93877. * Observable event triggered each time the rendering canvas is resized
  93878. */
  93879. onResizeObservable: Observable<Engine>;
  93880. /**
  93881. * Observable event triggered each time the canvas loses focus
  93882. */
  93883. onCanvasBlurObservable: Observable<Engine>;
  93884. /**
  93885. * Observable event triggered each time the canvas gains focus
  93886. */
  93887. onCanvasFocusObservable: Observable<Engine>;
  93888. /**
  93889. * Observable event triggered each time the canvas receives pointerout event
  93890. */
  93891. onCanvasPointerOutObservable: Observable<PointerEvent>;
  93892. /**
  93893. * Observable event triggered before each texture is initialized
  93894. */
  93895. onBeforeTextureInitObservable: Observable<Texture>;
  93896. /**
  93897. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  93898. */
  93899. disableUniformBuffers: boolean;
  93900. /** @hidden */
  93901. _uniformBuffers: UniformBuffer[];
  93902. /**
  93903. * Gets a boolean indicating that the engine supports uniform buffers
  93904. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  93905. */
  93906. readonly supportsUniformBuffers: boolean;
  93907. /**
  93908. * Observable raised when the engine begins a new frame
  93909. */
  93910. onBeginFrameObservable: Observable<Engine>;
  93911. /**
  93912. * If set, will be used to request the next animation frame for the render loop
  93913. */
  93914. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  93915. /**
  93916. * Observable raised when the engine ends the current frame
  93917. */
  93918. onEndFrameObservable: Observable<Engine>;
  93919. /**
  93920. * Observable raised when the engine is about to compile a shader
  93921. */
  93922. onBeforeShaderCompilationObservable: Observable<Engine>;
  93923. /**
  93924. * Observable raised when the engine has jsut compiled a shader
  93925. */
  93926. onAfterShaderCompilationObservable: Observable<Engine>;
  93927. /** @hidden */
  93928. _gl: WebGLRenderingContext;
  93929. private _renderingCanvas;
  93930. private _windowIsBackground;
  93931. private _webGLVersion;
  93932. protected _highPrecisionShadersAllowed: boolean;
  93933. /** @hidden */
  93934. readonly _shouldUseHighPrecisionShader: boolean;
  93935. /**
  93936. * Gets a boolean indicating that only power of 2 textures are supported
  93937. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  93938. */
  93939. readonly needPOTTextures: boolean;
  93940. /** @hidden */
  93941. _badOS: boolean;
  93942. /** @hidden */
  93943. _badDesktopOS: boolean;
  93944. /**
  93945. * Gets the audio engine
  93946. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93947. * @ignorenaming
  93948. */
  93949. static audioEngine: IAudioEngine;
  93950. /**
  93951. * Default AudioEngine factory responsible of creating the Audio Engine.
  93952. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  93953. */
  93954. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  93955. /**
  93956. * Default offline support factory responsible of creating a tool used to store data locally.
  93957. * By default, this will create a Database object if the workload has been embedded.
  93958. */
  93959. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  93960. private _onFocus;
  93961. private _onBlur;
  93962. private _onCanvasPointerOut;
  93963. private _onCanvasBlur;
  93964. private _onCanvasFocus;
  93965. private _onFullscreenChange;
  93966. private _onPointerLockChange;
  93967. private _hardwareScalingLevel;
  93968. /** @hidden */
  93969. _caps: EngineCapabilities;
  93970. private _pointerLockRequested;
  93971. private _isStencilEnable;
  93972. private _colorWrite;
  93973. private _loadingScreen;
  93974. /** @hidden */
  93975. _drawCalls: PerfCounter;
  93976. private _glVersion;
  93977. private _glRenderer;
  93978. private _glVendor;
  93979. private _videoTextureSupported;
  93980. private _renderingQueueLaunched;
  93981. private _activeRenderLoops;
  93982. private _deterministicLockstep;
  93983. private _lockstepMaxSteps;
  93984. /**
  93985. * Observable signaled when a context lost event is raised
  93986. */
  93987. onContextLostObservable: Observable<Engine>;
  93988. /**
  93989. * Observable signaled when a context restored event is raised
  93990. */
  93991. onContextRestoredObservable: Observable<Engine>;
  93992. private _onContextLost;
  93993. private _onContextRestored;
  93994. private _contextWasLost;
  93995. /** @hidden */
  93996. _doNotHandleContextLost: boolean;
  93997. /**
  93998. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  93999. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94000. */
  94001. doNotHandleContextLost: boolean;
  94002. private _performanceMonitor;
  94003. private _fps;
  94004. private _deltaTime;
  94005. /**
  94006. * Turn this value on if you want to pause FPS computation when in background
  94007. */
  94008. disablePerformanceMonitorInBackground: boolean;
  94009. /**
  94010. * Gets the performance monitor attached to this engine
  94011. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94012. */
  94013. readonly performanceMonitor: PerformanceMonitor;
  94014. /**
  94015. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94016. */
  94017. disableVertexArrayObjects: boolean;
  94018. /** @hidden */
  94019. protected _depthCullingState: _DepthCullingState;
  94020. /** @hidden */
  94021. protected _stencilState: _StencilState;
  94022. /** @hidden */
  94023. protected _alphaState: _AlphaState;
  94024. /** @hidden */
  94025. protected _alphaMode: number;
  94026. /** @hidden */
  94027. _internalTexturesCache: InternalTexture[];
  94028. /** @hidden */
  94029. protected _activeChannel: number;
  94030. private _currentTextureChannel;
  94031. /** @hidden */
  94032. protected _boundTexturesCache: {
  94033. [key: string]: Nullable<InternalTexture>;
  94034. };
  94035. /** @hidden */
  94036. protected _currentEffect: Nullable<Effect>;
  94037. /** @hidden */
  94038. protected _currentProgram: Nullable<WebGLProgram>;
  94039. private _compiledEffects;
  94040. private _vertexAttribArraysEnabled;
  94041. /** @hidden */
  94042. protected _cachedViewport: Nullable<IViewportLike>;
  94043. private _cachedVertexArrayObject;
  94044. /** @hidden */
  94045. protected _cachedVertexBuffers: any;
  94046. /** @hidden */
  94047. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94048. /** @hidden */
  94049. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94050. /** @hidden */
  94051. _currentRenderTarget: Nullable<InternalTexture>;
  94052. private _uintIndicesCurrentlySet;
  94053. private _currentBoundBuffer;
  94054. /** @hidden */
  94055. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94056. private _currentBufferPointers;
  94057. private _currentInstanceLocations;
  94058. private _currentInstanceBuffers;
  94059. private _textureUnits;
  94060. /** @hidden */
  94061. _workingCanvas: Nullable<HTMLCanvasElement>;
  94062. /** @hidden */
  94063. _workingContext: Nullable<CanvasRenderingContext2D>;
  94064. private _rescalePostProcess;
  94065. private _dummyFramebuffer;
  94066. private _externalData;
  94067. /** @hidden */
  94068. _bindedRenderFunction: any;
  94069. private _vaoRecordInProgress;
  94070. private _mustWipeVertexAttributes;
  94071. private _emptyTexture;
  94072. private _emptyCubeTexture;
  94073. private _emptyTexture3D;
  94074. /** @hidden */
  94075. _frameHandler: number;
  94076. private _nextFreeTextureSlots;
  94077. private _maxSimultaneousTextures;
  94078. private _activeRequests;
  94079. private _texturesSupported;
  94080. /** @hidden */
  94081. _textureFormatInUse: Nullable<string>;
  94082. /**
  94083. * Gets the list of texture formats supported
  94084. */
  94085. readonly texturesSupported: Array<string>;
  94086. /**
  94087. * Gets the list of texture formats in use
  94088. */
  94089. readonly textureFormatInUse: Nullable<string>;
  94090. /**
  94091. * Gets the current viewport
  94092. */
  94093. readonly currentViewport: Nullable<IViewportLike>;
  94094. /**
  94095. * Gets the default empty texture
  94096. */
  94097. readonly emptyTexture: InternalTexture;
  94098. /**
  94099. * Gets the default empty 3D texture
  94100. */
  94101. readonly emptyTexture3D: InternalTexture;
  94102. /**
  94103. * Gets the default empty cube texture
  94104. */
  94105. readonly emptyCubeTexture: InternalTexture;
  94106. /**
  94107. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94108. */
  94109. readonly premultipliedAlpha: boolean;
  94110. /**
  94111. * Creates a new engine
  94112. * @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
  94113. * @param antialias defines enable antialiasing (default: false)
  94114. * @param options defines further options to be sent to the getContext() function
  94115. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94116. */
  94117. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94118. /**
  94119. * Initializes a webVR display and starts listening to display change events
  94120. * The onVRDisplayChangedObservable will be notified upon these changes
  94121. * @returns The onVRDisplayChangedObservable
  94122. */
  94123. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94124. /** @hidden */
  94125. _prepareVRComponent(): void;
  94126. /** @hidden */
  94127. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94128. /** @hidden */
  94129. _submitVRFrame(): void;
  94130. /**
  94131. * Call this function to leave webVR mode
  94132. * Will do nothing if webVR is not supported or if there is no webVR device
  94133. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94134. */
  94135. disableVR(): void;
  94136. /**
  94137. * Gets a boolean indicating that the system is in VR mode and is presenting
  94138. * @returns true if VR mode is engaged
  94139. */
  94140. isVRPresenting(): boolean;
  94141. /** @hidden */
  94142. _requestVRFrame(): void;
  94143. private _disableTouchAction;
  94144. private _rebuildInternalTextures;
  94145. private _rebuildEffects;
  94146. /**
  94147. * Gets a boolean indicating if all created effects are ready
  94148. * @returns true if all effects are ready
  94149. */
  94150. areAllEffectsReady(): boolean;
  94151. private _rebuildBuffers;
  94152. private _initGLContext;
  94153. /**
  94154. * Gets version of the current webGL context
  94155. */
  94156. readonly webGLVersion: number;
  94157. /**
  94158. * Gets a string idenfifying the name of the class
  94159. * @returns "Engine" string
  94160. */
  94161. getClassName(): string;
  94162. /**
  94163. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94164. */
  94165. readonly isStencilEnable: boolean;
  94166. /** @hidden */
  94167. _prepareWorkingCanvas(): void;
  94168. /**
  94169. * Reset the texture cache to empty state
  94170. */
  94171. resetTextureCache(): void;
  94172. /**
  94173. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94174. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94175. * @returns true if engine is in deterministic lock step mode
  94176. */
  94177. isDeterministicLockStep(): boolean;
  94178. /**
  94179. * Gets the max steps when engine is running in deterministic lock step
  94180. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94181. * @returns the max steps
  94182. */
  94183. getLockstepMaxSteps(): number;
  94184. /**
  94185. * Gets an object containing information about the current webGL context
  94186. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94187. */
  94188. getGlInfo(): {
  94189. vendor: string;
  94190. renderer: string;
  94191. version: string;
  94192. };
  94193. /**
  94194. * Gets current aspect ratio
  94195. * @param viewportOwner defines the camera to use to get the aspect ratio
  94196. * @param useScreen defines if screen size must be used (or the current render target if any)
  94197. * @returns a number defining the aspect ratio
  94198. */
  94199. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94200. /**
  94201. * Gets current screen aspect ratio
  94202. * @returns a number defining the aspect ratio
  94203. */
  94204. getScreenAspectRatio(): number;
  94205. /**
  94206. * Gets the current render width
  94207. * @param useScreen defines if screen size must be used (or the current render target if any)
  94208. * @returns a number defining the current render width
  94209. */
  94210. getRenderWidth(useScreen?: boolean): number;
  94211. /**
  94212. * Gets the current render height
  94213. * @param useScreen defines if screen size must be used (or the current render target if any)
  94214. * @returns a number defining the current render height
  94215. */
  94216. getRenderHeight(useScreen?: boolean): number;
  94217. /**
  94218. * Gets the HTML canvas attached with the current webGL context
  94219. * @returns a HTML canvas
  94220. */
  94221. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94222. /**
  94223. * Gets the client rect of the HTML canvas attached with the current webGL context
  94224. * @returns a client rectanglee
  94225. */
  94226. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94227. /**
  94228. * Defines the hardware scaling level.
  94229. * By default the hardware scaling level is computed from the window device ratio.
  94230. * 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.
  94231. * @param level defines the level to use
  94232. */
  94233. setHardwareScalingLevel(level: number): void;
  94234. /**
  94235. * Gets the current hardware scaling level.
  94236. * By default the hardware scaling level is computed from the window device ratio.
  94237. * 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.
  94238. * @returns a number indicating the current hardware scaling level
  94239. */
  94240. getHardwareScalingLevel(): number;
  94241. /**
  94242. * Gets the list of loaded textures
  94243. * @returns an array containing all loaded textures
  94244. */
  94245. getLoadedTexturesCache(): InternalTexture[];
  94246. /**
  94247. * Gets the object containing all engine capabilities
  94248. * @returns the EngineCapabilities object
  94249. */
  94250. getCaps(): EngineCapabilities;
  94251. /**
  94252. * Gets the current depth function
  94253. * @returns a number defining the depth function
  94254. */
  94255. getDepthFunction(): Nullable<number>;
  94256. /**
  94257. * Sets the current depth function
  94258. * @param depthFunc defines the function to use
  94259. */
  94260. setDepthFunction(depthFunc: number): void;
  94261. /**
  94262. * Sets the current depth function to GREATER
  94263. */
  94264. setDepthFunctionToGreater(): void;
  94265. /**
  94266. * Sets the current depth function to GEQUAL
  94267. */
  94268. setDepthFunctionToGreaterOrEqual(): void;
  94269. /**
  94270. * Sets the current depth function to LESS
  94271. */
  94272. setDepthFunctionToLess(): void;
  94273. private _cachedStencilBuffer;
  94274. private _cachedStencilFunction;
  94275. private _cachedStencilMask;
  94276. private _cachedStencilOperationPass;
  94277. private _cachedStencilOperationFail;
  94278. private _cachedStencilOperationDepthFail;
  94279. private _cachedStencilReference;
  94280. /**
  94281. * Caches the the state of the stencil buffer
  94282. */
  94283. cacheStencilState(): void;
  94284. /**
  94285. * Restores the state of the stencil buffer
  94286. */
  94287. restoreStencilState(): void;
  94288. /**
  94289. * Sets the current depth function to LEQUAL
  94290. */
  94291. setDepthFunctionToLessOrEqual(): void;
  94292. /**
  94293. * Gets a boolean indicating if stencil buffer is enabled
  94294. * @returns the current stencil buffer state
  94295. */
  94296. getStencilBuffer(): boolean;
  94297. /**
  94298. * Enable or disable the stencil buffer
  94299. * @param enable defines if the stencil buffer must be enabled or disabled
  94300. */
  94301. setStencilBuffer(enable: boolean): void;
  94302. /**
  94303. * Gets the current stencil mask
  94304. * @returns a number defining the new stencil mask to use
  94305. */
  94306. getStencilMask(): number;
  94307. /**
  94308. * Sets the current stencil mask
  94309. * @param mask defines the new stencil mask to use
  94310. */
  94311. setStencilMask(mask: number): void;
  94312. /**
  94313. * Gets the current stencil function
  94314. * @returns a number defining the stencil function to use
  94315. */
  94316. getStencilFunction(): number;
  94317. /**
  94318. * Gets the current stencil reference value
  94319. * @returns a number defining the stencil reference value to use
  94320. */
  94321. getStencilFunctionReference(): number;
  94322. /**
  94323. * Gets the current stencil mask
  94324. * @returns a number defining the stencil mask to use
  94325. */
  94326. getStencilFunctionMask(): number;
  94327. /**
  94328. * Sets the current stencil function
  94329. * @param stencilFunc defines the new stencil function to use
  94330. */
  94331. setStencilFunction(stencilFunc: number): void;
  94332. /**
  94333. * Sets the current stencil reference
  94334. * @param reference defines the new stencil reference to use
  94335. */
  94336. setStencilFunctionReference(reference: number): void;
  94337. /**
  94338. * Sets the current stencil mask
  94339. * @param mask defines the new stencil mask to use
  94340. */
  94341. setStencilFunctionMask(mask: number): void;
  94342. /**
  94343. * Gets the current stencil operation when stencil fails
  94344. * @returns a number defining stencil operation to use when stencil fails
  94345. */
  94346. getStencilOperationFail(): number;
  94347. /**
  94348. * Gets the current stencil operation when depth fails
  94349. * @returns a number defining stencil operation to use when depth fails
  94350. */
  94351. getStencilOperationDepthFail(): number;
  94352. /**
  94353. * Gets the current stencil operation when stencil passes
  94354. * @returns a number defining stencil operation to use when stencil passes
  94355. */
  94356. getStencilOperationPass(): number;
  94357. /**
  94358. * Sets the stencil operation to use when stencil fails
  94359. * @param operation defines the stencil operation to use when stencil fails
  94360. */
  94361. setStencilOperationFail(operation: number): void;
  94362. /**
  94363. * Sets the stencil operation to use when depth fails
  94364. * @param operation defines the stencil operation to use when depth fails
  94365. */
  94366. setStencilOperationDepthFail(operation: number): void;
  94367. /**
  94368. * Sets the stencil operation to use when stencil passes
  94369. * @param operation defines the stencil operation to use when stencil passes
  94370. */
  94371. setStencilOperationPass(operation: number): void;
  94372. /**
  94373. * Sets a boolean indicating if the dithering state is enabled or disabled
  94374. * @param value defines the dithering state
  94375. */
  94376. setDitheringState(value: boolean): void;
  94377. /**
  94378. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  94379. * @param value defines the rasterizer state
  94380. */
  94381. setRasterizerState(value: boolean): void;
  94382. /**
  94383. * stop executing a render loop function and remove it from the execution array
  94384. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  94385. */
  94386. stopRenderLoop(renderFunction?: () => void): void;
  94387. /** @hidden */
  94388. _renderLoop(): void;
  94389. /**
  94390. * Register and execute a render loop. The engine can have more than one render function
  94391. * @param renderFunction defines the function to continuously execute
  94392. */
  94393. runRenderLoop(renderFunction: () => void): void;
  94394. /**
  94395. * Toggle full screen mode
  94396. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94397. */
  94398. switchFullscreen(requestPointerLock: boolean): void;
  94399. /**
  94400. * Enters full screen mode
  94401. * @param requestPointerLock defines if a pointer lock should be requested from the user
  94402. */
  94403. enterFullscreen(requestPointerLock: boolean): void;
  94404. /**
  94405. * Exits full screen mode
  94406. */
  94407. exitFullscreen(): void;
  94408. /**
  94409. * Enters Pointerlock mode
  94410. */
  94411. enterPointerlock(): void;
  94412. /**
  94413. * Exits Pointerlock mode
  94414. */
  94415. exitPointerlock(): void;
  94416. /**
  94417. * Clear the current render buffer or the current render target (if any is set up)
  94418. * @param color defines the color to use
  94419. * @param backBuffer defines if the back buffer must be cleared
  94420. * @param depth defines if the depth buffer must be cleared
  94421. * @param stencil defines if the stencil buffer must be cleared
  94422. */
  94423. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  94424. /**
  94425. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  94426. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94427. * @param y defines the y-coordinate of the corner of the clear rectangle
  94428. * @param width defines the width of the clear rectangle
  94429. * @param height defines the height of the clear rectangle
  94430. * @param clearColor defines the clear color
  94431. */
  94432. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  94433. /**
  94434. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  94435. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  94436. * @param y defines the y-coordinate of the corner of the clear rectangle
  94437. * @param width defines the width of the clear rectangle
  94438. * @param height defines the height of the clear rectangle
  94439. */
  94440. enableScissor(x: number, y: number, width: number, height: number): void;
  94441. /**
  94442. * Disable previously set scissor test rectangle
  94443. */
  94444. disableScissor(): void;
  94445. private _viewportCached;
  94446. /** @hidden */
  94447. _viewport(x: number, y: number, width: number, height: number): void;
  94448. /**
  94449. * Set the WebGL's viewport
  94450. * @param viewport defines the viewport element to be used
  94451. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  94452. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  94453. */
  94454. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  94455. /**
  94456. * Directly set the WebGL Viewport
  94457. * @param x defines the x coordinate of the viewport (in screen space)
  94458. * @param y defines the y coordinate of the viewport (in screen space)
  94459. * @param width defines the width of the viewport (in screen space)
  94460. * @param height defines the height of the viewport (in screen space)
  94461. * @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
  94462. */
  94463. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  94464. /**
  94465. * Begin a new frame
  94466. */
  94467. beginFrame(): void;
  94468. /**
  94469. * Enf the current frame
  94470. */
  94471. endFrame(): void;
  94472. /**
  94473. * Resize the view according to the canvas' size
  94474. */
  94475. resize(): void;
  94476. /**
  94477. * Force a specific size of the canvas
  94478. * @param width defines the new canvas' width
  94479. * @param height defines the new canvas' height
  94480. */
  94481. setSize(width: number, height: number): void;
  94482. /**
  94483. * Binds the frame buffer to the specified texture.
  94484. * @param texture The texture to render to or null for the default canvas
  94485. * @param faceIndex The face of the texture to render to in case of cube texture
  94486. * @param requiredWidth The width of the target to render to
  94487. * @param requiredHeight The height of the target to render to
  94488. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  94489. * @param depthStencilTexture The depth stencil texture to use to render
  94490. * @param lodLevel defines le lod level to bind to the frame buffer
  94491. */
  94492. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  94493. /** @hidden */
  94494. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  94495. /**
  94496. * Unbind the current render target texture from the webGL context
  94497. * @param texture defines the render target texture to unbind
  94498. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  94499. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  94500. */
  94501. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  94502. /**
  94503. * Force the mipmap generation for the given render target texture
  94504. * @param texture defines the render target texture to use
  94505. */
  94506. generateMipMapsForCubemap(texture: InternalTexture): void;
  94507. /**
  94508. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  94509. */
  94510. flushFramebuffer(): void;
  94511. /**
  94512. * Unbind the current render target and bind the default framebuffer
  94513. */
  94514. restoreDefaultFramebuffer(): void;
  94515. /**
  94516. * Create an uniform buffer
  94517. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94518. * @param elements defines the content of the uniform buffer
  94519. * @returns the webGL uniform buffer
  94520. */
  94521. createUniformBuffer(elements: FloatArray): DataBuffer;
  94522. /**
  94523. * Create a dynamic uniform buffer
  94524. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94525. * @param elements defines the content of the uniform buffer
  94526. * @returns the webGL uniform buffer
  94527. */
  94528. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  94529. /**
  94530. * Update an existing uniform buffer
  94531. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94532. * @param uniformBuffer defines the target uniform buffer
  94533. * @param elements defines the content to update
  94534. * @param offset defines the offset in the uniform buffer where update should start
  94535. * @param count defines the size of the data to update
  94536. */
  94537. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  94538. private _resetVertexBufferBinding;
  94539. /**
  94540. * Creates a vertex buffer
  94541. * @param data the data for the vertex buffer
  94542. * @returns the new WebGL static buffer
  94543. */
  94544. createVertexBuffer(data: DataArray): DataBuffer;
  94545. /**
  94546. * Creates a dynamic vertex buffer
  94547. * @param data the data for the dynamic vertex buffer
  94548. * @returns the new WebGL dynamic buffer
  94549. */
  94550. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  94551. /**
  94552. * Update a dynamic index buffer
  94553. * @param indexBuffer defines the target index buffer
  94554. * @param indices defines the data to update
  94555. * @param offset defines the offset in the target index buffer where update should start
  94556. */
  94557. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  94558. /**
  94559. * Updates a dynamic vertex buffer.
  94560. * @param vertexBuffer the vertex buffer to update
  94561. * @param data the data used to update the vertex buffer
  94562. * @param byteOffset the byte offset of the data
  94563. * @param byteLength the byte length of the data
  94564. */
  94565. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  94566. private _resetIndexBufferBinding;
  94567. /**
  94568. * Creates a new index buffer
  94569. * @param indices defines the content of the index buffer
  94570. * @param updatable defines if the index buffer must be updatable
  94571. * @returns a new webGL buffer
  94572. */
  94573. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  94574. /**
  94575. * Bind a webGL buffer to the webGL context
  94576. * @param buffer defines the buffer to bind
  94577. */
  94578. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  94579. /**
  94580. * Bind an uniform buffer to the current webGL context
  94581. * @param buffer defines the buffer to bind
  94582. */
  94583. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  94584. /**
  94585. * Bind a buffer to the current webGL context at a given location
  94586. * @param buffer defines the buffer to bind
  94587. * @param location defines the index where to bind the buffer
  94588. */
  94589. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  94590. /**
  94591. * Bind a specific block at a given index in a specific shader program
  94592. * @param pipelineContext defines the pipeline context to use
  94593. * @param blockName defines the block name
  94594. * @param index defines the index where to bind the block
  94595. */
  94596. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  94597. private bindIndexBuffer;
  94598. private bindBuffer;
  94599. /**
  94600. * update the bound buffer with the given data
  94601. * @param data defines the data to update
  94602. */
  94603. updateArrayBuffer(data: Float32Array): void;
  94604. private _vertexAttribPointer;
  94605. private _bindIndexBufferWithCache;
  94606. private _bindVertexBuffersAttributes;
  94607. /**
  94608. * Records a vertex array object
  94609. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94610. * @param vertexBuffers defines the list of vertex buffers to store
  94611. * @param indexBuffer defines the index buffer to store
  94612. * @param effect defines the effect to store
  94613. * @returns the new vertex array object
  94614. */
  94615. recordVertexArrayObject(vertexBuffers: {
  94616. [key: string]: VertexBuffer;
  94617. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  94618. /**
  94619. * Bind a specific vertex array object
  94620. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  94621. * @param vertexArrayObject defines the vertex array object to bind
  94622. * @param indexBuffer defines the index buffer to bind
  94623. */
  94624. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  94625. /**
  94626. * Bind webGl buffers directly to the webGL context
  94627. * @param vertexBuffer defines the vertex buffer to bind
  94628. * @param indexBuffer defines the index buffer to bind
  94629. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  94630. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  94631. * @param effect defines the effect associated with the vertex buffer
  94632. */
  94633. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  94634. private _unbindVertexArrayObject;
  94635. /**
  94636. * Bind a list of vertex buffers to the webGL context
  94637. * @param vertexBuffers defines the list of vertex buffers to bind
  94638. * @param indexBuffer defines the index buffer to bind
  94639. * @param effect defines the effect associated with the vertex buffers
  94640. */
  94641. bindBuffers(vertexBuffers: {
  94642. [key: string]: Nullable<VertexBuffer>;
  94643. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  94644. /**
  94645. * Unbind all instance attributes
  94646. */
  94647. unbindInstanceAttributes(): void;
  94648. /**
  94649. * Release and free the memory of a vertex array object
  94650. * @param vao defines the vertex array object to delete
  94651. */
  94652. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  94653. /** @hidden */
  94654. _releaseBuffer(buffer: DataBuffer): boolean;
  94655. /**
  94656. * Creates a webGL buffer to use with instanciation
  94657. * @param capacity defines the size of the buffer
  94658. * @returns the webGL buffer
  94659. */
  94660. createInstancesBuffer(capacity: number): DataBuffer;
  94661. /**
  94662. * Delete a webGL buffer used with instanciation
  94663. * @param buffer defines the webGL buffer to delete
  94664. */
  94665. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  94666. /**
  94667. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  94668. * @param instancesBuffer defines the webGL buffer to update and bind
  94669. * @param data defines the data to store in the buffer
  94670. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  94671. */
  94672. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  94673. /**
  94674. * Apply all cached states (depth, culling, stencil and alpha)
  94675. */
  94676. applyStates(): void;
  94677. /**
  94678. * Send a draw order
  94679. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94680. * @param indexStart defines the starting index
  94681. * @param indexCount defines the number of index to draw
  94682. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94683. */
  94684. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  94685. /**
  94686. * Draw a list of points
  94687. * @param verticesStart defines the index of first vertex to draw
  94688. * @param verticesCount defines the count of vertices to draw
  94689. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94690. */
  94691. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94692. /**
  94693. * Draw a list of unindexed primitives
  94694. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  94695. * @param verticesStart defines the index of first vertex to draw
  94696. * @param verticesCount defines the count of vertices to draw
  94697. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94698. */
  94699. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94700. /**
  94701. * Draw a list of indexed primitives
  94702. * @param fillMode defines the primitive to use
  94703. * @param indexStart defines the starting index
  94704. * @param indexCount defines the number of index to draw
  94705. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94706. */
  94707. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  94708. /**
  94709. * Draw a list of unindexed primitives
  94710. * @param fillMode defines the primitive to use
  94711. * @param verticesStart defines the index of first vertex to draw
  94712. * @param verticesCount defines the count of vertices to draw
  94713. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  94714. */
  94715. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  94716. private _drawMode;
  94717. /** @hidden */
  94718. _releaseEffect(effect: Effect): void;
  94719. /** @hidden */
  94720. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  94721. /**
  94722. * Create a new effect (used to store vertex/fragment shaders)
  94723. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  94724. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  94725. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  94726. * @param samplers defines an array of string used to represent textures
  94727. * @param defines defines the string containing the defines to use to compile the shaders
  94728. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  94729. * @param onCompiled defines a function to call when the effect creation is successful
  94730. * @param onError defines a function to call when the effect creation has failed
  94731. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  94732. * @returns the new Effect
  94733. */
  94734. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  94735. private _compileShader;
  94736. private _compileRawShader;
  94737. /**
  94738. * Directly creates a webGL program
  94739. * @param pipelineContext defines the pipeline context to attach to
  94740. * @param vertexCode defines the vertex shader code to use
  94741. * @param fragmentCode defines the fragment shader code to use
  94742. * @param context defines the webGL context to use (if not set, the current one will be used)
  94743. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94744. * @returns the new webGL program
  94745. */
  94746. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94747. /**
  94748. * Creates a webGL program
  94749. * @param pipelineContext defines the pipeline context to attach to
  94750. * @param vertexCode defines the vertex shader code to use
  94751. * @param fragmentCode defines the fragment shader code to use
  94752. * @param defines defines the string containing the defines to use to compile the shaders
  94753. * @param context defines the webGL context to use (if not set, the current one will be used)
  94754. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  94755. * @returns the new webGL program
  94756. */
  94757. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  94758. /**
  94759. * Creates a new pipeline context
  94760. * @returns the new pipeline
  94761. */
  94762. createPipelineContext(): WebGLPipelineContext;
  94763. private _createShaderProgram;
  94764. private _finalizePipelineContext;
  94765. /** @hidden */
  94766. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  94767. /** @hidden */
  94768. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  94769. /** @hidden */
  94770. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  94771. /**
  94772. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  94773. * @param pipelineContext defines the pipeline context to use
  94774. * @param uniformsNames defines the list of uniform names
  94775. * @returns an array of webGL uniform locations
  94776. */
  94777. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  94778. /**
  94779. * Gets the lsit of active attributes for a given webGL program
  94780. * @param pipelineContext defines the pipeline context to use
  94781. * @param attributesNames defines the list of attribute names to get
  94782. * @returns an array of indices indicating the offset of each attribute
  94783. */
  94784. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  94785. /**
  94786. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  94787. * @param effect defines the effect to activate
  94788. */
  94789. enableEffect(effect: Nullable<Effect>): void;
  94790. /**
  94791. * Set the value of an uniform to an array of int32
  94792. * @param uniform defines the webGL uniform location where to store the value
  94793. * @param array defines the array of int32 to store
  94794. */
  94795. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94796. /**
  94797. * Set the value of an uniform to an array of int32 (stored as vec2)
  94798. * @param uniform defines the webGL uniform location where to store the value
  94799. * @param array defines the array of int32 to store
  94800. */
  94801. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94802. /**
  94803. * Set the value of an uniform to an array of int32 (stored as vec3)
  94804. * @param uniform defines the webGL uniform location where to store the value
  94805. * @param array defines the array of int32 to store
  94806. */
  94807. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94808. /**
  94809. * Set the value of an uniform to an array of int32 (stored as vec4)
  94810. * @param uniform defines the webGL uniform location where to store the value
  94811. * @param array defines the array of int32 to store
  94812. */
  94813. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  94814. /**
  94815. * Set the value of an uniform to an array of float32
  94816. * @param uniform defines the webGL uniform location where to store the value
  94817. * @param array defines the array of float32 to store
  94818. */
  94819. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94820. /**
  94821. * Set the value of an uniform to an array of float32 (stored as vec2)
  94822. * @param uniform defines the webGL uniform location where to store the value
  94823. * @param array defines the array of float32 to store
  94824. */
  94825. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94826. /**
  94827. * Set the value of an uniform to an array of float32 (stored as vec3)
  94828. * @param uniform defines the webGL uniform location where to store the value
  94829. * @param array defines the array of float32 to store
  94830. */
  94831. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94832. /**
  94833. * Set the value of an uniform to an array of float32 (stored as vec4)
  94834. * @param uniform defines the webGL uniform location where to store the value
  94835. * @param array defines the array of float32 to store
  94836. */
  94837. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  94838. /**
  94839. * Set the value of an uniform to an array of number
  94840. * @param uniform defines the webGL uniform location where to store the value
  94841. * @param array defines the array of number to store
  94842. */
  94843. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94844. /**
  94845. * Set the value of an uniform to an array of number (stored as vec2)
  94846. * @param uniform defines the webGL uniform location where to store the value
  94847. * @param array defines the array of number to store
  94848. */
  94849. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94850. /**
  94851. * Set the value of an uniform to an array of number (stored as vec3)
  94852. * @param uniform defines the webGL uniform location where to store the value
  94853. * @param array defines the array of number to store
  94854. */
  94855. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94856. /**
  94857. * Set the value of an uniform to an array of number (stored as vec4)
  94858. * @param uniform defines the webGL uniform location where to store the value
  94859. * @param array defines the array of number to store
  94860. */
  94861. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  94862. /**
  94863. * Set the value of an uniform to an array of float32 (stored as matrices)
  94864. * @param uniform defines the webGL uniform location where to store the value
  94865. * @param matrices defines the array of float32 to store
  94866. */
  94867. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  94868. /**
  94869. * Set the value of an uniform to a matrix (3x3)
  94870. * @param uniform defines the webGL uniform location where to store the value
  94871. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  94872. */
  94873. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94874. /**
  94875. * Set the value of an uniform to a matrix (2x2)
  94876. * @param uniform defines the webGL uniform location where to store the value
  94877. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  94878. */
  94879. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  94880. /**
  94881. * Set the value of an uniform to a number (int)
  94882. * @param uniform defines the webGL uniform location where to store the value
  94883. * @param value defines the int number to store
  94884. */
  94885. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94886. /**
  94887. * Set the value of an uniform to a number (float)
  94888. * @param uniform defines the webGL uniform location where to store the value
  94889. * @param value defines the float number to store
  94890. */
  94891. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  94892. /**
  94893. * Set the value of an uniform to a vec2
  94894. * @param uniform defines the webGL uniform location where to store the value
  94895. * @param x defines the 1st component of the value
  94896. * @param y defines the 2nd component of the value
  94897. */
  94898. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  94899. /**
  94900. * Set the value of an uniform to a vec3
  94901. * @param uniform defines the webGL uniform location where to store the value
  94902. * @param x defines the 1st component of the value
  94903. * @param y defines the 2nd component of the value
  94904. * @param z defines the 3rd component of the value
  94905. */
  94906. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  94907. /**
  94908. * Set the value of an uniform to a boolean
  94909. * @param uniform defines the webGL uniform location where to store the value
  94910. * @param bool defines the boolean to store
  94911. */
  94912. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  94913. /**
  94914. * Set the value of an uniform to a vec4
  94915. * @param uniform defines the webGL uniform location where to store the value
  94916. * @param x defines the 1st component of the value
  94917. * @param y defines the 2nd component of the value
  94918. * @param z defines the 3rd component of the value
  94919. * @param w defines the 4th component of the value
  94920. */
  94921. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  94922. /**
  94923. * Sets a Color4 on a uniform variable
  94924. * @param uniform defines the uniform location
  94925. * @param color4 defines the value to be set
  94926. */
  94927. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  94928. /**
  94929. * Set various states to the webGL context
  94930. * @param culling defines backface culling state
  94931. * @param zOffset defines the value to apply to zOffset (0 by default)
  94932. * @param force defines if states must be applied even if cache is up to date
  94933. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  94934. */
  94935. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  94936. /**
  94937. * Set the z offset to apply to current rendering
  94938. * @param value defines the offset to apply
  94939. */
  94940. setZOffset(value: number): void;
  94941. /**
  94942. * Gets the current value of the zOffset
  94943. * @returns the current zOffset state
  94944. */
  94945. getZOffset(): number;
  94946. /**
  94947. * Enable or disable depth buffering
  94948. * @param enable defines the state to set
  94949. */
  94950. setDepthBuffer(enable: boolean): void;
  94951. /**
  94952. * Gets a boolean indicating if depth writing is enabled
  94953. * @returns the current depth writing state
  94954. */
  94955. getDepthWrite(): boolean;
  94956. /**
  94957. * Enable or disable depth writing
  94958. * @param enable defines the state to set
  94959. */
  94960. setDepthWrite(enable: boolean): void;
  94961. /**
  94962. * Enable or disable color writing
  94963. * @param enable defines the state to set
  94964. */
  94965. setColorWrite(enable: boolean): void;
  94966. /**
  94967. * Gets a boolean indicating if color writing is enabled
  94968. * @returns the current color writing state
  94969. */
  94970. getColorWrite(): boolean;
  94971. /**
  94972. * Sets alpha constants used by some alpha blending modes
  94973. * @param r defines the red component
  94974. * @param g defines the green component
  94975. * @param b defines the blue component
  94976. * @param a defines the alpha component
  94977. */
  94978. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  94979. /**
  94980. * Sets the current alpha mode
  94981. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  94982. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  94983. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94984. */
  94985. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  94986. /**
  94987. * Gets the current alpha mode
  94988. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  94989. * @returns the current alpha mode
  94990. */
  94991. getAlphaMode(): number;
  94992. /**
  94993. * Clears the list of texture accessible through engine.
  94994. * This can help preventing texture load conflict due to name collision.
  94995. */
  94996. clearInternalTexturesCache(): void;
  94997. /**
  94998. * Force the entire cache to be cleared
  94999. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95000. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95001. */
  95002. wipeCaches(bruteForce?: boolean): void;
  95003. /**
  95004. * Set the compressed texture format to use, based on the formats you have, and the formats
  95005. * supported by the hardware / browser.
  95006. *
  95007. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95008. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95009. * to API arguments needed to compressed textures. This puts the burden on the container
  95010. * generator to house the arcane code for determining these for current & future formats.
  95011. *
  95012. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95013. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95014. *
  95015. * Note: The result of this call is not taken into account when a texture is base64.
  95016. *
  95017. * @param formatsAvailable defines the list of those format families you have created
  95018. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95019. *
  95020. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95021. * @returns The extension selected.
  95022. */
  95023. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95024. /** @hidden */
  95025. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95026. min: number;
  95027. mag: number;
  95028. };
  95029. /** @hidden */
  95030. _createTexture(): WebGLTexture;
  95031. /**
  95032. * Usually called from Texture.ts.
  95033. * Passed information to create a WebGLTexture
  95034. * @param urlArg defines a value which contains one of the following:
  95035. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95036. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95037. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95038. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95039. * @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)
  95040. * @param scene needed for loading to the correct scene
  95041. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95042. * @param onLoad optional callback to be called upon successful completion
  95043. * @param onError optional callback to be called upon failure
  95044. * @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
  95045. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95046. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95047. * @param forcedExtension defines the extension to use to pick the right loader
  95048. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95049. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95050. */
  95051. 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 | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95052. /**
  95053. * @hidden
  95054. * Rescales a texture
  95055. * @param source input texutre
  95056. * @param destination destination texture
  95057. * @param scene scene to use to render the resize
  95058. * @param internalFormat format to use when resizing
  95059. * @param onComplete callback to be called when resize has completed
  95060. */
  95061. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95062. private _unpackFlipYCached;
  95063. /**
  95064. * In case you are sharing the context with other applications, it might
  95065. * be interested to not cache the unpack flip y state to ensure a consistent
  95066. * value would be set.
  95067. */
  95068. enableUnpackFlipYCached: boolean;
  95069. /** @hidden */
  95070. _unpackFlipY(value: boolean): void;
  95071. /** @hidden */
  95072. _getUnpackAlignement(): number;
  95073. /**
  95074. * Creates a dynamic texture
  95075. * @param width defines the width of the texture
  95076. * @param height defines the height of the texture
  95077. * @param generateMipMaps defines if the engine should generate the mip levels
  95078. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95079. * @returns the dynamic texture inside an InternalTexture
  95080. */
  95081. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95082. /**
  95083. * Update the sampling mode of a given texture
  95084. * @param samplingMode defines the required sampling mode
  95085. * @param texture defines the texture to update
  95086. */
  95087. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95088. /**
  95089. * Update the content of a dynamic texture
  95090. * @param texture defines the texture to update
  95091. * @param canvas defines the canvas containing the source
  95092. * @param invertY defines if data must be stored with Y axis inverted
  95093. * @param premulAlpha defines if alpha is stored as premultiplied
  95094. * @param format defines the format of the data
  95095. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95096. */
  95097. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95098. /**
  95099. * Update a video texture
  95100. * @param texture defines the texture to update
  95101. * @param video defines the video element to use
  95102. * @param invertY defines if data must be stored with Y axis inverted
  95103. */
  95104. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95105. /**
  95106. * Updates a depth texture Comparison Mode and Function.
  95107. * If the comparison Function is equal to 0, the mode will be set to none.
  95108. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95109. * @param texture The texture to set the comparison function for
  95110. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95111. */
  95112. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95113. /** @hidden */
  95114. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95115. width: number;
  95116. height: number;
  95117. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95118. /**
  95119. * Creates a depth stencil texture.
  95120. * This is only available in WebGL 2 or with the depth texture extension available.
  95121. * @param size The size of face edge in the texture.
  95122. * @param options The options defining the texture.
  95123. * @returns The texture
  95124. */
  95125. createDepthStencilTexture(size: number | {
  95126. width: number;
  95127. height: number;
  95128. }, options: DepthTextureCreationOptions): InternalTexture;
  95129. /**
  95130. * Creates a depth stencil texture.
  95131. * This is only available in WebGL 2 or with the depth texture extension available.
  95132. * @param size The size of face edge in the texture.
  95133. * @param options The options defining the texture.
  95134. * @returns The texture
  95135. */
  95136. private _createDepthStencilTexture;
  95137. /**
  95138. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95139. * @param renderTarget The render target to set the frame buffer for
  95140. */
  95141. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95142. /**
  95143. * Creates a new render target texture
  95144. * @param size defines the size of the texture
  95145. * @param options defines the options used to create the texture
  95146. * @returns a new render target texture stored in an InternalTexture
  95147. */
  95148. createRenderTargetTexture(size: number | {
  95149. width: number;
  95150. height: number;
  95151. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95152. /** @hidden */
  95153. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95154. /**
  95155. * Updates the sample count of a render target texture
  95156. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95157. * @param texture defines the texture to update
  95158. * @param samples defines the sample count to set
  95159. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95160. */
  95161. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95162. /** @hidden */
  95163. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95164. /** @hidden */
  95165. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95166. /** @hidden */
  95167. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95168. /** @hidden */
  95169. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95170. /**
  95171. * @hidden
  95172. */
  95173. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95174. private _prepareWebGLTextureContinuation;
  95175. private _prepareWebGLTexture;
  95176. /** @hidden */
  95177. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95178. /** @hidden */
  95179. _releaseFramebufferObjects(texture: InternalTexture): void;
  95180. /** @hidden */
  95181. _releaseTexture(texture: InternalTexture): void;
  95182. private setProgram;
  95183. private _boundUniforms;
  95184. /**
  95185. * Binds an effect to the webGL context
  95186. * @param effect defines the effect to bind
  95187. */
  95188. bindSamplers(effect: Effect): void;
  95189. private _activateCurrentTexture;
  95190. /** @hidden */
  95191. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95192. /** @hidden */
  95193. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95194. /**
  95195. * Sets a texture to the webGL context from a postprocess
  95196. * @param channel defines the channel to use
  95197. * @param postProcess defines the source postprocess
  95198. */
  95199. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95200. /**
  95201. * Binds the output of the passed in post process to the texture channel specified
  95202. * @param channel The channel the texture should be bound to
  95203. * @param postProcess The post process which's output should be bound
  95204. */
  95205. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95206. /**
  95207. * Unbind all textures from the webGL context
  95208. */
  95209. unbindAllTextures(): void;
  95210. /**
  95211. * Sets a texture to the according uniform.
  95212. * @param channel The texture channel
  95213. * @param uniform The uniform to set
  95214. * @param texture The texture to apply
  95215. */
  95216. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95217. /**
  95218. * Sets a depth stencil texture from a render target to the according uniform.
  95219. * @param channel The texture channel
  95220. * @param uniform The uniform to set
  95221. * @param texture The render target texture containing the depth stencil texture to apply
  95222. */
  95223. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95224. private _bindSamplerUniformToChannel;
  95225. private _getTextureWrapMode;
  95226. private _setTexture;
  95227. /**
  95228. * Sets an array of texture to the webGL context
  95229. * @param channel defines the channel where the texture array must be set
  95230. * @param uniform defines the associated uniform location
  95231. * @param textures defines the array of textures to bind
  95232. */
  95233. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95234. /** @hidden */
  95235. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95236. private _setTextureParameterFloat;
  95237. private _setTextureParameterInteger;
  95238. /**
  95239. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95240. * @param x defines the x coordinate of the rectangle where pixels must be read
  95241. * @param y defines the y coordinate of the rectangle where pixels must be read
  95242. * @param width defines the width of the rectangle where pixels must be read
  95243. * @param height defines the height of the rectangle where pixels must be read
  95244. * @returns a Uint8Array containing RGBA colors
  95245. */
  95246. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95247. /**
  95248. * Add an externaly attached data from its key.
  95249. * This method call will fail and return false, if such key already exists.
  95250. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95251. * @param key the unique key that identifies the data
  95252. * @param data the data object to associate to the key for this Engine instance
  95253. * @return true if no such key were already present and the data was added successfully, false otherwise
  95254. */
  95255. addExternalData<T>(key: string, data: T): boolean;
  95256. /**
  95257. * Get an externaly attached data from its key
  95258. * @param key the unique key that identifies the data
  95259. * @return the associated data, if present (can be null), or undefined if not present
  95260. */
  95261. getExternalData<T>(key: string): T;
  95262. /**
  95263. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95264. * @param key the unique key that identifies the data
  95265. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95266. * @return the associated data, can be null if the factory returned null.
  95267. */
  95268. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95269. /**
  95270. * Remove an externaly attached data from the Engine instance
  95271. * @param key the unique key that identifies the data
  95272. * @return true if the data was successfully removed, false if it doesn't exist
  95273. */
  95274. removeExternalData(key: string): boolean;
  95275. /**
  95276. * Unbind all vertex attributes from the webGL context
  95277. */
  95278. unbindAllAttributes(): void;
  95279. /**
  95280. * 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
  95281. */
  95282. releaseEffects(): void;
  95283. /**
  95284. * Dispose and release all associated resources
  95285. */
  95286. dispose(): void;
  95287. /**
  95288. * Display the loading screen
  95289. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95290. */
  95291. displayLoadingUI(): void;
  95292. /**
  95293. * Hide the loading screen
  95294. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95295. */
  95296. hideLoadingUI(): void;
  95297. /**
  95298. * Gets the current loading screen object
  95299. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95300. */
  95301. /**
  95302. * Sets the current loading screen object
  95303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95304. */
  95305. loadingScreen: ILoadingScreen;
  95306. /**
  95307. * Sets the current loading screen text
  95308. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95309. */
  95310. loadingUIText: string;
  95311. /**
  95312. * Sets the current loading screen background color
  95313. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95314. */
  95315. loadingUIBackgroundColor: string;
  95316. /**
  95317. * Attach a new callback raised when context lost event is fired
  95318. * @param callback defines the callback to call
  95319. */
  95320. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95321. /**
  95322. * Attach a new callback raised when context restored event is fired
  95323. * @param callback defines the callback to call
  95324. */
  95325. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  95326. /**
  95327. * Gets the source code of the vertex shader associated with a specific webGL program
  95328. * @param program defines the program to use
  95329. * @returns a string containing the source code of the vertex shader associated with the program
  95330. */
  95331. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  95332. /**
  95333. * Gets the source code of the fragment shader associated with a specific webGL program
  95334. * @param program defines the program to use
  95335. * @returns a string containing the source code of the fragment shader associated with the program
  95336. */
  95337. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  95338. /**
  95339. * Get the current error code of the webGL context
  95340. * @returns the error code
  95341. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  95342. */
  95343. getError(): number;
  95344. /**
  95345. * Gets the current framerate
  95346. * @returns a number representing the framerate
  95347. */
  95348. getFps(): number;
  95349. /**
  95350. * Gets the time spent between current and previous frame
  95351. * @returns a number representing the delta time in ms
  95352. */
  95353. getDeltaTime(): number;
  95354. private _measureFps;
  95355. /** @hidden */
  95356. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  95357. private _canRenderToFloatFramebuffer;
  95358. private _canRenderToHalfFloatFramebuffer;
  95359. private _canRenderToFramebuffer;
  95360. /** @hidden */
  95361. _getWebGLTextureType(type: number): number;
  95362. /** @hidden */
  95363. _getInternalFormat(format: number): number;
  95364. /** @hidden */
  95365. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  95366. /** @hidden */
  95367. _getRGBAMultiSampleBufferFormat(type: number): number;
  95368. /** @hidden */
  95369. _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;
  95370. /** @hidden */
  95371. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  95372. /**
  95373. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  95374. * @returns true if the engine can be created
  95375. * @ignorenaming
  95376. */
  95377. static isSupported(): boolean;
  95378. /**
  95379. * Find the next highest power of two.
  95380. * @param x Number to start search from.
  95381. * @return Next highest power of two.
  95382. */
  95383. static CeilingPOT(x: number): number;
  95384. /**
  95385. * Find the next lowest power of two.
  95386. * @param x Number to start search from.
  95387. * @return Next lowest power of two.
  95388. */
  95389. static FloorPOT(x: number): number;
  95390. /**
  95391. * Find the nearest power of two.
  95392. * @param x Number to start search from.
  95393. * @return Next nearest power of two.
  95394. */
  95395. static NearestPOT(x: number): number;
  95396. /**
  95397. * Get the closest exponent of two
  95398. * @param value defines the value to approximate
  95399. * @param max defines the maximum value to return
  95400. * @param mode defines how to define the closest value
  95401. * @returns closest exponent of two of the given value
  95402. */
  95403. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  95404. /**
  95405. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  95406. * @param func - the function to be called
  95407. * @param requester - the object that will request the next frame. Falls back to window.
  95408. * @returns frame number
  95409. */
  95410. static QueueNewFrame(func: () => void, requester?: any): number;
  95411. /**
  95412. * Ask the browser to promote the current element to pointerlock mode
  95413. * @param element defines the DOM element to promote
  95414. */
  95415. static _RequestPointerlock(element: HTMLElement): void;
  95416. /**
  95417. * Asks the browser to exit pointerlock mode
  95418. */
  95419. static _ExitPointerlock(): void;
  95420. /**
  95421. * Ask the browser to promote the current element to fullscreen rendering mode
  95422. * @param element defines the DOM element to promote
  95423. */
  95424. static _RequestFullscreen(element: HTMLElement): void;
  95425. /**
  95426. * Asks the browser to exit fullscreen mode
  95427. */
  95428. static _ExitFullscreen(): void;
  95429. }
  95430. }
  95431. declare module BABYLON {
  95432. /**
  95433. * The engine store class is responsible to hold all the instances of Engine and Scene created
  95434. * during the life time of the application.
  95435. */
  95436. export class EngineStore {
  95437. /** Gets the list of created engines */
  95438. static Instances: Engine[];
  95439. /** @hidden */
  95440. static _LastCreatedScene: Nullable<Scene>;
  95441. /**
  95442. * Gets the latest created engine
  95443. */
  95444. static readonly LastCreatedEngine: Nullable<Engine>;
  95445. /**
  95446. * Gets the latest created scene
  95447. */
  95448. static readonly LastCreatedScene: Nullable<Scene>;
  95449. /**
  95450. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95451. * @ignorenaming
  95452. */
  95453. static UseFallbackTexture: boolean;
  95454. /**
  95455. * Texture content used if a texture cannot loaded
  95456. * @ignorenaming
  95457. */
  95458. static FallbackTexture: string;
  95459. }
  95460. }
  95461. declare module BABYLON {
  95462. /**
  95463. * Helper class that provides a small promise polyfill
  95464. */
  95465. export class PromisePolyfill {
  95466. /**
  95467. * Static function used to check if the polyfill is required
  95468. * If this is the case then the function will inject the polyfill to window.Promise
  95469. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  95470. */
  95471. static Apply(force?: boolean): void;
  95472. }
  95473. }
  95474. declare module BABYLON {
  95475. interface IColor4Like {
  95476. r: float;
  95477. g: float;
  95478. b: float;
  95479. a: float;
  95480. }
  95481. /**
  95482. * Class containing a set of static utilities functions
  95483. */
  95484. export class Tools {
  95485. /**
  95486. * Gets or sets the base URL to use to load assets
  95487. */
  95488. static BaseUrl: string;
  95489. /**
  95490. * Enable/Disable Custom HTTP Request Headers globally.
  95491. * default = false
  95492. * @see CustomRequestHeaders
  95493. */
  95494. static UseCustomRequestHeaders: boolean;
  95495. /**
  95496. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  95497. * i.e. when loading files, where the server/service expects an Authorization header
  95498. */
  95499. static CustomRequestHeaders: {
  95500. [key: string]: string;
  95501. };
  95502. /**
  95503. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  95504. */
  95505. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  95506. /**
  95507. * Default behaviour for cors in the application.
  95508. * It can be a string if the expected behavior is identical in the entire app.
  95509. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  95510. */
  95511. static CorsBehavior: string | ((url: string | string[]) => string);
  95512. /**
  95513. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  95514. * @ignorenaming
  95515. */
  95516. static UseFallbackTexture: boolean;
  95517. /**
  95518. * Use this object to register external classes like custom textures or material
  95519. * to allow the laoders to instantiate them
  95520. */
  95521. static RegisteredExternalClasses: {
  95522. [key: string]: Object;
  95523. };
  95524. /**
  95525. * Texture content used if a texture cannot loaded
  95526. * @ignorenaming
  95527. */
  95528. static fallbackTexture: string;
  95529. /**
  95530. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  95531. * @param u defines the coordinate on X axis
  95532. * @param v defines the coordinate on Y axis
  95533. * @param width defines the width of the source data
  95534. * @param height defines the height of the source data
  95535. * @param pixels defines the source byte array
  95536. * @param color defines the output color
  95537. */
  95538. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  95539. /**
  95540. * Interpolates between a and b via alpha
  95541. * @param a The lower value (returned when alpha = 0)
  95542. * @param b The upper value (returned when alpha = 1)
  95543. * @param alpha The interpolation-factor
  95544. * @return The mixed value
  95545. */
  95546. static Mix(a: number, b: number, alpha: number): number;
  95547. /**
  95548. * Tries to instantiate a new object from a given class name
  95549. * @param className defines the class name to instantiate
  95550. * @returns the new object or null if the system was not able to do the instantiation
  95551. */
  95552. static Instantiate(className: string): any;
  95553. /**
  95554. * Provides a slice function that will work even on IE
  95555. * @param data defines the array to slice
  95556. * @param start defines the start of the data (optional)
  95557. * @param end defines the end of the data (optional)
  95558. * @returns the new sliced array
  95559. */
  95560. static Slice<T>(data: T, start?: number, end?: number): T;
  95561. /**
  95562. * Polyfill for setImmediate
  95563. * @param action defines the action to execute after the current execution block
  95564. */
  95565. static SetImmediate(action: () => void): void;
  95566. /**
  95567. * Function indicating if a number is an exponent of 2
  95568. * @param value defines the value to test
  95569. * @returns true if the value is an exponent of 2
  95570. */
  95571. static IsExponentOfTwo(value: number): boolean;
  95572. private static _tmpFloatArray;
  95573. /**
  95574. * Returns the nearest 32-bit single precision float representation of a Number
  95575. * @param value A Number. If the parameter is of a different type, it will get converted
  95576. * to a number or to NaN if it cannot be converted
  95577. * @returns number
  95578. */
  95579. static FloatRound(value: number): number;
  95580. /**
  95581. * Extracts the filename from a path
  95582. * @param path defines the path to use
  95583. * @returns the filename
  95584. */
  95585. static GetFilename(path: string): string;
  95586. /**
  95587. * Extracts the "folder" part of a path (everything before the filename).
  95588. * @param uri The URI to extract the info from
  95589. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  95590. * @returns The "folder" part of the path
  95591. */
  95592. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  95593. /**
  95594. * Extracts text content from a DOM element hierarchy
  95595. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  95596. */
  95597. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  95598. /**
  95599. * Convert an angle in radians to degrees
  95600. * @param angle defines the angle to convert
  95601. * @returns the angle in degrees
  95602. */
  95603. static ToDegrees(angle: number): number;
  95604. /**
  95605. * Convert an angle in degrees to radians
  95606. * @param angle defines the angle to convert
  95607. * @returns the angle in radians
  95608. */
  95609. static ToRadians(angle: number): number;
  95610. /**
  95611. * Encode a buffer to a base64 string
  95612. * @param buffer defines the buffer to encode
  95613. * @returns the encoded string
  95614. */
  95615. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  95616. /**
  95617. * Returns an array if obj is not an array
  95618. * @param obj defines the object to evaluate as an array
  95619. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  95620. * @returns either obj directly if obj is an array or a new array containing obj
  95621. */
  95622. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  95623. /**
  95624. * Gets the pointer prefix to use
  95625. * @returns "pointer" if touch is enabled. Else returns "mouse"
  95626. */
  95627. static GetPointerPrefix(): string;
  95628. /**
  95629. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  95630. * @param url define the url we are trying
  95631. * @param element define the dom element where to configure the cors policy
  95632. */
  95633. static SetCorsBehavior(url: string | string[], element: {
  95634. crossOrigin: string | null;
  95635. }): void;
  95636. /**
  95637. * Removes unwanted characters from an url
  95638. * @param url defines the url to clean
  95639. * @returns the cleaned url
  95640. */
  95641. static CleanUrl(url: string): string;
  95642. /**
  95643. * Gets or sets a function used to pre-process url before using them to load assets
  95644. */
  95645. static PreprocessUrl: (url: string) => string;
  95646. /**
  95647. * Loads an image as an HTMLImageElement.
  95648. * @param input url string, ArrayBuffer, or Blob to load
  95649. * @param onLoad callback called when the image successfully loads
  95650. * @param onError callback called when the image fails to load
  95651. * @param offlineProvider offline provider for caching
  95652. * @returns the HTMLImageElement of the loaded image
  95653. */
  95654. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  95655. /**
  95656. * Loads a file
  95657. * @param url url string, ArrayBuffer, or Blob to load
  95658. * @param onSuccess callback called when the file successfully loads
  95659. * @param onProgress callback called while file is loading (if the server supports this mode)
  95660. * @param offlineProvider defines the offline provider for caching
  95661. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  95662. * @param onError callback called when the file fails to load
  95663. * @returns a file request object
  95664. */
  95665. 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;
  95666. /**
  95667. * Loads a file from a url
  95668. * @param url the file url to load
  95669. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  95670. */
  95671. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  95672. /**
  95673. * Load a script (identified by an url). When the url returns, the
  95674. * content of this file is added into a new script element, attached to the DOM (body element)
  95675. * @param scriptUrl defines the url of the script to laod
  95676. * @param onSuccess defines the callback called when the script is loaded
  95677. * @param onError defines the callback to call if an error occurs
  95678. * @param scriptId defines the id of the script element
  95679. */
  95680. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  95681. /**
  95682. * Load an asynchronous script (identified by an url). When the url returns, the
  95683. * content of this file is added into a new script element, attached to the DOM (body element)
  95684. * @param scriptUrl defines the url of the script to laod
  95685. * @param scriptId defines the id of the script element
  95686. * @returns a promise request object
  95687. */
  95688. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  95689. /**
  95690. * Loads a file from a blob
  95691. * @param fileToLoad defines the blob to use
  95692. * @param callback defines the callback to call when data is loaded
  95693. * @param progressCallback defines the callback to call during loading process
  95694. * @returns a file request object
  95695. */
  95696. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  95697. /**
  95698. * Loads a file
  95699. * @param fileToLoad defines the file to load
  95700. * @param callback defines the callback to call when data is loaded
  95701. * @param progressCallBack defines the callback to call during loading process
  95702. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  95703. * @returns a file request object
  95704. */
  95705. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  95706. /**
  95707. * Creates a data url from a given string content
  95708. * @param content defines the content to convert
  95709. * @returns the new data url link
  95710. */
  95711. static FileAsURL(content: string): string;
  95712. /**
  95713. * Format the given number to a specific decimal format
  95714. * @param value defines the number to format
  95715. * @param decimals defines the number of decimals to use
  95716. * @returns the formatted string
  95717. */
  95718. static Format(value: number, decimals?: number): string;
  95719. /**
  95720. * Tries to copy an object by duplicating every property
  95721. * @param source defines the source object
  95722. * @param destination defines the target object
  95723. * @param doNotCopyList defines a list of properties to avoid
  95724. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  95725. */
  95726. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  95727. /**
  95728. * Gets a boolean indicating if the given object has no own property
  95729. * @param obj defines the object to test
  95730. * @returns true if object has no own property
  95731. */
  95732. static IsEmpty(obj: any): boolean;
  95733. /**
  95734. * Function used to register events at window level
  95735. * @param events defines the events to register
  95736. */
  95737. static RegisterTopRootEvents(events: {
  95738. name: string;
  95739. handler: Nullable<(e: FocusEvent) => any>;
  95740. }[]): void;
  95741. /**
  95742. * Function used to unregister events from window level
  95743. * @param events defines the events to unregister
  95744. */
  95745. static UnregisterTopRootEvents(events: {
  95746. name: string;
  95747. handler: Nullable<(e: FocusEvent) => any>;
  95748. }[]): void;
  95749. /**
  95750. * @ignore
  95751. */
  95752. static _ScreenshotCanvas: HTMLCanvasElement;
  95753. /**
  95754. * Dumps the current bound framebuffer
  95755. * @param width defines the rendering width
  95756. * @param height defines the rendering height
  95757. * @param engine defines the hosting engine
  95758. * @param successCallback defines the callback triggered once the data are available
  95759. * @param mimeType defines the mime type of the result
  95760. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  95761. */
  95762. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95763. /**
  95764. * Converts the canvas data to blob.
  95765. * This acts as a polyfill for browsers not supporting the to blob function.
  95766. * @param canvas Defines the canvas to extract the data from
  95767. * @param successCallback Defines the callback triggered once the data are available
  95768. * @param mimeType Defines the mime type of the result
  95769. */
  95770. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  95771. /**
  95772. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  95773. * @param successCallback defines the callback triggered once the data are available
  95774. * @param mimeType defines the mime type of the result
  95775. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  95776. */
  95777. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  95778. /**
  95779. * Downloads a blob in the browser
  95780. * @param blob defines the blob to download
  95781. * @param fileName defines the name of the downloaded file
  95782. */
  95783. static Download(blob: Blob, fileName: string): void;
  95784. /**
  95785. * Captures a screenshot of the current rendering
  95786. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95787. * @param engine defines the rendering engine
  95788. * @param camera defines the source camera
  95789. * @param size This parameter can be set to a single number or to an object with the
  95790. * following (optional) properties: precision, width, height. If a single number is passed,
  95791. * it will be used for both width and height. If an object is passed, the screenshot size
  95792. * will be derived from the parameters. The precision property is a multiplier allowing
  95793. * rendering at a higher or lower resolution
  95794. * @param successCallback defines the callback receives a single parameter which contains the
  95795. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95796. * src parameter of an <img> to display it
  95797. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95798. * Check your browser for supported MIME types
  95799. */
  95800. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  95801. /**
  95802. * Captures a screenshot of the current rendering
  95803. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95804. * @param engine defines the rendering engine
  95805. * @param camera defines the source camera
  95806. * @param size This parameter can be set to a single number or to an object with the
  95807. * following (optional) properties: precision, width, height. If a single number is passed,
  95808. * it will be used for both width and height. If an object is passed, the screenshot size
  95809. * will be derived from the parameters. The precision property is a multiplier allowing
  95810. * rendering at a higher or lower resolution
  95811. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  95812. * Check your browser for supported MIME types
  95813. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95814. * to the src parameter of an <img> to display it
  95815. */
  95816. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  95817. /**
  95818. * Generates an image screenshot from the specified camera.
  95819. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95820. * @param engine The engine to use for rendering
  95821. * @param camera The camera to use for rendering
  95822. * @param size This parameter can be set to a single number or to an object with the
  95823. * following (optional) properties: precision, width, height. If a single number is passed,
  95824. * it will be used for both width and height. If an object is passed, the screenshot size
  95825. * will be derived from the parameters. The precision property is a multiplier allowing
  95826. * rendering at a higher or lower resolution
  95827. * @param successCallback The callback receives a single parameter which contains the
  95828. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  95829. * src parameter of an <img> to display it
  95830. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95831. * Check your browser for supported MIME types
  95832. * @param samples Texture samples (default: 1)
  95833. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95834. * @param fileName A name for for the downloaded file.
  95835. */
  95836. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  95837. /**
  95838. * Generates an image screenshot from the specified camera.
  95839. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  95840. * @param engine The engine to use for rendering
  95841. * @param camera The camera to use for rendering
  95842. * @param size This parameter can be set to a single number or to an object with the
  95843. * following (optional) properties: precision, width, height. If a single number is passed,
  95844. * it will be used for both width and height. If an object is passed, the screenshot size
  95845. * will be derived from the parameters. The precision property is a multiplier allowing
  95846. * rendering at a higher or lower resolution
  95847. * @param mimeType The MIME type of the screenshot image (default: image/png).
  95848. * Check your browser for supported MIME types
  95849. * @param samples Texture samples (default: 1)
  95850. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  95851. * @param fileName A name for for the downloaded file.
  95852. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  95853. * to the src parameter of an <img> to display it
  95854. */
  95855. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  95856. /**
  95857. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  95858. * Be aware Math.random() could cause collisions, but:
  95859. * "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"
  95860. * @returns a pseudo random id
  95861. */
  95862. static RandomId(): string;
  95863. /**
  95864. * Test if the given uri is a base64 string
  95865. * @param uri The uri to test
  95866. * @return True if the uri is a base64 string or false otherwise
  95867. */
  95868. static IsBase64(uri: string): boolean;
  95869. /**
  95870. * Decode the given base64 uri.
  95871. * @param uri The uri to decode
  95872. * @return The decoded base64 data.
  95873. */
  95874. static DecodeBase64(uri: string): ArrayBuffer;
  95875. /**
  95876. * Gets the absolute url.
  95877. * @param url the input url
  95878. * @return the absolute url
  95879. */
  95880. static GetAbsoluteUrl(url: string): string;
  95881. /**
  95882. * No log
  95883. */
  95884. static readonly NoneLogLevel: number;
  95885. /**
  95886. * Only message logs
  95887. */
  95888. static readonly MessageLogLevel: number;
  95889. /**
  95890. * Only warning logs
  95891. */
  95892. static readonly WarningLogLevel: number;
  95893. /**
  95894. * Only error logs
  95895. */
  95896. static readonly ErrorLogLevel: number;
  95897. /**
  95898. * All logs
  95899. */
  95900. static readonly AllLogLevel: number;
  95901. /**
  95902. * Gets a value indicating the number of loading errors
  95903. * @ignorenaming
  95904. */
  95905. static readonly errorsCount: number;
  95906. /**
  95907. * Callback called when a new log is added
  95908. */
  95909. static OnNewCacheEntry: (entry: string) => void;
  95910. /**
  95911. * Log a message to the console
  95912. * @param message defines the message to log
  95913. */
  95914. static Log(message: string): void;
  95915. /**
  95916. * Write a warning message to the console
  95917. * @param message defines the message to log
  95918. */
  95919. static Warn(message: string): void;
  95920. /**
  95921. * Write an error message to the console
  95922. * @param message defines the message to log
  95923. */
  95924. static Error(message: string): void;
  95925. /**
  95926. * Gets current log cache (list of logs)
  95927. */
  95928. static readonly LogCache: string;
  95929. /**
  95930. * Clears the log cache
  95931. */
  95932. static ClearLogCache(): void;
  95933. /**
  95934. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  95935. */
  95936. static LogLevels: number;
  95937. /**
  95938. * Checks if the window object exists
  95939. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  95940. */
  95941. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  95942. /**
  95943. * No performance log
  95944. */
  95945. static readonly PerformanceNoneLogLevel: number;
  95946. /**
  95947. * Use user marks to log performance
  95948. */
  95949. static readonly PerformanceUserMarkLogLevel: number;
  95950. /**
  95951. * Log performance to the console
  95952. */
  95953. static readonly PerformanceConsoleLogLevel: number;
  95954. private static _performance;
  95955. /**
  95956. * Sets the current performance log level
  95957. */
  95958. static PerformanceLogLevel: number;
  95959. private static _StartPerformanceCounterDisabled;
  95960. private static _EndPerformanceCounterDisabled;
  95961. private static _StartUserMark;
  95962. private static _EndUserMark;
  95963. private static _StartPerformanceConsole;
  95964. private static _EndPerformanceConsole;
  95965. /**
  95966. * Starts a performance counter
  95967. */
  95968. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95969. /**
  95970. * Ends a specific performance coutner
  95971. */
  95972. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  95973. /**
  95974. * Gets either window.performance.now() if supported or Date.now() else
  95975. */
  95976. static readonly Now: number;
  95977. /**
  95978. * This method will return the name of the class used to create the instance of the given object.
  95979. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  95980. * @param object the object to get the class name from
  95981. * @param isType defines if the object is actually a type
  95982. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  95983. */
  95984. static GetClassName(object: any, isType?: boolean): string;
  95985. /**
  95986. * Gets the first element of an array satisfying a given predicate
  95987. * @param array defines the array to browse
  95988. * @param predicate defines the predicate to use
  95989. * @returns null if not found or the element
  95990. */
  95991. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  95992. /**
  95993. * This method will return the name of the full name of the class, including its owning module (if any).
  95994. * 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).
  95995. * @param object the object to get the class name from
  95996. * @param isType defines if the object is actually a type
  95997. * @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.
  95998. * @ignorenaming
  95999. */
  96000. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96001. /**
  96002. * Returns a promise that resolves after the given amount of time.
  96003. * @param delay Number of milliseconds to delay
  96004. * @returns Promise that resolves after the given amount of time
  96005. */
  96006. static DelayAsync(delay: number): Promise<void>;
  96007. }
  96008. /**
  96009. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96010. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96011. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96012. * @param name The name of the class, case should be preserved
  96013. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96014. */
  96015. export function className(name: string, module?: string): (target: Object) => void;
  96016. /**
  96017. * An implementation of a loop for asynchronous functions.
  96018. */
  96019. export class AsyncLoop {
  96020. /**
  96021. * Defines the number of iterations for the loop
  96022. */
  96023. iterations: number;
  96024. /**
  96025. * Defines the current index of the loop.
  96026. */
  96027. index: number;
  96028. private _done;
  96029. private _fn;
  96030. private _successCallback;
  96031. /**
  96032. * Constructor.
  96033. * @param iterations the number of iterations.
  96034. * @param func the function to run each iteration
  96035. * @param successCallback the callback that will be called upon succesful execution
  96036. * @param offset starting offset.
  96037. */
  96038. constructor(
  96039. /**
  96040. * Defines the number of iterations for the loop
  96041. */
  96042. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96043. /**
  96044. * Execute the next iteration. Must be called after the last iteration was finished.
  96045. */
  96046. executeNext(): void;
  96047. /**
  96048. * Break the loop and run the success callback.
  96049. */
  96050. breakLoop(): void;
  96051. /**
  96052. * Create and run an async loop.
  96053. * @param iterations the number of iterations.
  96054. * @param fn the function to run each iteration
  96055. * @param successCallback the callback that will be called upon succesful execution
  96056. * @param offset starting offset.
  96057. * @returns the created async loop object
  96058. */
  96059. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96060. /**
  96061. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96062. * @param iterations total number of iterations
  96063. * @param syncedIterations number of synchronous iterations in each async iteration.
  96064. * @param fn the function to call each iteration.
  96065. * @param callback a success call back that will be called when iterating stops.
  96066. * @param breakFunction a break condition (optional)
  96067. * @param timeout timeout settings for the setTimeout function. default - 0.
  96068. * @returns the created async loop object
  96069. */
  96070. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96071. }
  96072. }
  96073. declare module BABYLON {
  96074. /** @hidden */
  96075. export interface ICollisionCoordinator {
  96076. createCollider(): Collider;
  96077. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96078. init(scene: Scene): void;
  96079. }
  96080. /** @hidden */
  96081. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96082. private _scene;
  96083. private _scaledPosition;
  96084. private _scaledVelocity;
  96085. private _finalPosition;
  96086. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96087. createCollider(): Collider;
  96088. init(scene: Scene): void;
  96089. private _collideWithWorld;
  96090. }
  96091. }
  96092. declare module BABYLON {
  96093. /**
  96094. * Class used to manage all inputs for the scene.
  96095. */
  96096. export class InputManager {
  96097. /** The distance in pixel that you have to move to prevent some events */
  96098. static DragMovementThreshold: number;
  96099. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96100. static LongPressDelay: number;
  96101. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96102. static DoubleClickDelay: number;
  96103. /** If you need to check double click without raising a single click at first click, enable this flag */
  96104. static ExclusiveDoubleClickMode: boolean;
  96105. private _wheelEventName;
  96106. private _onPointerMove;
  96107. private _onPointerDown;
  96108. private _onPointerUp;
  96109. private _initClickEvent;
  96110. private _initActionManager;
  96111. private _delayedSimpleClick;
  96112. private _delayedSimpleClickTimeout;
  96113. private _previousDelayedSimpleClickTimeout;
  96114. private _meshPickProceed;
  96115. private _previousButtonPressed;
  96116. private _currentPickResult;
  96117. private _previousPickResult;
  96118. private _totalPointersPressed;
  96119. private _doubleClickOccured;
  96120. private _pointerOverMesh;
  96121. private _pickedDownMesh;
  96122. private _pickedUpMesh;
  96123. private _pointerX;
  96124. private _pointerY;
  96125. private _unTranslatedPointerX;
  96126. private _unTranslatedPointerY;
  96127. private _startingPointerPosition;
  96128. private _previousStartingPointerPosition;
  96129. private _startingPointerTime;
  96130. private _previousStartingPointerTime;
  96131. private _pointerCaptures;
  96132. private _onKeyDown;
  96133. private _onKeyUp;
  96134. private _onCanvasFocusObserver;
  96135. private _onCanvasBlurObserver;
  96136. private _scene;
  96137. /**
  96138. * Creates a new InputManager
  96139. * @param scene defines the hosting scene
  96140. */
  96141. constructor(scene: Scene);
  96142. /**
  96143. * Gets the mesh that is currently under the pointer
  96144. */
  96145. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96146. /**
  96147. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96148. */
  96149. readonly unTranslatedPointer: Vector2;
  96150. /**
  96151. * Gets or sets the current on-screen X position of the pointer
  96152. */
  96153. pointerX: number;
  96154. /**
  96155. * Gets or sets the current on-screen Y position of the pointer
  96156. */
  96157. pointerY: number;
  96158. private _updatePointerPosition;
  96159. private _processPointerMove;
  96160. private _setRayOnPointerInfo;
  96161. private _checkPrePointerObservable;
  96162. /**
  96163. * Use this method to simulate a pointer move on a mesh
  96164. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96165. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96166. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96167. */
  96168. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96169. /**
  96170. * Use this method to simulate a pointer down on a mesh
  96171. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96172. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96173. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96174. */
  96175. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96176. private _processPointerDown;
  96177. /** @hidden */
  96178. _isPointerSwiping(): boolean;
  96179. /**
  96180. * Use this method to simulate a pointer up on a mesh
  96181. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96182. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96183. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96184. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96185. */
  96186. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96187. private _processPointerUp;
  96188. /**
  96189. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96190. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96191. * @returns true if the pointer was captured
  96192. */
  96193. isPointerCaptured(pointerId?: number): boolean;
  96194. /**
  96195. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96196. * @param attachUp defines if you want to attach events to pointerup
  96197. * @param attachDown defines if you want to attach events to pointerdown
  96198. * @param attachMove defines if you want to attach events to pointermove
  96199. */
  96200. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96201. /**
  96202. * Detaches all event handlers
  96203. */
  96204. detachControl(): void;
  96205. /**
  96206. * Force the value of meshUnderPointer
  96207. * @param mesh defines the mesh to use
  96208. */
  96209. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96210. /**
  96211. * Gets the mesh under the pointer
  96212. * @returns a Mesh or null if no mesh is under the pointer
  96213. */
  96214. getPointerOverMesh(): Nullable<AbstractMesh>;
  96215. }
  96216. }
  96217. declare module BABYLON {
  96218. /**
  96219. * Helper class used to generate session unique ID
  96220. */
  96221. export class UniqueIdGenerator {
  96222. private static _UniqueIdCounter;
  96223. /**
  96224. * Gets an unique (relatively to the current scene) Id
  96225. */
  96226. static readonly UniqueId: number;
  96227. }
  96228. }
  96229. declare module BABYLON {
  96230. /**
  96231. * This class defines the direct association between an animation and a target
  96232. */
  96233. export class TargetedAnimation {
  96234. /**
  96235. * Animation to perform
  96236. */
  96237. animation: Animation;
  96238. /**
  96239. * Target to animate
  96240. */
  96241. target: any;
  96242. /**
  96243. * Serialize the object
  96244. * @returns the JSON object representing the current entity
  96245. */
  96246. serialize(): any;
  96247. }
  96248. /**
  96249. * Use this class to create coordinated animations on multiple targets
  96250. */
  96251. export class AnimationGroup implements IDisposable {
  96252. /** The name of the animation group */
  96253. name: string;
  96254. private _scene;
  96255. private _targetedAnimations;
  96256. private _animatables;
  96257. private _from;
  96258. private _to;
  96259. private _isStarted;
  96260. private _isPaused;
  96261. private _speedRatio;
  96262. private _loopAnimation;
  96263. /**
  96264. * Gets or sets the unique id of the node
  96265. */
  96266. uniqueId: number;
  96267. /**
  96268. * This observable will notify when one animation have ended
  96269. */
  96270. onAnimationEndObservable: Observable<TargetedAnimation>;
  96271. /**
  96272. * Observer raised when one animation loops
  96273. */
  96274. onAnimationLoopObservable: Observable<TargetedAnimation>;
  96275. /**
  96276. * This observable will notify when all animations have ended.
  96277. */
  96278. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  96279. /**
  96280. * This observable will notify when all animations have paused.
  96281. */
  96282. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  96283. /**
  96284. * This observable will notify when all animations are playing.
  96285. */
  96286. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  96287. /**
  96288. * Gets the first frame
  96289. */
  96290. readonly from: number;
  96291. /**
  96292. * Gets the last frame
  96293. */
  96294. readonly to: number;
  96295. /**
  96296. * Define if the animations are started
  96297. */
  96298. readonly isStarted: boolean;
  96299. /**
  96300. * Gets a value indicating that the current group is playing
  96301. */
  96302. readonly isPlaying: boolean;
  96303. /**
  96304. * Gets or sets the speed ratio to use for all animations
  96305. */
  96306. /**
  96307. * Gets or sets the speed ratio to use for all animations
  96308. */
  96309. speedRatio: number;
  96310. /**
  96311. * Gets or sets if all animations should loop or not
  96312. */
  96313. loopAnimation: boolean;
  96314. /**
  96315. * Gets the targeted animations for this animation group
  96316. */
  96317. readonly targetedAnimations: Array<TargetedAnimation>;
  96318. /**
  96319. * returning the list of animatables controlled by this animation group.
  96320. */
  96321. readonly animatables: Array<Animatable>;
  96322. /**
  96323. * Instantiates a new Animation Group.
  96324. * This helps managing several animations at once.
  96325. * @see http://doc.babylonjs.com/how_to/group
  96326. * @param name Defines the name of the group
  96327. * @param scene Defines the scene the group belongs to
  96328. */
  96329. constructor(
  96330. /** The name of the animation group */
  96331. name: string, scene?: Nullable<Scene>);
  96332. /**
  96333. * Add an animation (with its target) in the group
  96334. * @param animation defines the animation we want to add
  96335. * @param target defines the target of the animation
  96336. * @returns the TargetedAnimation object
  96337. */
  96338. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  96339. /**
  96340. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  96341. * It can add constant keys at begin or end
  96342. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  96343. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  96344. * @returns the animation group
  96345. */
  96346. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  96347. /**
  96348. * Start all animations on given targets
  96349. * @param loop defines if animations must loop
  96350. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  96351. * @param from defines the from key (optional)
  96352. * @param to defines the to key (optional)
  96353. * @returns the current animation group
  96354. */
  96355. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  96356. /**
  96357. * Pause all animations
  96358. * @returns the animation group
  96359. */
  96360. pause(): AnimationGroup;
  96361. /**
  96362. * Play all animations to initial state
  96363. * This function will start() the animations if they were not started or will restart() them if they were paused
  96364. * @param loop defines if animations must loop
  96365. * @returns the animation group
  96366. */
  96367. play(loop?: boolean): AnimationGroup;
  96368. /**
  96369. * Reset all animations to initial state
  96370. * @returns the animation group
  96371. */
  96372. reset(): AnimationGroup;
  96373. /**
  96374. * Restart animations from key 0
  96375. * @returns the animation group
  96376. */
  96377. restart(): AnimationGroup;
  96378. /**
  96379. * Stop all animations
  96380. * @returns the animation group
  96381. */
  96382. stop(): AnimationGroup;
  96383. /**
  96384. * Set animation weight for all animatables
  96385. * @param weight defines the weight to use
  96386. * @return the animationGroup
  96387. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96388. */
  96389. setWeightForAllAnimatables(weight: number): AnimationGroup;
  96390. /**
  96391. * Synchronize and normalize all animatables with a source animatable
  96392. * @param root defines the root animatable to synchronize with
  96393. * @return the animationGroup
  96394. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  96395. */
  96396. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  96397. /**
  96398. * Goes to a specific frame in this animation group
  96399. * @param frame the frame number to go to
  96400. * @return the animationGroup
  96401. */
  96402. goToFrame(frame: number): AnimationGroup;
  96403. /**
  96404. * Dispose all associated resources
  96405. */
  96406. dispose(): void;
  96407. private _checkAnimationGroupEnded;
  96408. /**
  96409. * Clone the current animation group and returns a copy
  96410. * @param newName defines the name of the new group
  96411. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  96412. * @returns the new aniamtion group
  96413. */
  96414. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  96415. /**
  96416. * Serializes the animationGroup to an object
  96417. * @returns Serialized object
  96418. */
  96419. serialize(): any;
  96420. /**
  96421. * Returns a new AnimationGroup object parsed from the source provided.
  96422. * @param parsedAnimationGroup defines the source
  96423. * @param scene defines the scene that will receive the animationGroup
  96424. * @returns a new AnimationGroup
  96425. */
  96426. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  96427. /**
  96428. * Returns the string "AnimationGroup"
  96429. * @returns "AnimationGroup"
  96430. */
  96431. getClassName(): string;
  96432. /**
  96433. * Creates a detailled string about the object
  96434. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  96435. * @returns a string representing the object
  96436. */
  96437. toString(fullDetails?: boolean): string;
  96438. }
  96439. }
  96440. declare module BABYLON {
  96441. /**
  96442. * Define an interface for all classes that will hold resources
  96443. */
  96444. export interface IDisposable {
  96445. /**
  96446. * Releases all held resources
  96447. */
  96448. dispose(): void;
  96449. }
  96450. /** Interface defining initialization parameters for Scene class */
  96451. export interface SceneOptions {
  96452. /**
  96453. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  96454. * It will improve performance when the number of geometries becomes important.
  96455. */
  96456. useGeometryUniqueIdsMap?: boolean;
  96457. /**
  96458. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  96459. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96460. */
  96461. useMaterialMeshMap?: boolean;
  96462. /**
  96463. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  96464. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  96465. */
  96466. useClonedMeshhMap?: boolean;
  96467. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  96468. virtual?: boolean;
  96469. }
  96470. /**
  96471. * Represents a scene to be rendered by the engine.
  96472. * @see http://doc.babylonjs.com/features/scene
  96473. */
  96474. export class Scene extends AbstractScene implements IAnimatable {
  96475. /** The fog is deactivated */
  96476. static readonly FOGMODE_NONE: number;
  96477. /** The fog density is following an exponential function */
  96478. static readonly FOGMODE_EXP: number;
  96479. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  96480. static readonly FOGMODE_EXP2: number;
  96481. /** The fog density is following a linear function. */
  96482. static readonly FOGMODE_LINEAR: number;
  96483. /**
  96484. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  96485. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96486. */
  96487. static MinDeltaTime: number;
  96488. /**
  96489. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  96490. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96491. */
  96492. static MaxDeltaTime: number;
  96493. /**
  96494. * Factory used to create the default material.
  96495. * @param name The name of the material to create
  96496. * @param scene The scene to create the material for
  96497. * @returns The default material
  96498. */
  96499. static DefaultMaterialFactory(scene: Scene): Material;
  96500. /**
  96501. * Factory used to create the a collision coordinator.
  96502. * @returns The collision coordinator
  96503. */
  96504. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  96505. /** @hidden */
  96506. _inputManager: InputManager;
  96507. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  96508. cameraToUseForPointers: Nullable<Camera>;
  96509. /** @hidden */
  96510. readonly _isScene: boolean;
  96511. /**
  96512. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  96513. */
  96514. autoClear: boolean;
  96515. /**
  96516. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  96517. */
  96518. autoClearDepthAndStencil: boolean;
  96519. /**
  96520. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  96521. */
  96522. clearColor: Color4;
  96523. /**
  96524. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  96525. */
  96526. ambientColor: Color3;
  96527. /**
  96528. * This is use to store the default BRDF lookup for PBR materials in your scene.
  96529. * It should only be one of the following (if not the default embedded one):
  96530. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  96531. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  96532. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  96533. * The material properties need to be setup according to the type of texture in use.
  96534. */
  96535. environmentBRDFTexture: BaseTexture;
  96536. /** @hidden */
  96537. protected _environmentTexture: Nullable<BaseTexture>;
  96538. /**
  96539. * Texture used in all pbr material as the reflection texture.
  96540. * As in the majority of the scene they are the same (exception for multi room and so on),
  96541. * this is easier to reference from here than from all the materials.
  96542. */
  96543. /**
  96544. * Texture used in all pbr material as the reflection texture.
  96545. * As in the majority of the scene they are the same (exception for multi room and so on),
  96546. * this is easier to set here than in all the materials.
  96547. */
  96548. environmentTexture: Nullable<BaseTexture>;
  96549. /** @hidden */
  96550. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  96551. /**
  96552. * Default image processing configuration used either in the rendering
  96553. * Forward main pass or through the imageProcessingPostProcess if present.
  96554. * As in the majority of the scene they are the same (exception for multi camera),
  96555. * this is easier to reference from here than from all the materials and post process.
  96556. *
  96557. * No setter as we it is a shared configuration, you can set the values instead.
  96558. */
  96559. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  96560. private _forceWireframe;
  96561. /**
  96562. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  96563. */
  96564. forceWireframe: boolean;
  96565. private _forcePointsCloud;
  96566. /**
  96567. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  96568. */
  96569. forcePointsCloud: boolean;
  96570. /**
  96571. * Gets or sets the active clipplane 1
  96572. */
  96573. clipPlane: Nullable<Plane>;
  96574. /**
  96575. * Gets or sets the active clipplane 2
  96576. */
  96577. clipPlane2: Nullable<Plane>;
  96578. /**
  96579. * Gets or sets the active clipplane 3
  96580. */
  96581. clipPlane3: Nullable<Plane>;
  96582. /**
  96583. * Gets or sets the active clipplane 4
  96584. */
  96585. clipPlane4: Nullable<Plane>;
  96586. /**
  96587. * Gets or sets a boolean indicating if animations are enabled
  96588. */
  96589. animationsEnabled: boolean;
  96590. private _animationPropertiesOverride;
  96591. /**
  96592. * Gets or sets the animation properties override
  96593. */
  96594. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  96595. /**
  96596. * Gets or sets a boolean indicating if a constant deltatime has to be used
  96597. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  96598. */
  96599. useConstantAnimationDeltaTime: boolean;
  96600. /**
  96601. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  96602. * Please note that it requires to run a ray cast through the scene on every frame
  96603. */
  96604. constantlyUpdateMeshUnderPointer: boolean;
  96605. /**
  96606. * Defines the HTML cursor to use when hovering over interactive elements
  96607. */
  96608. hoverCursor: string;
  96609. /**
  96610. * Defines the HTML default cursor to use (empty by default)
  96611. */
  96612. defaultCursor: string;
  96613. /**
  96614. * This is used to call preventDefault() on pointer down
  96615. * in order to block unwanted artifacts like system double clicks
  96616. */
  96617. preventDefaultOnPointerDown: boolean;
  96618. /**
  96619. * This is used to call preventDefault() on pointer up
  96620. * in order to block unwanted artifacts like system double clicks
  96621. */
  96622. preventDefaultOnPointerUp: boolean;
  96623. /**
  96624. * Gets or sets user defined metadata
  96625. */
  96626. metadata: any;
  96627. /**
  96628. * For internal use only. Please do not use.
  96629. */
  96630. reservedDataStore: any;
  96631. /**
  96632. * Gets the name of the plugin used to load this scene (null by default)
  96633. */
  96634. loadingPluginName: string;
  96635. /**
  96636. * Use this array to add regular expressions used to disable offline support for specific urls
  96637. */
  96638. disableOfflineSupportExceptionRules: RegExp[];
  96639. /**
  96640. * An event triggered when the scene is disposed.
  96641. */
  96642. onDisposeObservable: Observable<Scene>;
  96643. private _onDisposeObserver;
  96644. /** Sets a function to be executed when this scene is disposed. */
  96645. onDispose: () => void;
  96646. /**
  96647. * An event triggered before rendering the scene (right after animations and physics)
  96648. */
  96649. onBeforeRenderObservable: Observable<Scene>;
  96650. private _onBeforeRenderObserver;
  96651. /** Sets a function to be executed before rendering this scene */
  96652. beforeRender: Nullable<() => void>;
  96653. /**
  96654. * An event triggered after rendering the scene
  96655. */
  96656. onAfterRenderObservable: Observable<Scene>;
  96657. /**
  96658. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  96659. */
  96660. onAfterRenderCameraObservable: Observable<Camera>;
  96661. private _onAfterRenderObserver;
  96662. /** Sets a function to be executed after rendering this scene */
  96663. afterRender: Nullable<() => void>;
  96664. /**
  96665. * An event triggered before animating the scene
  96666. */
  96667. onBeforeAnimationsObservable: Observable<Scene>;
  96668. /**
  96669. * An event triggered after animations processing
  96670. */
  96671. onAfterAnimationsObservable: Observable<Scene>;
  96672. /**
  96673. * An event triggered before draw calls are ready to be sent
  96674. */
  96675. onBeforeDrawPhaseObservable: Observable<Scene>;
  96676. /**
  96677. * An event triggered after draw calls have been sent
  96678. */
  96679. onAfterDrawPhaseObservable: Observable<Scene>;
  96680. /**
  96681. * An event triggered when the scene is ready
  96682. */
  96683. onReadyObservable: Observable<Scene>;
  96684. /**
  96685. * An event triggered before rendering a camera
  96686. */
  96687. onBeforeCameraRenderObservable: Observable<Camera>;
  96688. private _onBeforeCameraRenderObserver;
  96689. /** Sets a function to be executed before rendering a camera*/
  96690. beforeCameraRender: () => void;
  96691. /**
  96692. * An event triggered after rendering a camera
  96693. */
  96694. onAfterCameraRenderObservable: Observable<Camera>;
  96695. private _onAfterCameraRenderObserver;
  96696. /** Sets a function to be executed after rendering a camera*/
  96697. afterCameraRender: () => void;
  96698. /**
  96699. * An event triggered when active meshes evaluation is about to start
  96700. */
  96701. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  96702. /**
  96703. * An event triggered when active meshes evaluation is done
  96704. */
  96705. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  96706. /**
  96707. * An event triggered when particles rendering is about to start
  96708. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96709. */
  96710. onBeforeParticlesRenderingObservable: Observable<Scene>;
  96711. /**
  96712. * An event triggered when particles rendering is done
  96713. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  96714. */
  96715. onAfterParticlesRenderingObservable: Observable<Scene>;
  96716. /**
  96717. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  96718. */
  96719. onDataLoadedObservable: Observable<Scene>;
  96720. /**
  96721. * An event triggered when a camera is created
  96722. */
  96723. onNewCameraAddedObservable: Observable<Camera>;
  96724. /**
  96725. * An event triggered when a camera is removed
  96726. */
  96727. onCameraRemovedObservable: Observable<Camera>;
  96728. /**
  96729. * An event triggered when a light is created
  96730. */
  96731. onNewLightAddedObservable: Observable<Light>;
  96732. /**
  96733. * An event triggered when a light is removed
  96734. */
  96735. onLightRemovedObservable: Observable<Light>;
  96736. /**
  96737. * An event triggered when a geometry is created
  96738. */
  96739. onNewGeometryAddedObservable: Observable<Geometry>;
  96740. /**
  96741. * An event triggered when a geometry is removed
  96742. */
  96743. onGeometryRemovedObservable: Observable<Geometry>;
  96744. /**
  96745. * An event triggered when a transform node is created
  96746. */
  96747. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  96748. /**
  96749. * An event triggered when a transform node is removed
  96750. */
  96751. onTransformNodeRemovedObservable: Observable<TransformNode>;
  96752. /**
  96753. * An event triggered when a mesh is created
  96754. */
  96755. onNewMeshAddedObservable: Observable<AbstractMesh>;
  96756. /**
  96757. * An event triggered when a mesh is removed
  96758. */
  96759. onMeshRemovedObservable: Observable<AbstractMesh>;
  96760. /**
  96761. * An event triggered when a skeleton is created
  96762. */
  96763. onNewSkeletonAddedObservable: Observable<Skeleton>;
  96764. /**
  96765. * An event triggered when a skeleton is removed
  96766. */
  96767. onSkeletonRemovedObservable: Observable<Skeleton>;
  96768. /**
  96769. * An event triggered when a material is created
  96770. */
  96771. onNewMaterialAddedObservable: Observable<Material>;
  96772. /**
  96773. * An event triggered when a material is removed
  96774. */
  96775. onMaterialRemovedObservable: Observable<Material>;
  96776. /**
  96777. * An event triggered when a texture is created
  96778. */
  96779. onNewTextureAddedObservable: Observable<BaseTexture>;
  96780. /**
  96781. * An event triggered when a texture is removed
  96782. */
  96783. onTextureRemovedObservable: Observable<BaseTexture>;
  96784. /**
  96785. * An event triggered when render targets are about to be rendered
  96786. * Can happen multiple times per frame.
  96787. */
  96788. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  96789. /**
  96790. * An event triggered when render targets were rendered.
  96791. * Can happen multiple times per frame.
  96792. */
  96793. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  96794. /**
  96795. * An event triggered before calculating deterministic simulation step
  96796. */
  96797. onBeforeStepObservable: Observable<Scene>;
  96798. /**
  96799. * An event triggered after calculating deterministic simulation step
  96800. */
  96801. onAfterStepObservable: Observable<Scene>;
  96802. /**
  96803. * An event triggered when the activeCamera property is updated
  96804. */
  96805. onActiveCameraChanged: Observable<Scene>;
  96806. /**
  96807. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  96808. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96809. * 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)
  96810. */
  96811. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96812. /**
  96813. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  96814. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  96815. * 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)
  96816. */
  96817. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  96818. /**
  96819. * This Observable will when a mesh has been imported into the scene.
  96820. */
  96821. onMeshImportedObservable: Observable<AbstractMesh>;
  96822. /**
  96823. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  96824. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  96825. */
  96826. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  96827. /** @hidden */
  96828. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  96829. /**
  96830. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  96831. */
  96832. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  96833. /**
  96834. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  96835. */
  96836. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  96837. /**
  96838. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  96839. */
  96840. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  96841. /** Callback called when a pointer move is detected */
  96842. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96843. /** Callback called when a pointer down is detected */
  96844. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  96845. /** Callback called when a pointer up is detected */
  96846. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  96847. /** Callback called when a pointer pick is detected */
  96848. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  96849. /**
  96850. * 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).
  96851. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  96852. */
  96853. onPrePointerObservable: Observable<PointerInfoPre>;
  96854. /**
  96855. * Observable event triggered each time an input event is received from the rendering canvas
  96856. */
  96857. onPointerObservable: Observable<PointerInfo>;
  96858. /**
  96859. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  96860. */
  96861. readonly unTranslatedPointer: Vector2;
  96862. /**
  96863. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  96864. */
  96865. static DragMovementThreshold: number;
  96866. /**
  96867. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  96868. */
  96869. static LongPressDelay: number;
  96870. /**
  96871. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  96872. */
  96873. static DoubleClickDelay: number;
  96874. /** If you need to check double click without raising a single click at first click, enable this flag */
  96875. static ExclusiveDoubleClickMode: boolean;
  96876. /** @hidden */
  96877. _mirroredCameraPosition: Nullable<Vector3>;
  96878. /**
  96879. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  96880. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  96881. */
  96882. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  96883. /**
  96884. * Observable event triggered each time an keyboard event is received from the hosting window
  96885. */
  96886. onKeyboardObservable: Observable<KeyboardInfo>;
  96887. private _useRightHandedSystem;
  96888. /**
  96889. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  96890. */
  96891. useRightHandedSystem: boolean;
  96892. private _timeAccumulator;
  96893. private _currentStepId;
  96894. private _currentInternalStep;
  96895. /**
  96896. * Sets the step Id used by deterministic lock step
  96897. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96898. * @param newStepId defines the step Id
  96899. */
  96900. setStepId(newStepId: number): void;
  96901. /**
  96902. * Gets the step Id used by deterministic lock step
  96903. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96904. * @returns the step Id
  96905. */
  96906. getStepId(): number;
  96907. /**
  96908. * Gets the internal step used by deterministic lock step
  96909. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  96910. * @returns the internal step
  96911. */
  96912. getInternalStep(): number;
  96913. private _fogEnabled;
  96914. /**
  96915. * Gets or sets a boolean indicating if fog is enabled on this scene
  96916. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96917. * (Default is true)
  96918. */
  96919. fogEnabled: boolean;
  96920. private _fogMode;
  96921. /**
  96922. * Gets or sets the fog mode to use
  96923. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96924. * | mode | value |
  96925. * | --- | --- |
  96926. * | FOGMODE_NONE | 0 |
  96927. * | FOGMODE_EXP | 1 |
  96928. * | FOGMODE_EXP2 | 2 |
  96929. * | FOGMODE_LINEAR | 3 |
  96930. */
  96931. fogMode: number;
  96932. /**
  96933. * Gets or sets the fog color to use
  96934. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96935. * (Default is Color3(0.2, 0.2, 0.3))
  96936. */
  96937. fogColor: Color3;
  96938. /**
  96939. * Gets or sets the fog density to use
  96940. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96941. * (Default is 0.1)
  96942. */
  96943. fogDensity: number;
  96944. /**
  96945. * Gets or sets the fog start distance to use
  96946. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96947. * (Default is 0)
  96948. */
  96949. fogStart: number;
  96950. /**
  96951. * Gets or sets the fog end distance to use
  96952. * @see http://doc.babylonjs.com/babylon101/environment#fog
  96953. * (Default is 1000)
  96954. */
  96955. fogEnd: number;
  96956. private _shadowsEnabled;
  96957. /**
  96958. * Gets or sets a boolean indicating if shadows are enabled on this scene
  96959. */
  96960. shadowsEnabled: boolean;
  96961. private _lightsEnabled;
  96962. /**
  96963. * Gets or sets a boolean indicating if lights are enabled on this scene
  96964. */
  96965. lightsEnabled: boolean;
  96966. /** All of the active cameras added to this scene. */
  96967. activeCameras: Camera[];
  96968. /** @hidden */
  96969. _activeCamera: Nullable<Camera>;
  96970. /** Gets or sets the current active camera */
  96971. activeCamera: Nullable<Camera>;
  96972. private _defaultMaterial;
  96973. /** The default material used on meshes when no material is affected */
  96974. /** The default material used on meshes when no material is affected */
  96975. defaultMaterial: Material;
  96976. private _texturesEnabled;
  96977. /**
  96978. * Gets or sets a boolean indicating if textures are enabled on this scene
  96979. */
  96980. texturesEnabled: boolean;
  96981. /**
  96982. * Gets or sets a boolean indicating if particles are enabled on this scene
  96983. */
  96984. particlesEnabled: boolean;
  96985. /**
  96986. * Gets or sets a boolean indicating if sprites are enabled on this scene
  96987. */
  96988. spritesEnabled: boolean;
  96989. private _skeletonsEnabled;
  96990. /**
  96991. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  96992. */
  96993. skeletonsEnabled: boolean;
  96994. /**
  96995. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  96996. */
  96997. lensFlaresEnabled: boolean;
  96998. /**
  96999. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97000. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97001. */
  97002. collisionsEnabled: boolean;
  97003. private _collisionCoordinator;
  97004. /** @hidden */
  97005. readonly collisionCoordinator: ICollisionCoordinator;
  97006. /**
  97007. * Defines the gravity applied to this scene (used only for collisions)
  97008. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97009. */
  97010. gravity: Vector3;
  97011. /**
  97012. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97013. */
  97014. postProcessesEnabled: boolean;
  97015. /**
  97016. * The list of postprocesses added to the scene
  97017. */
  97018. postProcesses: PostProcess[];
  97019. /**
  97020. * Gets the current postprocess manager
  97021. */
  97022. postProcessManager: PostProcessManager;
  97023. /**
  97024. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97025. */
  97026. renderTargetsEnabled: boolean;
  97027. /**
  97028. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97029. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97030. */
  97031. dumpNextRenderTargets: boolean;
  97032. /**
  97033. * The list of user defined render targets added to the scene
  97034. */
  97035. customRenderTargets: RenderTargetTexture[];
  97036. /**
  97037. * Defines if texture loading must be delayed
  97038. * If true, textures will only be loaded when they need to be rendered
  97039. */
  97040. useDelayedTextureLoading: boolean;
  97041. /**
  97042. * Gets the list of meshes imported to the scene through SceneLoader
  97043. */
  97044. importedMeshesFiles: String[];
  97045. /**
  97046. * Gets or sets a boolean indicating if probes are enabled on this scene
  97047. */
  97048. probesEnabled: boolean;
  97049. /**
  97050. * Gets or sets the current offline provider to use to store scene data
  97051. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97052. */
  97053. offlineProvider: IOfflineProvider;
  97054. /**
  97055. * Gets or sets the action manager associated with the scene
  97056. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97057. */
  97058. actionManager: AbstractActionManager;
  97059. private _meshesForIntersections;
  97060. /**
  97061. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97062. */
  97063. proceduralTexturesEnabled: boolean;
  97064. private _engine;
  97065. private _totalVertices;
  97066. /** @hidden */
  97067. _activeIndices: PerfCounter;
  97068. /** @hidden */
  97069. _activeParticles: PerfCounter;
  97070. /** @hidden */
  97071. _activeBones: PerfCounter;
  97072. private _animationRatio;
  97073. /** @hidden */
  97074. _animationTimeLast: number;
  97075. /** @hidden */
  97076. _animationTime: number;
  97077. /**
  97078. * Gets or sets a general scale for animation speed
  97079. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97080. */
  97081. animationTimeScale: number;
  97082. /** @hidden */
  97083. _cachedMaterial: Nullable<Material>;
  97084. /** @hidden */
  97085. _cachedEffect: Nullable<Effect>;
  97086. /** @hidden */
  97087. _cachedVisibility: Nullable<number>;
  97088. private _renderId;
  97089. private _frameId;
  97090. private _executeWhenReadyTimeoutId;
  97091. private _intermediateRendering;
  97092. private _viewUpdateFlag;
  97093. private _projectionUpdateFlag;
  97094. /** @hidden */
  97095. _toBeDisposed: Nullable<IDisposable>[];
  97096. private _activeRequests;
  97097. /** @hidden */
  97098. _pendingData: any[];
  97099. private _isDisposed;
  97100. /**
  97101. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97102. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97103. */
  97104. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97105. private _activeMeshes;
  97106. private _processedMaterials;
  97107. private _renderTargets;
  97108. /** @hidden */
  97109. _activeParticleSystems: SmartArray<IParticleSystem>;
  97110. private _activeSkeletons;
  97111. private _softwareSkinnedMeshes;
  97112. private _renderingManager;
  97113. /** @hidden */
  97114. _activeAnimatables: Animatable[];
  97115. private _transformMatrix;
  97116. private _sceneUbo;
  97117. /** @hidden */
  97118. _viewMatrix: Matrix;
  97119. private _projectionMatrix;
  97120. /** @hidden */
  97121. _forcedViewPosition: Nullable<Vector3>;
  97122. /** @hidden */
  97123. _frustumPlanes: Plane[];
  97124. /**
  97125. * Gets the list of frustum planes (built from the active camera)
  97126. */
  97127. readonly frustumPlanes: Plane[];
  97128. /**
  97129. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97130. * This is useful if there are more lights that the maximum simulteanous authorized
  97131. */
  97132. requireLightSorting: boolean;
  97133. /** @hidden */
  97134. readonly useMaterialMeshMap: boolean;
  97135. /** @hidden */
  97136. readonly useClonedMeshhMap: boolean;
  97137. private _externalData;
  97138. private _uid;
  97139. /**
  97140. * @hidden
  97141. * Backing store of defined scene components.
  97142. */
  97143. _components: ISceneComponent[];
  97144. /**
  97145. * @hidden
  97146. * Backing store of defined scene components.
  97147. */
  97148. _serializableComponents: ISceneSerializableComponent[];
  97149. /**
  97150. * List of components to register on the next registration step.
  97151. */
  97152. private _transientComponents;
  97153. /**
  97154. * Registers the transient components if needed.
  97155. */
  97156. private _registerTransientComponents;
  97157. /**
  97158. * @hidden
  97159. * Add a component to the scene.
  97160. * Note that the ccomponent could be registered on th next frame if this is called after
  97161. * the register component stage.
  97162. * @param component Defines the component to add to the scene
  97163. */
  97164. _addComponent(component: ISceneComponent): void;
  97165. /**
  97166. * @hidden
  97167. * Gets a component from the scene.
  97168. * @param name defines the name of the component to retrieve
  97169. * @returns the component or null if not present
  97170. */
  97171. _getComponent(name: string): Nullable<ISceneComponent>;
  97172. /**
  97173. * @hidden
  97174. * Defines the actions happening before camera updates.
  97175. */
  97176. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97177. /**
  97178. * @hidden
  97179. * Defines the actions happening before clear the canvas.
  97180. */
  97181. _beforeClearStage: Stage<SimpleStageAction>;
  97182. /**
  97183. * @hidden
  97184. * Defines the actions when collecting render targets for the frame.
  97185. */
  97186. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97187. /**
  97188. * @hidden
  97189. * Defines the actions happening for one camera in the frame.
  97190. */
  97191. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97192. /**
  97193. * @hidden
  97194. * Defines the actions happening during the per mesh ready checks.
  97195. */
  97196. _isReadyForMeshStage: Stage<MeshStageAction>;
  97197. /**
  97198. * @hidden
  97199. * Defines the actions happening before evaluate active mesh checks.
  97200. */
  97201. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97202. /**
  97203. * @hidden
  97204. * Defines the actions happening during the evaluate sub mesh checks.
  97205. */
  97206. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97207. /**
  97208. * @hidden
  97209. * Defines the actions happening during the active mesh stage.
  97210. */
  97211. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97212. /**
  97213. * @hidden
  97214. * Defines the actions happening during the per camera render target step.
  97215. */
  97216. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97217. /**
  97218. * @hidden
  97219. * Defines the actions happening just before the active camera is drawing.
  97220. */
  97221. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97222. /**
  97223. * @hidden
  97224. * Defines the actions happening just before a render target is drawing.
  97225. */
  97226. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97227. /**
  97228. * @hidden
  97229. * Defines the actions happening just before a rendering group is drawing.
  97230. */
  97231. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97232. /**
  97233. * @hidden
  97234. * Defines the actions happening just before a mesh is drawing.
  97235. */
  97236. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97237. /**
  97238. * @hidden
  97239. * Defines the actions happening just after a mesh has been drawn.
  97240. */
  97241. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97242. /**
  97243. * @hidden
  97244. * Defines the actions happening just after a rendering group has been drawn.
  97245. */
  97246. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97247. /**
  97248. * @hidden
  97249. * Defines the actions happening just after the active camera has been drawn.
  97250. */
  97251. _afterCameraDrawStage: Stage<CameraStageAction>;
  97252. /**
  97253. * @hidden
  97254. * Defines the actions happening just after a render target has been drawn.
  97255. */
  97256. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97257. /**
  97258. * @hidden
  97259. * Defines the actions happening just after rendering all cameras and computing intersections.
  97260. */
  97261. _afterRenderStage: Stage<SimpleStageAction>;
  97262. /**
  97263. * @hidden
  97264. * Defines the actions happening when a pointer move event happens.
  97265. */
  97266. _pointerMoveStage: Stage<PointerMoveStageAction>;
  97267. /**
  97268. * @hidden
  97269. * Defines the actions happening when a pointer down event happens.
  97270. */
  97271. _pointerDownStage: Stage<PointerUpDownStageAction>;
  97272. /**
  97273. * @hidden
  97274. * Defines the actions happening when a pointer up event happens.
  97275. */
  97276. _pointerUpStage: Stage<PointerUpDownStageAction>;
  97277. /**
  97278. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  97279. */
  97280. private geometriesByUniqueId;
  97281. /**
  97282. * Creates a new Scene
  97283. * @param engine defines the engine to use to render this scene
  97284. * @param options defines the scene options
  97285. */
  97286. constructor(engine: Engine, options?: SceneOptions);
  97287. /**
  97288. * Gets a string idenfifying the name of the class
  97289. * @returns "Scene" string
  97290. */
  97291. getClassName(): string;
  97292. private _defaultMeshCandidates;
  97293. /**
  97294. * @hidden
  97295. */
  97296. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  97297. private _defaultSubMeshCandidates;
  97298. /**
  97299. * @hidden
  97300. */
  97301. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  97302. /**
  97303. * Sets the default candidate providers for the scene.
  97304. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  97305. * and getCollidingSubMeshCandidates to their default function
  97306. */
  97307. setDefaultCandidateProviders(): void;
  97308. /**
  97309. * Gets the mesh that is currently under the pointer
  97310. */
  97311. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97312. /**
  97313. * Gets or sets the current on-screen X position of the pointer
  97314. */
  97315. pointerX: number;
  97316. /**
  97317. * Gets or sets the current on-screen Y position of the pointer
  97318. */
  97319. pointerY: number;
  97320. /**
  97321. * Gets the cached material (ie. the latest rendered one)
  97322. * @returns the cached material
  97323. */
  97324. getCachedMaterial(): Nullable<Material>;
  97325. /**
  97326. * Gets the cached effect (ie. the latest rendered one)
  97327. * @returns the cached effect
  97328. */
  97329. getCachedEffect(): Nullable<Effect>;
  97330. /**
  97331. * Gets the cached visibility state (ie. the latest rendered one)
  97332. * @returns the cached visibility state
  97333. */
  97334. getCachedVisibility(): Nullable<number>;
  97335. /**
  97336. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  97337. * @param material defines the current material
  97338. * @param effect defines the current effect
  97339. * @param visibility defines the current visibility state
  97340. * @returns true if one parameter is not cached
  97341. */
  97342. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  97343. /**
  97344. * Gets the engine associated with the scene
  97345. * @returns an Engine
  97346. */
  97347. getEngine(): Engine;
  97348. /**
  97349. * Gets the total number of vertices rendered per frame
  97350. * @returns the total number of vertices rendered per frame
  97351. */
  97352. getTotalVertices(): number;
  97353. /**
  97354. * Gets the performance counter for total vertices
  97355. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97356. */
  97357. readonly totalVerticesPerfCounter: PerfCounter;
  97358. /**
  97359. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  97360. * @returns the total number of active indices rendered per frame
  97361. */
  97362. getActiveIndices(): number;
  97363. /**
  97364. * Gets the performance counter for active indices
  97365. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97366. */
  97367. readonly totalActiveIndicesPerfCounter: PerfCounter;
  97368. /**
  97369. * Gets the total number of active particles rendered per frame
  97370. * @returns the total number of active particles rendered per frame
  97371. */
  97372. getActiveParticles(): number;
  97373. /**
  97374. * Gets the performance counter for active particles
  97375. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97376. */
  97377. readonly activeParticlesPerfCounter: PerfCounter;
  97378. /**
  97379. * Gets the total number of active bones rendered per frame
  97380. * @returns the total number of active bones rendered per frame
  97381. */
  97382. getActiveBones(): number;
  97383. /**
  97384. * Gets the performance counter for active bones
  97385. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  97386. */
  97387. readonly activeBonesPerfCounter: PerfCounter;
  97388. /**
  97389. * Gets the array of active meshes
  97390. * @returns an array of AbstractMesh
  97391. */
  97392. getActiveMeshes(): SmartArray<AbstractMesh>;
  97393. /**
  97394. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  97395. * @returns a number
  97396. */
  97397. getAnimationRatio(): number;
  97398. /**
  97399. * Gets an unique Id for the current render phase
  97400. * @returns a number
  97401. */
  97402. getRenderId(): number;
  97403. /**
  97404. * Gets an unique Id for the current frame
  97405. * @returns a number
  97406. */
  97407. getFrameId(): number;
  97408. /** Call this function if you want to manually increment the render Id*/
  97409. incrementRenderId(): void;
  97410. private _createUbo;
  97411. /**
  97412. * Use this method to simulate a pointer move on a mesh
  97413. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97414. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97415. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97416. * @returns the current scene
  97417. */
  97418. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97419. /**
  97420. * Use this method to simulate a pointer down on a mesh
  97421. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97422. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97423. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97424. * @returns the current scene
  97425. */
  97426. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  97427. /**
  97428. * Use this method to simulate a pointer up on a mesh
  97429. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97430. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97431. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97432. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97433. * @returns the current scene
  97434. */
  97435. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  97436. /**
  97437. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97438. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97439. * @returns true if the pointer was captured
  97440. */
  97441. isPointerCaptured(pointerId?: number): boolean;
  97442. /**
  97443. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97444. * @param attachUp defines if you want to attach events to pointerup
  97445. * @param attachDown defines if you want to attach events to pointerdown
  97446. * @param attachMove defines if you want to attach events to pointermove
  97447. */
  97448. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97449. /** Detaches all event handlers*/
  97450. detachControl(): void;
  97451. /**
  97452. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  97453. * Delay loaded resources are not taking in account
  97454. * @return true if all required resources are ready
  97455. */
  97456. isReady(): boolean;
  97457. /** Resets all cached information relative to material (including effect and visibility) */
  97458. resetCachedMaterial(): void;
  97459. /**
  97460. * Registers a function to be called before every frame render
  97461. * @param func defines the function to register
  97462. */
  97463. registerBeforeRender(func: () => void): void;
  97464. /**
  97465. * Unregisters a function called before every frame render
  97466. * @param func defines the function to unregister
  97467. */
  97468. unregisterBeforeRender(func: () => void): void;
  97469. /**
  97470. * Registers a function to be called after every frame render
  97471. * @param func defines the function to register
  97472. */
  97473. registerAfterRender(func: () => void): void;
  97474. /**
  97475. * Unregisters a function called after every frame render
  97476. * @param func defines the function to unregister
  97477. */
  97478. unregisterAfterRender(func: () => void): void;
  97479. private _executeOnceBeforeRender;
  97480. /**
  97481. * The provided function will run before render once and will be disposed afterwards.
  97482. * A timeout delay can be provided so that the function will be executed in N ms.
  97483. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  97484. * @param func The function to be executed.
  97485. * @param timeout optional delay in ms
  97486. */
  97487. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  97488. /** @hidden */
  97489. _addPendingData(data: any): void;
  97490. /** @hidden */
  97491. _removePendingData(data: any): void;
  97492. /**
  97493. * Returns the number of items waiting to be loaded
  97494. * @returns the number of items waiting to be loaded
  97495. */
  97496. getWaitingItemsCount(): number;
  97497. /**
  97498. * Returns a boolean indicating if the scene is still loading data
  97499. */
  97500. readonly isLoading: boolean;
  97501. /**
  97502. * Registers a function to be executed when the scene is ready
  97503. * @param {Function} func - the function to be executed
  97504. */
  97505. executeWhenReady(func: () => void): void;
  97506. /**
  97507. * Returns a promise that resolves when the scene is ready
  97508. * @returns A promise that resolves when the scene is ready
  97509. */
  97510. whenReadyAsync(): Promise<void>;
  97511. /** @hidden */
  97512. _checkIsReady(): void;
  97513. /**
  97514. * Gets all animatable attached to the scene
  97515. */
  97516. readonly animatables: Animatable[];
  97517. /**
  97518. * Resets the last animation time frame.
  97519. * Useful to override when animations start running when loading a scene for the first time.
  97520. */
  97521. resetLastAnimationTimeFrame(): void;
  97522. /**
  97523. * Gets the current view matrix
  97524. * @returns a Matrix
  97525. */
  97526. getViewMatrix(): Matrix;
  97527. /**
  97528. * Gets the current projection matrix
  97529. * @returns a Matrix
  97530. */
  97531. getProjectionMatrix(): Matrix;
  97532. /**
  97533. * Gets the current transform matrix
  97534. * @returns a Matrix made of View * Projection
  97535. */
  97536. getTransformMatrix(): Matrix;
  97537. /**
  97538. * Sets the current transform matrix
  97539. * @param viewL defines the View matrix to use
  97540. * @param projectionL defines the Projection matrix to use
  97541. * @param viewR defines the right View matrix to use (if provided)
  97542. * @param projectionR defines the right Projection matrix to use (if provided)
  97543. */
  97544. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  97545. /**
  97546. * Gets the uniform buffer used to store scene data
  97547. * @returns a UniformBuffer
  97548. */
  97549. getSceneUniformBuffer(): UniformBuffer;
  97550. /**
  97551. * Gets an unique (relatively to the current scene) Id
  97552. * @returns an unique number for the scene
  97553. */
  97554. getUniqueId(): number;
  97555. /**
  97556. * Add a mesh to the list of scene's meshes
  97557. * @param newMesh defines the mesh to add
  97558. * @param recursive if all child meshes should also be added to the scene
  97559. */
  97560. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  97561. /**
  97562. * Remove a mesh for the list of scene's meshes
  97563. * @param toRemove defines the mesh to remove
  97564. * @param recursive if all child meshes should also be removed from the scene
  97565. * @returns the index where the mesh was in the mesh list
  97566. */
  97567. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  97568. /**
  97569. * Add a transform node to the list of scene's transform nodes
  97570. * @param newTransformNode defines the transform node to add
  97571. */
  97572. addTransformNode(newTransformNode: TransformNode): void;
  97573. /**
  97574. * Remove a transform node for the list of scene's transform nodes
  97575. * @param toRemove defines the transform node to remove
  97576. * @returns the index where the transform node was in the transform node list
  97577. */
  97578. removeTransformNode(toRemove: TransformNode): number;
  97579. /**
  97580. * Remove a skeleton for the list of scene's skeletons
  97581. * @param toRemove defines the skeleton to remove
  97582. * @returns the index where the skeleton was in the skeleton list
  97583. */
  97584. removeSkeleton(toRemove: Skeleton): number;
  97585. /**
  97586. * Remove a morph target for the list of scene's morph targets
  97587. * @param toRemove defines the morph target to remove
  97588. * @returns the index where the morph target was in the morph target list
  97589. */
  97590. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  97591. /**
  97592. * Remove a light for the list of scene's lights
  97593. * @param toRemove defines the light to remove
  97594. * @returns the index where the light was in the light list
  97595. */
  97596. removeLight(toRemove: Light): number;
  97597. /**
  97598. * Remove a camera for the list of scene's cameras
  97599. * @param toRemove defines the camera to remove
  97600. * @returns the index where the camera was in the camera list
  97601. */
  97602. removeCamera(toRemove: Camera): number;
  97603. /**
  97604. * Remove a particle system for the list of scene's particle systems
  97605. * @param toRemove defines the particle system to remove
  97606. * @returns the index where the particle system was in the particle system list
  97607. */
  97608. removeParticleSystem(toRemove: IParticleSystem): number;
  97609. /**
  97610. * Remove a animation for the list of scene's animations
  97611. * @param toRemove defines the animation to remove
  97612. * @returns the index where the animation was in the animation list
  97613. */
  97614. removeAnimation(toRemove: Animation): number;
  97615. /**
  97616. * Will stop the animation of the given target
  97617. * @param target - the target
  97618. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  97619. * @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)
  97620. */
  97621. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  97622. /**
  97623. * Removes the given animation group from this scene.
  97624. * @param toRemove The animation group to remove
  97625. * @returns The index of the removed animation group
  97626. */
  97627. removeAnimationGroup(toRemove: AnimationGroup): number;
  97628. /**
  97629. * Removes the given multi-material from this scene.
  97630. * @param toRemove The multi-material to remove
  97631. * @returns The index of the removed multi-material
  97632. */
  97633. removeMultiMaterial(toRemove: MultiMaterial): number;
  97634. /**
  97635. * Removes the given material from this scene.
  97636. * @param toRemove The material to remove
  97637. * @returns The index of the removed material
  97638. */
  97639. removeMaterial(toRemove: Material): number;
  97640. /**
  97641. * Removes the given action manager from this scene.
  97642. * @param toRemove The action manager to remove
  97643. * @returns The index of the removed action manager
  97644. */
  97645. removeActionManager(toRemove: AbstractActionManager): number;
  97646. /**
  97647. * Removes the given texture from this scene.
  97648. * @param toRemove The texture to remove
  97649. * @returns The index of the removed texture
  97650. */
  97651. removeTexture(toRemove: BaseTexture): number;
  97652. /**
  97653. * Adds the given light to this scene
  97654. * @param newLight The light to add
  97655. */
  97656. addLight(newLight: Light): void;
  97657. /**
  97658. * Sorts the list list based on light priorities
  97659. */
  97660. sortLightsByPriority(): void;
  97661. /**
  97662. * Adds the given camera to this scene
  97663. * @param newCamera The camera to add
  97664. */
  97665. addCamera(newCamera: Camera): void;
  97666. /**
  97667. * Adds the given skeleton to this scene
  97668. * @param newSkeleton The skeleton to add
  97669. */
  97670. addSkeleton(newSkeleton: Skeleton): void;
  97671. /**
  97672. * Adds the given particle system to this scene
  97673. * @param newParticleSystem The particle system to add
  97674. */
  97675. addParticleSystem(newParticleSystem: IParticleSystem): void;
  97676. /**
  97677. * Adds the given animation to this scene
  97678. * @param newAnimation The animation to add
  97679. */
  97680. addAnimation(newAnimation: Animation): void;
  97681. /**
  97682. * Adds the given animation group to this scene.
  97683. * @param newAnimationGroup The animation group to add
  97684. */
  97685. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  97686. /**
  97687. * Adds the given multi-material to this scene
  97688. * @param newMultiMaterial The multi-material to add
  97689. */
  97690. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  97691. /**
  97692. * Adds the given material to this scene
  97693. * @param newMaterial The material to add
  97694. */
  97695. addMaterial(newMaterial: Material): void;
  97696. /**
  97697. * Adds the given morph target to this scene
  97698. * @param newMorphTargetManager The morph target to add
  97699. */
  97700. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  97701. /**
  97702. * Adds the given geometry to this scene
  97703. * @param newGeometry The geometry to add
  97704. */
  97705. addGeometry(newGeometry: Geometry): void;
  97706. /**
  97707. * Adds the given action manager to this scene
  97708. * @param newActionManager The action manager to add
  97709. */
  97710. addActionManager(newActionManager: AbstractActionManager): void;
  97711. /**
  97712. * Adds the given texture to this scene.
  97713. * @param newTexture The texture to add
  97714. */
  97715. addTexture(newTexture: BaseTexture): void;
  97716. /**
  97717. * Switch active camera
  97718. * @param newCamera defines the new active camera
  97719. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  97720. */
  97721. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  97722. /**
  97723. * sets the active camera of the scene using its ID
  97724. * @param id defines the camera's ID
  97725. * @return the new active camera or null if none found.
  97726. */
  97727. setActiveCameraByID(id: string): Nullable<Camera>;
  97728. /**
  97729. * sets the active camera of the scene using its name
  97730. * @param name defines the camera's name
  97731. * @returns the new active camera or null if none found.
  97732. */
  97733. setActiveCameraByName(name: string): Nullable<Camera>;
  97734. /**
  97735. * get an animation group using its name
  97736. * @param name defines the material's name
  97737. * @return the animation group or null if none found.
  97738. */
  97739. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  97740. /**
  97741. * Get a material using its unique id
  97742. * @param uniqueId defines the material's unique id
  97743. * @return the material or null if none found.
  97744. */
  97745. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  97746. /**
  97747. * get a material using its id
  97748. * @param id defines the material's ID
  97749. * @return the material or null if none found.
  97750. */
  97751. getMaterialByID(id: string): Nullable<Material>;
  97752. /**
  97753. * Gets a the last added material using a given id
  97754. * @param id defines the material's ID
  97755. * @return the last material with the given id or null if none found.
  97756. */
  97757. getLastMaterialByID(id: string): Nullable<Material>;
  97758. /**
  97759. * Gets a material using its name
  97760. * @param name defines the material's name
  97761. * @return the material or null if none found.
  97762. */
  97763. getMaterialByName(name: string): Nullable<Material>;
  97764. /**
  97765. * Gets a camera using its id
  97766. * @param id defines the id to look for
  97767. * @returns the camera or null if not found
  97768. */
  97769. getCameraByID(id: string): Nullable<Camera>;
  97770. /**
  97771. * Gets a camera using its unique id
  97772. * @param uniqueId defines the unique id to look for
  97773. * @returns the camera or null if not found
  97774. */
  97775. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  97776. /**
  97777. * Gets a camera using its name
  97778. * @param name defines the camera's name
  97779. * @return the camera or null if none found.
  97780. */
  97781. getCameraByName(name: string): Nullable<Camera>;
  97782. /**
  97783. * Gets a bone using its id
  97784. * @param id defines the bone's id
  97785. * @return the bone or null if not found
  97786. */
  97787. getBoneByID(id: string): Nullable<Bone>;
  97788. /**
  97789. * Gets a bone using its id
  97790. * @param name defines the bone's name
  97791. * @return the bone or null if not found
  97792. */
  97793. getBoneByName(name: string): Nullable<Bone>;
  97794. /**
  97795. * Gets a light node using its name
  97796. * @param name defines the the light's name
  97797. * @return the light or null if none found.
  97798. */
  97799. getLightByName(name: string): Nullable<Light>;
  97800. /**
  97801. * Gets a light node using its id
  97802. * @param id defines the light's id
  97803. * @return the light or null if none found.
  97804. */
  97805. getLightByID(id: string): Nullable<Light>;
  97806. /**
  97807. * Gets a light node using its scene-generated unique ID
  97808. * @param uniqueId defines the light's unique id
  97809. * @return the light or null if none found.
  97810. */
  97811. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  97812. /**
  97813. * Gets a particle system by id
  97814. * @param id defines the particle system id
  97815. * @return the corresponding system or null if none found
  97816. */
  97817. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  97818. /**
  97819. * Gets a geometry using its ID
  97820. * @param id defines the geometry's id
  97821. * @return the geometry or null if none found.
  97822. */
  97823. getGeometryByID(id: string): Nullable<Geometry>;
  97824. private _getGeometryByUniqueID;
  97825. /**
  97826. * Add a new geometry to this scene
  97827. * @param geometry defines the geometry to be added to the scene.
  97828. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  97829. * @return a boolean defining if the geometry was added or not
  97830. */
  97831. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  97832. /**
  97833. * Removes an existing geometry
  97834. * @param geometry defines the geometry to be removed from the scene
  97835. * @return a boolean defining if the geometry was removed or not
  97836. */
  97837. removeGeometry(geometry: Geometry): boolean;
  97838. /**
  97839. * Gets the list of geometries attached to the scene
  97840. * @returns an array of Geometry
  97841. */
  97842. getGeometries(): Geometry[];
  97843. /**
  97844. * Gets the first added mesh found of a given ID
  97845. * @param id defines the id to search for
  97846. * @return the mesh found or null if not found at all
  97847. */
  97848. getMeshByID(id: string): Nullable<AbstractMesh>;
  97849. /**
  97850. * Gets a list of meshes using their id
  97851. * @param id defines the id to search for
  97852. * @returns a list of meshes
  97853. */
  97854. getMeshesByID(id: string): Array<AbstractMesh>;
  97855. /**
  97856. * Gets the first added transform node found of a given ID
  97857. * @param id defines the id to search for
  97858. * @return the found transform node or null if not found at all.
  97859. */
  97860. getTransformNodeByID(id: string): Nullable<TransformNode>;
  97861. /**
  97862. * Gets a transform node with its auto-generated unique id
  97863. * @param uniqueId efines the unique id to search for
  97864. * @return the found transform node or null if not found at all.
  97865. */
  97866. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  97867. /**
  97868. * Gets a list of transform nodes using their id
  97869. * @param id defines the id to search for
  97870. * @returns a list of transform nodes
  97871. */
  97872. getTransformNodesByID(id: string): Array<TransformNode>;
  97873. /**
  97874. * Gets a mesh with its auto-generated unique id
  97875. * @param uniqueId defines the unique id to search for
  97876. * @return the found mesh or null if not found at all.
  97877. */
  97878. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  97879. /**
  97880. * Gets a the last added mesh using a given id
  97881. * @param id defines the id to search for
  97882. * @return the found mesh or null if not found at all.
  97883. */
  97884. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  97885. /**
  97886. * Gets a the last added node (Mesh, Camera, Light) using a given id
  97887. * @param id defines the id to search for
  97888. * @return the found node or null if not found at all
  97889. */
  97890. getLastEntryByID(id: string): Nullable<Node>;
  97891. /**
  97892. * Gets a node (Mesh, Camera, Light) using a given id
  97893. * @param id defines the id to search for
  97894. * @return the found node or null if not found at all
  97895. */
  97896. getNodeByID(id: string): Nullable<Node>;
  97897. /**
  97898. * Gets a node (Mesh, Camera, Light) using a given name
  97899. * @param name defines the name to search for
  97900. * @return the found node or null if not found at all.
  97901. */
  97902. getNodeByName(name: string): Nullable<Node>;
  97903. /**
  97904. * Gets a mesh using a given name
  97905. * @param name defines the name to search for
  97906. * @return the found mesh or null if not found at all.
  97907. */
  97908. getMeshByName(name: string): Nullable<AbstractMesh>;
  97909. /**
  97910. * Gets a transform node using a given name
  97911. * @param name defines the name to search for
  97912. * @return the found transform node or null if not found at all.
  97913. */
  97914. getTransformNodeByName(name: string): Nullable<TransformNode>;
  97915. /**
  97916. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  97917. * @param id defines the id to search for
  97918. * @return the found skeleton or null if not found at all.
  97919. */
  97920. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  97921. /**
  97922. * Gets a skeleton using a given auto generated unique id
  97923. * @param uniqueId defines the unique id to search for
  97924. * @return the found skeleton or null if not found at all.
  97925. */
  97926. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  97927. /**
  97928. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  97929. * @param id defines the id to search for
  97930. * @return the found skeleton or null if not found at all.
  97931. */
  97932. getSkeletonById(id: string): Nullable<Skeleton>;
  97933. /**
  97934. * Gets a skeleton using a given name
  97935. * @param name defines the name to search for
  97936. * @return the found skeleton or null if not found at all.
  97937. */
  97938. getSkeletonByName(name: string): Nullable<Skeleton>;
  97939. /**
  97940. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  97941. * @param id defines the id to search for
  97942. * @return the found morph target manager or null if not found at all.
  97943. */
  97944. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  97945. /**
  97946. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  97947. * @param id defines the id to search for
  97948. * @return the found morph target or null if not found at all.
  97949. */
  97950. getMorphTargetById(id: string): Nullable<MorphTarget>;
  97951. /**
  97952. * Gets a boolean indicating if the given mesh is active
  97953. * @param mesh defines the mesh to look for
  97954. * @returns true if the mesh is in the active list
  97955. */
  97956. isActiveMesh(mesh: AbstractMesh): boolean;
  97957. /**
  97958. * Return a unique id as a string which can serve as an identifier for the scene
  97959. */
  97960. readonly uid: string;
  97961. /**
  97962. * Add an externaly attached data from its key.
  97963. * This method call will fail and return false, if such key already exists.
  97964. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  97965. * @param key the unique key that identifies the data
  97966. * @param data the data object to associate to the key for this Engine instance
  97967. * @return true if no such key were already present and the data was added successfully, false otherwise
  97968. */
  97969. addExternalData<T>(key: string, data: T): boolean;
  97970. /**
  97971. * Get an externaly attached data from its key
  97972. * @param key the unique key that identifies the data
  97973. * @return the associated data, if present (can be null), or undefined if not present
  97974. */
  97975. getExternalData<T>(key: string): Nullable<T>;
  97976. /**
  97977. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97978. * @param key the unique key that identifies the data
  97979. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97980. * @return the associated data, can be null if the factory returned null.
  97981. */
  97982. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97983. /**
  97984. * Remove an externaly attached data from the Engine instance
  97985. * @param key the unique key that identifies the data
  97986. * @return true if the data was successfully removed, false if it doesn't exist
  97987. */
  97988. removeExternalData(key: string): boolean;
  97989. private _evaluateSubMesh;
  97990. /**
  97991. * Clear the processed materials smart array preventing retention point in material dispose.
  97992. */
  97993. freeProcessedMaterials(): void;
  97994. private _preventFreeActiveMeshesAndRenderingGroups;
  97995. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  97996. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  97997. * when disposing several meshes in a row or a hierarchy of meshes.
  97998. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  97999. */
  98000. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98001. /**
  98002. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98003. */
  98004. freeActiveMeshes(): void;
  98005. /**
  98006. * Clear the info related to rendering groups preventing retention points during dispose.
  98007. */
  98008. freeRenderingGroups(): void;
  98009. /** @hidden */
  98010. _isInIntermediateRendering(): boolean;
  98011. /**
  98012. * Lambda returning the list of potentially active meshes.
  98013. */
  98014. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98015. /**
  98016. * Lambda returning the list of potentially active sub meshes.
  98017. */
  98018. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98019. /**
  98020. * Lambda returning the list of potentially intersecting sub meshes.
  98021. */
  98022. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98023. /**
  98024. * Lambda returning the list of potentially colliding sub meshes.
  98025. */
  98026. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98027. private _activeMeshesFrozen;
  98028. /**
  98029. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98030. * @returns the current scene
  98031. */
  98032. freezeActiveMeshes(): Scene;
  98033. /**
  98034. * Use this function to restart evaluating active meshes on every frame
  98035. * @returns the current scene
  98036. */
  98037. unfreezeActiveMeshes(): Scene;
  98038. private _evaluateActiveMeshes;
  98039. private _activeMesh;
  98040. /**
  98041. * Update the transform matrix to update from the current active camera
  98042. * @param force defines a boolean used to force the update even if cache is up to date
  98043. */
  98044. updateTransformMatrix(force?: boolean): void;
  98045. private _bindFrameBuffer;
  98046. /** @hidden */
  98047. _allowPostProcessClearColor: boolean;
  98048. /** @hidden */
  98049. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98050. private _processSubCameras;
  98051. private _checkIntersections;
  98052. /** @hidden */
  98053. _advancePhysicsEngineStep(step: number): void;
  98054. /**
  98055. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98056. */
  98057. getDeterministicFrameTime: () => number;
  98058. /** @hidden */
  98059. _animate(): void;
  98060. /** Execute all animations (for a frame) */
  98061. animate(): void;
  98062. /**
  98063. * Render the scene
  98064. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98065. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98066. */
  98067. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98068. /**
  98069. * Freeze all materials
  98070. * A frozen material will not be updatable but should be faster to render
  98071. */
  98072. freezeMaterials(): void;
  98073. /**
  98074. * Unfreeze all materials
  98075. * A frozen material will not be updatable but should be faster to render
  98076. */
  98077. unfreezeMaterials(): void;
  98078. /**
  98079. * Releases all held ressources
  98080. */
  98081. dispose(): void;
  98082. /**
  98083. * Gets if the scene is already disposed
  98084. */
  98085. readonly isDisposed: boolean;
  98086. /**
  98087. * Call this function to reduce memory footprint of the scene.
  98088. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98089. */
  98090. clearCachedVertexData(): void;
  98091. /**
  98092. * This function will remove the local cached buffer data from texture.
  98093. * It will save memory but will prevent the texture from being rebuilt
  98094. */
  98095. cleanCachedTextureBuffer(): void;
  98096. /**
  98097. * Get the world extend vectors with an optional filter
  98098. *
  98099. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98100. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98101. */
  98102. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98103. min: Vector3;
  98104. max: Vector3;
  98105. };
  98106. /**
  98107. * Creates a ray that can be used to pick in the scene
  98108. * @param x defines the x coordinate of the origin (on-screen)
  98109. * @param y defines the y coordinate of the origin (on-screen)
  98110. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98111. * @param camera defines the camera to use for the picking
  98112. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98113. * @returns a Ray
  98114. */
  98115. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98116. /**
  98117. * Creates a ray that can be used to pick in the scene
  98118. * @param x defines the x coordinate of the origin (on-screen)
  98119. * @param y defines the y coordinate of the origin (on-screen)
  98120. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98121. * @param result defines the ray where to store the picking ray
  98122. * @param camera defines the camera to use for the picking
  98123. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98124. * @returns the current scene
  98125. */
  98126. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98127. /**
  98128. * Creates a ray that can be used to pick in the scene
  98129. * @param x defines the x coordinate of the origin (on-screen)
  98130. * @param y defines the y coordinate of the origin (on-screen)
  98131. * @param camera defines the camera to use for the picking
  98132. * @returns a Ray
  98133. */
  98134. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98135. /**
  98136. * Creates a ray that can be used to pick in the scene
  98137. * @param x defines the x coordinate of the origin (on-screen)
  98138. * @param y defines the y coordinate of the origin (on-screen)
  98139. * @param result defines the ray where to store the picking ray
  98140. * @param camera defines the camera to use for the picking
  98141. * @returns the current scene
  98142. */
  98143. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98144. /** Launch a ray to try to pick a mesh in the scene
  98145. * @param x position on screen
  98146. * @param y position on screen
  98147. * @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
  98148. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98149. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98150. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98151. * @returns a PickingInfo
  98152. */
  98153. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98154. /** Use the given ray to pick a mesh in the scene
  98155. * @param ray The ray to use to pick meshes
  98156. * @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
  98157. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98158. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98159. * @returns a PickingInfo
  98160. */
  98161. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98162. /**
  98163. * Launch a ray to try to pick a mesh in the scene
  98164. * @param x X position on screen
  98165. * @param y Y position on screen
  98166. * @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
  98167. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98168. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98169. * @returns an array of PickingInfo
  98170. */
  98171. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98172. /**
  98173. * Launch a ray to try to pick a mesh in the scene
  98174. * @param ray Ray to use
  98175. * @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
  98176. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98177. * @returns an array of PickingInfo
  98178. */
  98179. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98180. /**
  98181. * Force the value of meshUnderPointer
  98182. * @param mesh defines the mesh to use
  98183. */
  98184. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98185. /**
  98186. * Gets the mesh under the pointer
  98187. * @returns a Mesh or null if no mesh is under the pointer
  98188. */
  98189. getPointerOverMesh(): Nullable<AbstractMesh>;
  98190. /** @hidden */
  98191. _rebuildGeometries(): void;
  98192. /** @hidden */
  98193. _rebuildTextures(): void;
  98194. private _getByTags;
  98195. /**
  98196. * Get a list of meshes by tags
  98197. * @param tagsQuery defines the tags query to use
  98198. * @param forEach defines a predicate used to filter results
  98199. * @returns an array of Mesh
  98200. */
  98201. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98202. /**
  98203. * Get a list of cameras by tags
  98204. * @param tagsQuery defines the tags query to use
  98205. * @param forEach defines a predicate used to filter results
  98206. * @returns an array of Camera
  98207. */
  98208. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98209. /**
  98210. * Get a list of lights by tags
  98211. * @param tagsQuery defines the tags query to use
  98212. * @param forEach defines a predicate used to filter results
  98213. * @returns an array of Light
  98214. */
  98215. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98216. /**
  98217. * Get a list of materials by tags
  98218. * @param tagsQuery defines the tags query to use
  98219. * @param forEach defines a predicate used to filter results
  98220. * @returns an array of Material
  98221. */
  98222. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98223. /**
  98224. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98225. * This allowed control for front to back rendering or reversly depending of the special needs.
  98226. *
  98227. * @param renderingGroupId The rendering group id corresponding to its index
  98228. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98229. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98230. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98231. */
  98232. 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;
  98233. /**
  98234. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98235. *
  98236. * @param renderingGroupId The rendering group id corresponding to its index
  98237. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98238. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98239. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98240. */
  98241. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98242. /**
  98243. * Gets the current auto clear configuration for one rendering group of the rendering
  98244. * manager.
  98245. * @param index the rendering group index to get the information for
  98246. * @returns The auto clear setup for the requested rendering group
  98247. */
  98248. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  98249. private _blockMaterialDirtyMechanism;
  98250. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  98251. blockMaterialDirtyMechanism: boolean;
  98252. /**
  98253. * Will flag all materials as dirty to trigger new shader compilation
  98254. * @param flag defines the flag used to specify which material part must be marked as dirty
  98255. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  98256. */
  98257. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  98258. /** @hidden */
  98259. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  98260. /** @hidden */
  98261. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  98262. }
  98263. }
  98264. declare module BABYLON {
  98265. /**
  98266. * Set of assets to keep when moving a scene into an asset container.
  98267. */
  98268. export class KeepAssets extends AbstractScene {
  98269. }
  98270. /**
  98271. * Container with a set of assets that can be added or removed from a scene.
  98272. */
  98273. export class AssetContainer extends AbstractScene {
  98274. /**
  98275. * The scene the AssetContainer belongs to.
  98276. */
  98277. scene: Scene;
  98278. /**
  98279. * Instantiates an AssetContainer.
  98280. * @param scene The scene the AssetContainer belongs to.
  98281. */
  98282. constructor(scene: Scene);
  98283. /**
  98284. * Adds all the assets from the container to the scene.
  98285. */
  98286. addAllToScene(): void;
  98287. /**
  98288. * Removes all the assets in the container from the scene
  98289. */
  98290. removeAllFromScene(): void;
  98291. /**
  98292. * Disposes all the assets in the container
  98293. */
  98294. dispose(): void;
  98295. private _moveAssets;
  98296. /**
  98297. * Removes all the assets contained in the scene and adds them to the container.
  98298. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  98299. */
  98300. moveAllFromScene(keepAssets?: KeepAssets): void;
  98301. /**
  98302. * 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.
  98303. * @returns the root mesh
  98304. */
  98305. createRootMesh(): Mesh;
  98306. }
  98307. }
  98308. declare module BABYLON {
  98309. /**
  98310. * Defines how the parser contract is defined.
  98311. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  98312. */
  98313. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  98314. /**
  98315. * Defines how the individual parser contract is defined.
  98316. * These parser can parse an individual asset
  98317. */
  98318. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  98319. /**
  98320. * Base class of the scene acting as a container for the different elements composing a scene.
  98321. * This class is dynamically extended by the different components of the scene increasing
  98322. * flexibility and reducing coupling
  98323. */
  98324. export abstract class AbstractScene {
  98325. /**
  98326. * Stores the list of available parsers in the application.
  98327. */
  98328. private static _BabylonFileParsers;
  98329. /**
  98330. * Stores the list of available individual parsers in the application.
  98331. */
  98332. private static _IndividualBabylonFileParsers;
  98333. /**
  98334. * Adds a parser in the list of available ones
  98335. * @param name Defines the name of the parser
  98336. * @param parser Defines the parser to add
  98337. */
  98338. static AddParser(name: string, parser: BabylonFileParser): void;
  98339. /**
  98340. * Gets a general parser from the list of avaialble ones
  98341. * @param name Defines the name of the parser
  98342. * @returns the requested parser or null
  98343. */
  98344. static GetParser(name: string): Nullable<BabylonFileParser>;
  98345. /**
  98346. * Adds n individual parser in the list of available ones
  98347. * @param name Defines the name of the parser
  98348. * @param parser Defines the parser to add
  98349. */
  98350. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  98351. /**
  98352. * Gets an individual parser from the list of avaialble ones
  98353. * @param name Defines the name of the parser
  98354. * @returns the requested parser or null
  98355. */
  98356. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  98357. /**
  98358. * Parser json data and populate both a scene and its associated container object
  98359. * @param jsonData Defines the data to parse
  98360. * @param scene Defines the scene to parse the data for
  98361. * @param container Defines the container attached to the parsing sequence
  98362. * @param rootUrl Defines the root url of the data
  98363. */
  98364. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  98365. /**
  98366. * Gets the list of root nodes (ie. nodes with no parent)
  98367. */
  98368. rootNodes: Node[];
  98369. /** All of the cameras added to this scene
  98370. * @see http://doc.babylonjs.com/babylon101/cameras
  98371. */
  98372. cameras: Camera[];
  98373. /**
  98374. * All of the lights added to this scene
  98375. * @see http://doc.babylonjs.com/babylon101/lights
  98376. */
  98377. lights: Light[];
  98378. /**
  98379. * All of the (abstract) meshes added to this scene
  98380. */
  98381. meshes: AbstractMesh[];
  98382. /**
  98383. * The list of skeletons added to the scene
  98384. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  98385. */
  98386. skeletons: Skeleton[];
  98387. /**
  98388. * All of the particle systems added to this scene
  98389. * @see http://doc.babylonjs.com/babylon101/particles
  98390. */
  98391. particleSystems: IParticleSystem[];
  98392. /**
  98393. * Gets a list of Animations associated with the scene
  98394. */
  98395. animations: Animation[];
  98396. /**
  98397. * All of the animation groups added to this scene
  98398. * @see http://doc.babylonjs.com/how_to/group
  98399. */
  98400. animationGroups: AnimationGroup[];
  98401. /**
  98402. * All of the multi-materials added to this scene
  98403. * @see http://doc.babylonjs.com/how_to/multi_materials
  98404. */
  98405. multiMaterials: MultiMaterial[];
  98406. /**
  98407. * All of the materials added to this scene
  98408. * In the context of a Scene, it is not supposed to be modified manually.
  98409. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  98410. * Note also that the order of the Material wihin the array is not significant and might change.
  98411. * @see http://doc.babylonjs.com/babylon101/materials
  98412. */
  98413. materials: Material[];
  98414. /**
  98415. * The list of morph target managers added to the scene
  98416. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  98417. */
  98418. morphTargetManagers: MorphTargetManager[];
  98419. /**
  98420. * The list of geometries used in the scene.
  98421. */
  98422. geometries: Geometry[];
  98423. /**
  98424. * All of the tranform nodes added to this scene
  98425. * In the context of a Scene, it is not supposed to be modified manually.
  98426. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  98427. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  98428. * @see http://doc.babylonjs.com/how_to/transformnode
  98429. */
  98430. transformNodes: TransformNode[];
  98431. /**
  98432. * ActionManagers available on the scene.
  98433. */
  98434. actionManagers: AbstractActionManager[];
  98435. /**
  98436. * Textures to keep.
  98437. */
  98438. textures: BaseTexture[];
  98439. /**
  98440. * Environment texture for the scene
  98441. */
  98442. environmentTexture: Nullable<BaseTexture>;
  98443. }
  98444. }
  98445. declare module BABYLON {
  98446. /**
  98447. * Interface used to define options for Sound class
  98448. */
  98449. export interface ISoundOptions {
  98450. /**
  98451. * Does the sound autoplay once loaded.
  98452. */
  98453. autoplay?: boolean;
  98454. /**
  98455. * Does the sound loop after it finishes playing once.
  98456. */
  98457. loop?: boolean;
  98458. /**
  98459. * Sound's volume
  98460. */
  98461. volume?: number;
  98462. /**
  98463. * Is it a spatial sound?
  98464. */
  98465. spatialSound?: boolean;
  98466. /**
  98467. * Maximum distance to hear that sound
  98468. */
  98469. maxDistance?: number;
  98470. /**
  98471. * Uses user defined attenuation function
  98472. */
  98473. useCustomAttenuation?: boolean;
  98474. /**
  98475. * Define the roll off factor of spatial sounds.
  98476. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98477. */
  98478. rolloffFactor?: number;
  98479. /**
  98480. * Define the reference distance the sound should be heard perfectly.
  98481. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98482. */
  98483. refDistance?: number;
  98484. /**
  98485. * Define the distance attenuation model the sound will follow.
  98486. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98487. */
  98488. distanceModel?: string;
  98489. /**
  98490. * Defines the playback speed (1 by default)
  98491. */
  98492. playbackRate?: number;
  98493. /**
  98494. * Defines if the sound is from a streaming source
  98495. */
  98496. streaming?: boolean;
  98497. /**
  98498. * Defines an optional length (in seconds) inside the sound file
  98499. */
  98500. length?: number;
  98501. /**
  98502. * Defines an optional offset (in seconds) inside the sound file
  98503. */
  98504. offset?: number;
  98505. /**
  98506. * If true, URLs will not be required to state the audio file codec to use.
  98507. */
  98508. skipCodecCheck?: boolean;
  98509. }
  98510. /**
  98511. * Defines a sound that can be played in the application.
  98512. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  98513. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98514. */
  98515. export class Sound {
  98516. /**
  98517. * The name of the sound in the scene.
  98518. */
  98519. name: string;
  98520. /**
  98521. * Does the sound autoplay once loaded.
  98522. */
  98523. autoplay: boolean;
  98524. /**
  98525. * Does the sound loop after it finishes playing once.
  98526. */
  98527. loop: boolean;
  98528. /**
  98529. * Does the sound use a custom attenuation curve to simulate the falloff
  98530. * happening when the source gets further away from the camera.
  98531. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98532. */
  98533. useCustomAttenuation: boolean;
  98534. /**
  98535. * The sound track id this sound belongs to.
  98536. */
  98537. soundTrackId: number;
  98538. /**
  98539. * Is this sound currently played.
  98540. */
  98541. isPlaying: boolean;
  98542. /**
  98543. * Is this sound currently paused.
  98544. */
  98545. isPaused: boolean;
  98546. /**
  98547. * Does this sound enables spatial sound.
  98548. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98549. */
  98550. spatialSound: boolean;
  98551. /**
  98552. * Define the reference distance the sound should be heard perfectly.
  98553. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98554. */
  98555. refDistance: number;
  98556. /**
  98557. * Define the roll off factor of spatial sounds.
  98558. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98559. */
  98560. rolloffFactor: number;
  98561. /**
  98562. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  98563. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98564. */
  98565. maxDistance: number;
  98566. /**
  98567. * Define the distance attenuation model the sound will follow.
  98568. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98569. */
  98570. distanceModel: string;
  98571. /**
  98572. * @hidden
  98573. * Back Compat
  98574. **/
  98575. onended: () => any;
  98576. /**
  98577. * Observable event when the current playing sound finishes.
  98578. */
  98579. onEndedObservable: Observable<Sound>;
  98580. private _panningModel;
  98581. private _playbackRate;
  98582. private _streaming;
  98583. private _startTime;
  98584. private _startOffset;
  98585. private _position;
  98586. /** @hidden */
  98587. _positionInEmitterSpace: boolean;
  98588. private _localDirection;
  98589. private _volume;
  98590. private _isReadyToPlay;
  98591. private _isDirectional;
  98592. private _readyToPlayCallback;
  98593. private _audioBuffer;
  98594. private _soundSource;
  98595. private _streamingSource;
  98596. private _soundPanner;
  98597. private _soundGain;
  98598. private _inputAudioNode;
  98599. private _outputAudioNode;
  98600. private _coneInnerAngle;
  98601. private _coneOuterAngle;
  98602. private _coneOuterGain;
  98603. private _scene;
  98604. private _connectedTransformNode;
  98605. private _customAttenuationFunction;
  98606. private _registerFunc;
  98607. private _isOutputConnected;
  98608. private _htmlAudioElement;
  98609. private _urlType;
  98610. private _length?;
  98611. private _offset?;
  98612. /** @hidden */
  98613. static _SceneComponentInitialization: (scene: Scene) => void;
  98614. /**
  98615. * Create a sound and attach it to a scene
  98616. * @param name Name of your sound
  98617. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  98618. * @param scene defines the scene the sound belongs to
  98619. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  98620. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  98621. */
  98622. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  98623. /**
  98624. * Release the sound and its associated resources
  98625. */
  98626. dispose(): void;
  98627. /**
  98628. * Gets if the sounds is ready to be played or not.
  98629. * @returns true if ready, otherwise false
  98630. */
  98631. isReady(): boolean;
  98632. private _soundLoaded;
  98633. /**
  98634. * Sets the data of the sound from an audiobuffer
  98635. * @param audioBuffer The audioBuffer containing the data
  98636. */
  98637. setAudioBuffer(audioBuffer: AudioBuffer): void;
  98638. /**
  98639. * Updates the current sounds options such as maxdistance, loop...
  98640. * @param options A JSON object containing values named as the object properties
  98641. */
  98642. updateOptions(options: ISoundOptions): void;
  98643. private _createSpatialParameters;
  98644. private _updateSpatialParameters;
  98645. /**
  98646. * Switch the panning model to HRTF:
  98647. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98648. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98649. */
  98650. switchPanningModelToHRTF(): void;
  98651. /**
  98652. * Switch the panning model to Equal Power:
  98653. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98654. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98655. */
  98656. switchPanningModelToEqualPower(): void;
  98657. private _switchPanningModel;
  98658. /**
  98659. * Connect this sound to a sound track audio node like gain...
  98660. * @param soundTrackAudioNode the sound track audio node to connect to
  98661. */
  98662. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  98663. /**
  98664. * Transform this sound into a directional source
  98665. * @param coneInnerAngle Size of the inner cone in degree
  98666. * @param coneOuterAngle Size of the outer cone in degree
  98667. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  98668. */
  98669. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  98670. /**
  98671. * Gets or sets the inner angle for the directional cone.
  98672. */
  98673. /**
  98674. * Gets or sets the inner angle for the directional cone.
  98675. */
  98676. directionalConeInnerAngle: number;
  98677. /**
  98678. * Gets or sets the outer angle for the directional cone.
  98679. */
  98680. /**
  98681. * Gets or sets the outer angle for the directional cone.
  98682. */
  98683. directionalConeOuterAngle: number;
  98684. /**
  98685. * Sets the position of the emitter if spatial sound is enabled
  98686. * @param newPosition Defines the new posisiton
  98687. */
  98688. setPosition(newPosition: Vector3): void;
  98689. /**
  98690. * Sets the local direction of the emitter if spatial sound is enabled
  98691. * @param newLocalDirection Defines the new local direction
  98692. */
  98693. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  98694. private _updateDirection;
  98695. /** @hidden */
  98696. updateDistanceFromListener(): void;
  98697. /**
  98698. * Sets a new custom attenuation function for the sound.
  98699. * @param callback Defines the function used for the attenuation
  98700. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  98701. */
  98702. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  98703. /**
  98704. * Play the sound
  98705. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  98706. * @param offset (optional) Start the sound at a specific time in seconds
  98707. * @param length (optional) Sound duration (in seconds)
  98708. */
  98709. play(time?: number, offset?: number, length?: number): void;
  98710. private _onended;
  98711. /**
  98712. * Stop the sound
  98713. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  98714. */
  98715. stop(time?: number): void;
  98716. /**
  98717. * Put the sound in pause
  98718. */
  98719. pause(): void;
  98720. /**
  98721. * Sets a dedicated volume for this sounds
  98722. * @param newVolume Define the new volume of the sound
  98723. * @param time Define time for gradual change to new volume
  98724. */
  98725. setVolume(newVolume: number, time?: number): void;
  98726. /**
  98727. * Set the sound play back rate
  98728. * @param newPlaybackRate Define the playback rate the sound should be played at
  98729. */
  98730. setPlaybackRate(newPlaybackRate: number): void;
  98731. /**
  98732. * Gets the volume of the sound.
  98733. * @returns the volume of the sound
  98734. */
  98735. getVolume(): number;
  98736. /**
  98737. * Attach the sound to a dedicated mesh
  98738. * @param transformNode The transform node to connect the sound with
  98739. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98740. */
  98741. attachToMesh(transformNode: TransformNode): void;
  98742. /**
  98743. * Detach the sound from the previously attached mesh
  98744. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  98745. */
  98746. detachFromMesh(): void;
  98747. private _onRegisterAfterWorldMatrixUpdate;
  98748. /**
  98749. * Clone the current sound in the scene.
  98750. * @returns the new sound clone
  98751. */
  98752. clone(): Nullable<Sound>;
  98753. /**
  98754. * Gets the current underlying audio buffer containing the data
  98755. * @returns the audio buffer
  98756. */
  98757. getAudioBuffer(): Nullable<AudioBuffer>;
  98758. /**
  98759. * Serializes the Sound in a JSON representation
  98760. * @returns the JSON representation of the sound
  98761. */
  98762. serialize(): any;
  98763. /**
  98764. * Parse a JSON representation of a sound to innstantiate in a given scene
  98765. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  98766. * @param scene Define the scene the new parsed sound should be created in
  98767. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  98768. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  98769. * @returns the newly parsed sound
  98770. */
  98771. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  98772. }
  98773. }
  98774. declare module BABYLON {
  98775. /**
  98776. * This defines an action helpful to play a defined sound on a triggered action.
  98777. */
  98778. export class PlaySoundAction extends Action {
  98779. private _sound;
  98780. /**
  98781. * Instantiate the action
  98782. * @param triggerOptions defines the trigger options
  98783. * @param sound defines the sound to play
  98784. * @param condition defines the trigger related conditions
  98785. */
  98786. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98787. /** @hidden */
  98788. _prepare(): void;
  98789. /**
  98790. * Execute the action and play the sound.
  98791. */
  98792. execute(): void;
  98793. /**
  98794. * Serializes the actions and its related information.
  98795. * @param parent defines the object to serialize in
  98796. * @returns the serialized object
  98797. */
  98798. serialize(parent: any): any;
  98799. }
  98800. /**
  98801. * This defines an action helpful to stop a defined sound on a triggered action.
  98802. */
  98803. export class StopSoundAction extends Action {
  98804. private _sound;
  98805. /**
  98806. * Instantiate the action
  98807. * @param triggerOptions defines the trigger options
  98808. * @param sound defines the sound to stop
  98809. * @param condition defines the trigger related conditions
  98810. */
  98811. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  98812. /** @hidden */
  98813. _prepare(): void;
  98814. /**
  98815. * Execute the action and stop the sound.
  98816. */
  98817. execute(): void;
  98818. /**
  98819. * Serializes the actions and its related information.
  98820. * @param parent defines the object to serialize in
  98821. * @returns the serialized object
  98822. */
  98823. serialize(parent: any): any;
  98824. }
  98825. }
  98826. declare module BABYLON {
  98827. /**
  98828. * This defines an action responsible to change the value of a property
  98829. * by interpolating between its current value and the newly set one once triggered.
  98830. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98831. */
  98832. export class InterpolateValueAction extends Action {
  98833. /**
  98834. * Defines the path of the property where the value should be interpolated
  98835. */
  98836. propertyPath: string;
  98837. /**
  98838. * Defines the target value at the end of the interpolation.
  98839. */
  98840. value: any;
  98841. /**
  98842. * Defines the time it will take for the property to interpolate to the value.
  98843. */
  98844. duration: number;
  98845. /**
  98846. * Defines if the other scene animations should be stopped when the action has been triggered
  98847. */
  98848. stopOtherAnimations?: boolean;
  98849. /**
  98850. * Defines a callback raised once the interpolation animation has been done.
  98851. */
  98852. onInterpolationDone?: () => void;
  98853. /**
  98854. * Observable triggered once the interpolation animation has been done.
  98855. */
  98856. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  98857. private _target;
  98858. private _effectiveTarget;
  98859. private _property;
  98860. /**
  98861. * Instantiate the action
  98862. * @param triggerOptions defines the trigger options
  98863. * @param target defines the object containing the value to interpolate
  98864. * @param propertyPath defines the path to the property in the target object
  98865. * @param value defines the target value at the end of the interpolation
  98866. * @param duration deines the time it will take for the property to interpolate to the value.
  98867. * @param condition defines the trigger related conditions
  98868. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  98869. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  98870. */
  98871. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  98872. /** @hidden */
  98873. _prepare(): void;
  98874. /**
  98875. * Execute the action starts the value interpolation.
  98876. */
  98877. execute(): void;
  98878. /**
  98879. * Serializes the actions and its related information.
  98880. * @param parent defines the object to serialize in
  98881. * @returns the serialized object
  98882. */
  98883. serialize(parent: any): any;
  98884. }
  98885. }
  98886. declare module BABYLON {
  98887. /**
  98888. * Options allowed during the creation of a sound track.
  98889. */
  98890. export interface ISoundTrackOptions {
  98891. /**
  98892. * The volume the sound track should take during creation
  98893. */
  98894. volume?: number;
  98895. /**
  98896. * Define if the sound track is the main sound track of the scene
  98897. */
  98898. mainTrack?: boolean;
  98899. }
  98900. /**
  98901. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  98902. * It will be also used in a future release to apply effects on a specific track.
  98903. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98904. */
  98905. export class SoundTrack {
  98906. /**
  98907. * The unique identifier of the sound track in the scene.
  98908. */
  98909. id: number;
  98910. /**
  98911. * The list of sounds included in the sound track.
  98912. */
  98913. soundCollection: Array<Sound>;
  98914. private _outputAudioNode;
  98915. private _scene;
  98916. private _isMainTrack;
  98917. private _connectedAnalyser;
  98918. private _options;
  98919. private _isInitialized;
  98920. /**
  98921. * Creates a new sound track.
  98922. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  98923. * @param scene Define the scene the sound track belongs to
  98924. * @param options
  98925. */
  98926. constructor(scene: Scene, options?: ISoundTrackOptions);
  98927. private _initializeSoundTrackAudioGraph;
  98928. /**
  98929. * Release the sound track and its associated resources
  98930. */
  98931. dispose(): void;
  98932. /**
  98933. * Adds a sound to this sound track
  98934. * @param sound define the cound to add
  98935. * @ignoreNaming
  98936. */
  98937. AddSound(sound: Sound): void;
  98938. /**
  98939. * Removes a sound to this sound track
  98940. * @param sound define the cound to remove
  98941. * @ignoreNaming
  98942. */
  98943. RemoveSound(sound: Sound): void;
  98944. /**
  98945. * Set a global volume for the full sound track.
  98946. * @param newVolume Define the new volume of the sound track
  98947. */
  98948. setVolume(newVolume: number): void;
  98949. /**
  98950. * Switch the panning model to HRTF:
  98951. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  98952. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98953. */
  98954. switchPanningModelToHRTF(): void;
  98955. /**
  98956. * Switch the panning model to Equal Power:
  98957. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  98958. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  98959. */
  98960. switchPanningModelToEqualPower(): void;
  98961. /**
  98962. * Connect the sound track to an audio analyser allowing some amazing
  98963. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98964. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98965. * @param analyser The analyser to connect to the engine
  98966. */
  98967. connectToAnalyser(analyser: Analyser): void;
  98968. }
  98969. }
  98970. declare module BABYLON {
  98971. interface AbstractScene {
  98972. /**
  98973. * The list of sounds used in the scene.
  98974. */
  98975. sounds: Nullable<Array<Sound>>;
  98976. }
  98977. interface Scene {
  98978. /**
  98979. * @hidden
  98980. * Backing field
  98981. */
  98982. _mainSoundTrack: SoundTrack;
  98983. /**
  98984. * The main sound track played by the scene.
  98985. * It cotains your primary collection of sounds.
  98986. */
  98987. mainSoundTrack: SoundTrack;
  98988. /**
  98989. * The list of sound tracks added to the scene
  98990. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98991. */
  98992. soundTracks: Nullable<Array<SoundTrack>>;
  98993. /**
  98994. * Gets a sound using a given name
  98995. * @param name defines the name to search for
  98996. * @return the found sound or null if not found at all.
  98997. */
  98998. getSoundByName(name: string): Nullable<Sound>;
  98999. /**
  99000. * Gets or sets if audio support is enabled
  99001. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99002. */
  99003. audioEnabled: boolean;
  99004. /**
  99005. * Gets or sets if audio will be output to headphones
  99006. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99007. */
  99008. headphone: boolean;
  99009. }
  99010. /**
  99011. * Defines the sound scene component responsible to manage any sounds
  99012. * in a given scene.
  99013. */
  99014. export class AudioSceneComponent implements ISceneSerializableComponent {
  99015. /**
  99016. * The component name helpfull to identify the component in the list of scene components.
  99017. */
  99018. readonly name: string;
  99019. /**
  99020. * The scene the component belongs to.
  99021. */
  99022. scene: Scene;
  99023. private _audioEnabled;
  99024. /**
  99025. * Gets whether audio is enabled or not.
  99026. * Please use related enable/disable method to switch state.
  99027. */
  99028. readonly audioEnabled: boolean;
  99029. private _headphone;
  99030. /**
  99031. * Gets whether audio is outputing to headphone or not.
  99032. * Please use the according Switch methods to change output.
  99033. */
  99034. readonly headphone: boolean;
  99035. /**
  99036. * Creates a new instance of the component for the given scene
  99037. * @param scene Defines the scene to register the component in
  99038. */
  99039. constructor(scene: Scene);
  99040. /**
  99041. * Registers the component in a given scene
  99042. */
  99043. register(): void;
  99044. /**
  99045. * Rebuilds the elements related to this component in case of
  99046. * context lost for instance.
  99047. */
  99048. rebuild(): void;
  99049. /**
  99050. * Serializes the component data to the specified json object
  99051. * @param serializationObject The object to serialize to
  99052. */
  99053. serialize(serializationObject: any): void;
  99054. /**
  99055. * Adds all the elements from the container to the scene
  99056. * @param container the container holding the elements
  99057. */
  99058. addFromContainer(container: AbstractScene): void;
  99059. /**
  99060. * Removes all the elements in the container from the scene
  99061. * @param container contains the elements to remove
  99062. * @param dispose if the removed element should be disposed (default: false)
  99063. */
  99064. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99065. /**
  99066. * Disposes the component and the associated ressources.
  99067. */
  99068. dispose(): void;
  99069. /**
  99070. * Disables audio in the associated scene.
  99071. */
  99072. disableAudio(): void;
  99073. /**
  99074. * Enables audio in the associated scene.
  99075. */
  99076. enableAudio(): void;
  99077. /**
  99078. * Switch audio to headphone output.
  99079. */
  99080. switchAudioModeForHeadphones(): void;
  99081. /**
  99082. * Switch audio to normal speakers.
  99083. */
  99084. switchAudioModeForNormalSpeakers(): void;
  99085. private _afterRender;
  99086. }
  99087. }
  99088. declare module BABYLON {
  99089. /**
  99090. * Wraps one or more Sound objects and selects one with random weight for playback.
  99091. */
  99092. export class WeightedSound {
  99093. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99094. loop: boolean;
  99095. private _coneInnerAngle;
  99096. private _coneOuterAngle;
  99097. private _volume;
  99098. /** A Sound is currently playing. */
  99099. isPlaying: boolean;
  99100. /** A Sound is currently paused. */
  99101. isPaused: boolean;
  99102. private _sounds;
  99103. private _weights;
  99104. private _currentIndex?;
  99105. /**
  99106. * Creates a new WeightedSound from the list of sounds given.
  99107. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99108. * @param sounds Array of Sounds that will be selected from.
  99109. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99110. */
  99111. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99112. /**
  99113. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99114. */
  99115. /**
  99116. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99117. */
  99118. directionalConeInnerAngle: number;
  99119. /**
  99120. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99121. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99122. */
  99123. /**
  99124. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99125. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99126. */
  99127. directionalConeOuterAngle: number;
  99128. /**
  99129. * Playback volume.
  99130. */
  99131. /**
  99132. * Playback volume.
  99133. */
  99134. volume: number;
  99135. private _onended;
  99136. /**
  99137. * Suspend playback
  99138. */
  99139. pause(): void;
  99140. /**
  99141. * Stop playback
  99142. */
  99143. stop(): void;
  99144. /**
  99145. * Start playback.
  99146. * @param startOffset Position the clip head at a specific time in seconds.
  99147. */
  99148. play(startOffset?: number): void;
  99149. }
  99150. }
  99151. declare module BABYLON {
  99152. /**
  99153. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99154. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99155. */
  99156. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99157. /**
  99158. * Gets the name of the behavior.
  99159. */
  99160. readonly name: string;
  99161. /**
  99162. * The easing function used by animations
  99163. */
  99164. static EasingFunction: BackEase;
  99165. /**
  99166. * The easing mode used by animations
  99167. */
  99168. static EasingMode: number;
  99169. /**
  99170. * The duration of the animation, in milliseconds
  99171. */
  99172. transitionDuration: number;
  99173. /**
  99174. * Length of the distance animated by the transition when lower radius is reached
  99175. */
  99176. lowerRadiusTransitionRange: number;
  99177. /**
  99178. * Length of the distance animated by the transition when upper radius is reached
  99179. */
  99180. upperRadiusTransitionRange: number;
  99181. private _autoTransitionRange;
  99182. /**
  99183. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99184. */
  99185. /**
  99186. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99187. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99188. */
  99189. autoTransitionRange: boolean;
  99190. private _attachedCamera;
  99191. private _onAfterCheckInputsObserver;
  99192. private _onMeshTargetChangedObserver;
  99193. /**
  99194. * Initializes the behavior.
  99195. */
  99196. init(): void;
  99197. /**
  99198. * Attaches the behavior to its arc rotate camera.
  99199. * @param camera Defines the camera to attach the behavior to
  99200. */
  99201. attach(camera: ArcRotateCamera): void;
  99202. /**
  99203. * Detaches the behavior from its current arc rotate camera.
  99204. */
  99205. detach(): void;
  99206. private _radiusIsAnimating;
  99207. private _radiusBounceTransition;
  99208. private _animatables;
  99209. private _cachedWheelPrecision;
  99210. /**
  99211. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99212. * @param radiusLimit The limit to check against.
  99213. * @return Bool to indicate if at limit.
  99214. */
  99215. private _isRadiusAtLimit;
  99216. /**
  99217. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99218. * @param radiusDelta The delta by which to animate to. Can be negative.
  99219. */
  99220. private _applyBoundRadiusAnimation;
  99221. /**
  99222. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99223. */
  99224. protected _clearAnimationLocks(): void;
  99225. /**
  99226. * Stops and removes all animations that have been applied to the camera
  99227. */
  99228. stopAllAnimations(): void;
  99229. }
  99230. }
  99231. declare module BABYLON {
  99232. /**
  99233. * 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.
  99234. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99235. */
  99236. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  99237. /**
  99238. * Gets the name of the behavior.
  99239. */
  99240. readonly name: string;
  99241. private _mode;
  99242. private _radiusScale;
  99243. private _positionScale;
  99244. private _defaultElevation;
  99245. private _elevationReturnTime;
  99246. private _elevationReturnWaitTime;
  99247. private _zoomStopsAnimation;
  99248. private _framingTime;
  99249. /**
  99250. * The easing function used by animations
  99251. */
  99252. static EasingFunction: ExponentialEase;
  99253. /**
  99254. * The easing mode used by animations
  99255. */
  99256. static EasingMode: number;
  99257. /**
  99258. * Sets the current mode used by the behavior
  99259. */
  99260. /**
  99261. * Gets current mode used by the behavior.
  99262. */
  99263. mode: number;
  99264. /**
  99265. * Sets the scale applied to the radius (1 by default)
  99266. */
  99267. /**
  99268. * Gets the scale applied to the radius
  99269. */
  99270. radiusScale: number;
  99271. /**
  99272. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99273. */
  99274. /**
  99275. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  99276. */
  99277. positionScale: number;
  99278. /**
  99279. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99280. * behaviour is triggered, in radians.
  99281. */
  99282. /**
  99283. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  99284. * behaviour is triggered, in radians.
  99285. */
  99286. defaultElevation: number;
  99287. /**
  99288. * Sets the time (in milliseconds) taken to return to the default beta position.
  99289. * Negative value indicates camera should not return to default.
  99290. */
  99291. /**
  99292. * Gets the time (in milliseconds) taken to return to the default beta position.
  99293. * Negative value indicates camera should not return to default.
  99294. */
  99295. elevationReturnTime: number;
  99296. /**
  99297. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99298. */
  99299. /**
  99300. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  99301. */
  99302. elevationReturnWaitTime: number;
  99303. /**
  99304. * Sets the flag that indicates if user zooming should stop animation.
  99305. */
  99306. /**
  99307. * Gets the flag that indicates if user zooming should stop animation.
  99308. */
  99309. zoomStopsAnimation: boolean;
  99310. /**
  99311. * Sets the transition time when framing the mesh, in milliseconds
  99312. */
  99313. /**
  99314. * Gets the transition time when framing the mesh, in milliseconds
  99315. */
  99316. framingTime: number;
  99317. /**
  99318. * Define if the behavior should automatically change the configured
  99319. * camera limits and sensibilities.
  99320. */
  99321. autoCorrectCameraLimitsAndSensibility: boolean;
  99322. private _onPrePointerObservableObserver;
  99323. private _onAfterCheckInputsObserver;
  99324. private _onMeshTargetChangedObserver;
  99325. private _attachedCamera;
  99326. private _isPointerDown;
  99327. private _lastInteractionTime;
  99328. /**
  99329. * Initializes the behavior.
  99330. */
  99331. init(): void;
  99332. /**
  99333. * Attaches the behavior to its arc rotate camera.
  99334. * @param camera Defines the camera to attach the behavior to
  99335. */
  99336. attach(camera: ArcRotateCamera): void;
  99337. /**
  99338. * Detaches the behavior from its current arc rotate camera.
  99339. */
  99340. detach(): void;
  99341. private _animatables;
  99342. private _betaIsAnimating;
  99343. private _betaTransition;
  99344. private _radiusTransition;
  99345. private _vectorTransition;
  99346. /**
  99347. * Targets the given mesh and updates zoom level accordingly.
  99348. * @param mesh The mesh to target.
  99349. * @param radius Optional. If a cached radius position already exists, overrides default.
  99350. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99351. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99352. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99353. */
  99354. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99355. /**
  99356. * Targets the given mesh with its children and updates zoom level accordingly.
  99357. * @param mesh The mesh to target.
  99358. * @param radius Optional. If a cached radius position already exists, overrides default.
  99359. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99360. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99361. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99362. */
  99363. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99364. /**
  99365. * Targets the given meshes with their children and updates zoom level accordingly.
  99366. * @param meshes The mesh to target.
  99367. * @param radius Optional. If a cached radius position already exists, overrides default.
  99368. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  99369. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99370. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99371. */
  99372. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99373. /**
  99374. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  99375. * @param minimumWorld Determines the smaller position of the bounding box extend
  99376. * @param maximumWorld Determines the bigger position of the bounding box extend
  99377. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  99378. * @param onAnimationEnd Callback triggered at the end of the framing animation
  99379. */
  99380. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  99381. /**
  99382. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  99383. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  99384. * frustum width.
  99385. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  99386. * to fully enclose the mesh in the viewing frustum.
  99387. */
  99388. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  99389. /**
  99390. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  99391. * is automatically returned to its default position (expected to be above ground plane).
  99392. */
  99393. private _maintainCameraAboveGround;
  99394. /**
  99395. * Returns the frustum slope based on the canvas ratio and camera FOV
  99396. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  99397. */
  99398. private _getFrustumSlope;
  99399. /**
  99400. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  99401. */
  99402. private _clearAnimationLocks;
  99403. /**
  99404. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  99405. */
  99406. private _applyUserInteraction;
  99407. /**
  99408. * Stops and removes all animations that have been applied to the camera
  99409. */
  99410. stopAllAnimations(): void;
  99411. /**
  99412. * Gets a value indicating if the user is moving the camera
  99413. */
  99414. readonly isUserIsMoving: boolean;
  99415. /**
  99416. * The camera can move all the way towards the mesh.
  99417. */
  99418. static IgnoreBoundsSizeMode: number;
  99419. /**
  99420. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  99421. */
  99422. static FitFrustumSidesMode: number;
  99423. }
  99424. }
  99425. declare module BABYLON {
  99426. /**
  99427. * Base class for Camera Pointer Inputs.
  99428. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  99429. * for example usage.
  99430. */
  99431. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  99432. /**
  99433. * Defines the camera the input is attached to.
  99434. */
  99435. abstract camera: Camera;
  99436. /**
  99437. * Whether keyboard modifier keys are pressed at time of last mouse event.
  99438. */
  99439. protected _altKey: boolean;
  99440. protected _ctrlKey: boolean;
  99441. protected _metaKey: boolean;
  99442. protected _shiftKey: boolean;
  99443. /**
  99444. * Which mouse buttons were pressed at time of last mouse event.
  99445. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  99446. */
  99447. protected _buttonsPressed: number;
  99448. /**
  99449. * Defines the buttons associated with the input to handle camera move.
  99450. */
  99451. buttons: number[];
  99452. /**
  99453. * Attach the input controls to a specific dom element to get the input from.
  99454. * @param element Defines the element the controls should be listened from
  99455. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99456. */
  99457. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99458. /**
  99459. * Detach the current controls from the specified dom element.
  99460. * @param element Defines the element to stop listening the inputs from
  99461. */
  99462. detachControl(element: Nullable<HTMLElement>): void;
  99463. /**
  99464. * Gets the class name of the current input.
  99465. * @returns the class name
  99466. */
  99467. getClassName(): string;
  99468. /**
  99469. * Get the friendly name associated with the input class.
  99470. * @returns the input friendly name
  99471. */
  99472. getSimpleName(): string;
  99473. /**
  99474. * Called on pointer POINTERDOUBLETAP event.
  99475. * Override this method to provide functionality on POINTERDOUBLETAP event.
  99476. */
  99477. protected onDoubleTap(type: string): void;
  99478. /**
  99479. * Called on pointer POINTERMOVE event if only a single touch is active.
  99480. * Override this method to provide functionality.
  99481. */
  99482. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99483. /**
  99484. * Called on pointer POINTERMOVE event if multiple touches are active.
  99485. * Override this method to provide functionality.
  99486. */
  99487. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99488. /**
  99489. * Called on JS contextmenu event.
  99490. * Override this method to provide functionality.
  99491. */
  99492. protected onContextMenu(evt: PointerEvent): void;
  99493. /**
  99494. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99495. * press.
  99496. * Override this method to provide functionality.
  99497. */
  99498. protected onButtonDown(evt: PointerEvent): void;
  99499. /**
  99500. * Called each time a new POINTERUP event occurs. Ie, for each button
  99501. * release.
  99502. * Override this method to provide functionality.
  99503. */
  99504. protected onButtonUp(evt: PointerEvent): void;
  99505. /**
  99506. * Called when window becomes inactive.
  99507. * Override this method to provide functionality.
  99508. */
  99509. protected onLostFocus(): void;
  99510. private _pointerInput;
  99511. private _observer;
  99512. private _onLostFocus;
  99513. private pointA;
  99514. private pointB;
  99515. }
  99516. }
  99517. declare module BABYLON {
  99518. /**
  99519. * Manage the pointers inputs to control an arc rotate camera.
  99520. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99521. */
  99522. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  99523. /**
  99524. * Defines the camera the input is attached to.
  99525. */
  99526. camera: ArcRotateCamera;
  99527. /**
  99528. * Gets the class name of the current input.
  99529. * @returns the class name
  99530. */
  99531. getClassName(): string;
  99532. /**
  99533. * Defines the buttons associated with the input to handle camera move.
  99534. */
  99535. buttons: number[];
  99536. /**
  99537. * Defines the pointer angular sensibility along the X axis or how fast is
  99538. * the camera rotating.
  99539. */
  99540. angularSensibilityX: number;
  99541. /**
  99542. * Defines the pointer angular sensibility along the Y axis or how fast is
  99543. * the camera rotating.
  99544. */
  99545. angularSensibilityY: number;
  99546. /**
  99547. * Defines the pointer pinch precision or how fast is the camera zooming.
  99548. */
  99549. pinchPrecision: number;
  99550. /**
  99551. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  99552. * from 0.
  99553. * It defines the percentage of current camera.radius to use as delta when
  99554. * pinch zoom is used.
  99555. */
  99556. pinchDeltaPercentage: number;
  99557. /**
  99558. * Defines the pointer panning sensibility or how fast is the camera moving.
  99559. */
  99560. panningSensibility: number;
  99561. /**
  99562. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  99563. */
  99564. multiTouchPanning: boolean;
  99565. /**
  99566. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  99567. * zoom (pinch) through multitouch.
  99568. */
  99569. multiTouchPanAndZoom: boolean;
  99570. /**
  99571. * Revers pinch action direction.
  99572. */
  99573. pinchInwards: boolean;
  99574. private _isPanClick;
  99575. private _twoFingerActivityCount;
  99576. private _isPinching;
  99577. /**
  99578. * Called on pointer POINTERMOVE event if only a single touch is active.
  99579. */
  99580. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  99581. /**
  99582. * Called on pointer POINTERDOUBLETAP event.
  99583. */
  99584. protected onDoubleTap(type: string): void;
  99585. /**
  99586. * Called on pointer POINTERMOVE event if multiple touches are active.
  99587. */
  99588. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  99589. /**
  99590. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  99591. * press.
  99592. */
  99593. protected onButtonDown(evt: PointerEvent): void;
  99594. /**
  99595. * Called each time a new POINTERUP event occurs. Ie, for each button
  99596. * release.
  99597. */
  99598. protected onButtonUp(evt: PointerEvent): void;
  99599. /**
  99600. * Called when window becomes inactive.
  99601. */
  99602. protected onLostFocus(): void;
  99603. }
  99604. }
  99605. declare module BABYLON {
  99606. /**
  99607. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  99608. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99609. */
  99610. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  99611. /**
  99612. * Defines the camera the input is attached to.
  99613. */
  99614. camera: ArcRotateCamera;
  99615. /**
  99616. * Defines the list of key codes associated with the up action (increase alpha)
  99617. */
  99618. keysUp: number[];
  99619. /**
  99620. * Defines the list of key codes associated with the down action (decrease alpha)
  99621. */
  99622. keysDown: number[];
  99623. /**
  99624. * Defines the list of key codes associated with the left action (increase beta)
  99625. */
  99626. keysLeft: number[];
  99627. /**
  99628. * Defines the list of key codes associated with the right action (decrease beta)
  99629. */
  99630. keysRight: number[];
  99631. /**
  99632. * Defines the list of key codes associated with the reset action.
  99633. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  99634. */
  99635. keysReset: number[];
  99636. /**
  99637. * Defines the panning sensibility of the inputs.
  99638. * (How fast is the camera paning)
  99639. */
  99640. panningSensibility: number;
  99641. /**
  99642. * Defines the zooming sensibility of the inputs.
  99643. * (How fast is the camera zooming)
  99644. */
  99645. zoomingSensibility: number;
  99646. /**
  99647. * Defines wether maintaining the alt key down switch the movement mode from
  99648. * orientation to zoom.
  99649. */
  99650. useAltToZoom: boolean;
  99651. /**
  99652. * Rotation speed of the camera
  99653. */
  99654. angularSpeed: number;
  99655. private _keys;
  99656. private _ctrlPressed;
  99657. private _altPressed;
  99658. private _onCanvasBlurObserver;
  99659. private _onKeyboardObserver;
  99660. private _engine;
  99661. private _scene;
  99662. /**
  99663. * Attach the input controls to a specific dom element to get the input from.
  99664. * @param element Defines the element the controls should be listened from
  99665. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99666. */
  99667. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99668. /**
  99669. * Detach the current controls from the specified dom element.
  99670. * @param element Defines the element to stop listening the inputs from
  99671. */
  99672. detachControl(element: Nullable<HTMLElement>): void;
  99673. /**
  99674. * Update the current camera state depending on the inputs that have been used this frame.
  99675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  99676. */
  99677. checkInputs(): void;
  99678. /**
  99679. * Gets the class name of the current intput.
  99680. * @returns the class name
  99681. */
  99682. getClassName(): string;
  99683. /**
  99684. * Get the friendly name associated with the input class.
  99685. * @returns the input friendly name
  99686. */
  99687. getSimpleName(): string;
  99688. }
  99689. }
  99690. declare module BABYLON {
  99691. /**
  99692. * Manage the mouse wheel inputs to control an arc rotate camera.
  99693. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99694. */
  99695. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  99696. /**
  99697. * Defines the camera the input is attached to.
  99698. */
  99699. camera: ArcRotateCamera;
  99700. /**
  99701. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99702. */
  99703. wheelPrecision: number;
  99704. /**
  99705. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  99706. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  99707. */
  99708. wheelDeltaPercentage: number;
  99709. private _wheel;
  99710. private _observer;
  99711. private computeDeltaFromMouseWheelLegacyEvent;
  99712. /**
  99713. * Attach the input controls to a specific dom element to get the input from.
  99714. * @param element Defines the element the controls should be listened from
  99715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  99716. */
  99717. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  99718. /**
  99719. * Detach the current controls from the specified dom element.
  99720. * @param element Defines the element to stop listening the inputs from
  99721. */
  99722. detachControl(element: Nullable<HTMLElement>): void;
  99723. /**
  99724. * Gets the class name of the current intput.
  99725. * @returns the class name
  99726. */
  99727. getClassName(): string;
  99728. /**
  99729. * Get the friendly name associated with the input class.
  99730. * @returns the input friendly name
  99731. */
  99732. getSimpleName(): string;
  99733. }
  99734. }
  99735. declare module BABYLON {
  99736. /**
  99737. * Default Inputs manager for the ArcRotateCamera.
  99738. * It groups all the default supported inputs for ease of use.
  99739. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  99740. */
  99741. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  99742. /**
  99743. * Instantiates a new ArcRotateCameraInputsManager.
  99744. * @param camera Defines the camera the inputs belong to
  99745. */
  99746. constructor(camera: ArcRotateCamera);
  99747. /**
  99748. * Add mouse wheel input support to the input manager.
  99749. * @returns the current input manager
  99750. */
  99751. addMouseWheel(): ArcRotateCameraInputsManager;
  99752. /**
  99753. * Add pointers input support to the input manager.
  99754. * @returns the current input manager
  99755. */
  99756. addPointers(): ArcRotateCameraInputsManager;
  99757. /**
  99758. * Add keyboard input support to the input manager.
  99759. * @returns the current input manager
  99760. */
  99761. addKeyboard(): ArcRotateCameraInputsManager;
  99762. }
  99763. }
  99764. declare module BABYLON {
  99765. /**
  99766. * This represents an orbital type of camera.
  99767. *
  99768. * 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.
  99769. * 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.
  99770. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  99771. */
  99772. export class ArcRotateCamera extends TargetCamera {
  99773. /**
  99774. * Defines the rotation angle of the camera along the longitudinal axis.
  99775. */
  99776. alpha: number;
  99777. /**
  99778. * Defines the rotation angle of the camera along the latitudinal axis.
  99779. */
  99780. beta: number;
  99781. /**
  99782. * Defines the radius of the camera from it s target point.
  99783. */
  99784. radius: number;
  99785. protected _target: Vector3;
  99786. protected _targetHost: Nullable<AbstractMesh>;
  99787. /**
  99788. * Defines the target point of the camera.
  99789. * The camera looks towards it form the radius distance.
  99790. */
  99791. target: Vector3;
  99792. /**
  99793. * Define the current local position of the camera in the scene
  99794. */
  99795. position: Vector3;
  99796. protected _upVector: Vector3;
  99797. protected _upToYMatrix: Matrix;
  99798. protected _YToUpMatrix: Matrix;
  99799. /**
  99800. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  99801. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  99802. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  99803. */
  99804. upVector: Vector3;
  99805. /**
  99806. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  99807. */
  99808. setMatUp(): void;
  99809. /**
  99810. * Current inertia value on the longitudinal axis.
  99811. * The bigger this number the longer it will take for the camera to stop.
  99812. */
  99813. inertialAlphaOffset: number;
  99814. /**
  99815. * Current inertia value on the latitudinal axis.
  99816. * The bigger this number the longer it will take for the camera to stop.
  99817. */
  99818. inertialBetaOffset: number;
  99819. /**
  99820. * Current inertia value on the radius axis.
  99821. * The bigger this number the longer it will take for the camera to stop.
  99822. */
  99823. inertialRadiusOffset: number;
  99824. /**
  99825. * Minimum allowed angle on the longitudinal axis.
  99826. * This can help limiting how the Camera is able to move in the scene.
  99827. */
  99828. lowerAlphaLimit: Nullable<number>;
  99829. /**
  99830. * Maximum allowed angle on the longitudinal axis.
  99831. * This can help limiting how the Camera is able to move in the scene.
  99832. */
  99833. upperAlphaLimit: Nullable<number>;
  99834. /**
  99835. * Minimum allowed angle on the latitudinal axis.
  99836. * This can help limiting how the Camera is able to move in the scene.
  99837. */
  99838. lowerBetaLimit: number;
  99839. /**
  99840. * Maximum allowed angle on the latitudinal axis.
  99841. * This can help limiting how the Camera is able to move in the scene.
  99842. */
  99843. upperBetaLimit: number;
  99844. /**
  99845. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  99846. * This can help limiting how the Camera is able to move in the scene.
  99847. */
  99848. lowerRadiusLimit: Nullable<number>;
  99849. /**
  99850. * Maximum allowed distance of the camera to the target (The camera can not get further).
  99851. * This can help limiting how the Camera is able to move in the scene.
  99852. */
  99853. upperRadiusLimit: Nullable<number>;
  99854. /**
  99855. * Defines the current inertia value used during panning of the camera along the X axis.
  99856. */
  99857. inertialPanningX: number;
  99858. /**
  99859. * Defines the current inertia value used during panning of the camera along the Y axis.
  99860. */
  99861. inertialPanningY: number;
  99862. /**
  99863. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  99864. * Basically if your fingers moves away from more than this distance you will be considered
  99865. * in pinch mode.
  99866. */
  99867. pinchToPanMaxDistance: number;
  99868. /**
  99869. * Defines the maximum distance the camera can pan.
  99870. * This could help keeping the cammera always in your scene.
  99871. */
  99872. panningDistanceLimit: Nullable<number>;
  99873. /**
  99874. * Defines the target of the camera before paning.
  99875. */
  99876. panningOriginTarget: Vector3;
  99877. /**
  99878. * Defines the value of the inertia used during panning.
  99879. * 0 would mean stop inertia and one would mean no decelleration at all.
  99880. */
  99881. panningInertia: number;
  99882. /**
  99883. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  99884. */
  99885. angularSensibilityX: number;
  99886. /**
  99887. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  99888. */
  99889. angularSensibilityY: number;
  99890. /**
  99891. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  99892. */
  99893. pinchPrecision: number;
  99894. /**
  99895. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  99896. * It will be used instead of pinchDeltaPrecision if different from 0.
  99897. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99898. */
  99899. pinchDeltaPercentage: number;
  99900. /**
  99901. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  99902. */
  99903. panningSensibility: number;
  99904. /**
  99905. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  99906. */
  99907. keysUp: number[];
  99908. /**
  99909. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  99910. */
  99911. keysDown: number[];
  99912. /**
  99913. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  99914. */
  99915. keysLeft: number[];
  99916. /**
  99917. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  99918. */
  99919. keysRight: number[];
  99920. /**
  99921. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  99922. */
  99923. wheelPrecision: number;
  99924. /**
  99925. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  99926. * It will be used instead of pinchDeltaPrecision if different from 0.
  99927. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  99928. */
  99929. wheelDeltaPercentage: number;
  99930. /**
  99931. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  99932. */
  99933. zoomOnFactor: number;
  99934. /**
  99935. * Defines a screen offset for the camera position.
  99936. */
  99937. targetScreenOffset: Vector2;
  99938. /**
  99939. * Allows the camera to be completely reversed.
  99940. * If false the camera can not arrive upside down.
  99941. */
  99942. allowUpsideDown: boolean;
  99943. /**
  99944. * Define if double tap/click is used to restore the previously saved state of the camera.
  99945. */
  99946. useInputToRestoreState: boolean;
  99947. /** @hidden */
  99948. _viewMatrix: Matrix;
  99949. /** @hidden */
  99950. _useCtrlForPanning: boolean;
  99951. /** @hidden */
  99952. _panningMouseButton: number;
  99953. /**
  99954. * Defines the input associated to the camera.
  99955. */
  99956. inputs: ArcRotateCameraInputsManager;
  99957. /** @hidden */
  99958. _reset: () => void;
  99959. /**
  99960. * Defines the allowed panning axis.
  99961. */
  99962. panningAxis: Vector3;
  99963. protected _localDirection: Vector3;
  99964. protected _transformedDirection: Vector3;
  99965. private _bouncingBehavior;
  99966. /**
  99967. * Gets the bouncing behavior of the camera if it has been enabled.
  99968. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99969. */
  99970. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  99971. /**
  99972. * Defines if the bouncing behavior of the camera is enabled on the camera.
  99973. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99974. */
  99975. useBouncingBehavior: boolean;
  99976. private _framingBehavior;
  99977. /**
  99978. * Gets the framing behavior of the camera if it has been enabled.
  99979. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99980. */
  99981. readonly framingBehavior: Nullable<FramingBehavior>;
  99982. /**
  99983. * Defines if the framing behavior of the camera is enabled on the camera.
  99984. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  99985. */
  99986. useFramingBehavior: boolean;
  99987. private _autoRotationBehavior;
  99988. /**
  99989. * Gets the auto rotation behavior of the camera if it has been enabled.
  99990. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99991. */
  99992. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  99993. /**
  99994. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  99995. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  99996. */
  99997. useAutoRotationBehavior: boolean;
  99998. /**
  99999. * Observable triggered when the mesh target has been changed on the camera.
  100000. */
  100001. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100002. /**
  100003. * Event raised when the camera is colliding with a mesh.
  100004. */
  100005. onCollide: (collidedMesh: AbstractMesh) => void;
  100006. /**
  100007. * Defines whether the camera should check collision with the objects oh the scene.
  100008. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100009. */
  100010. checkCollisions: boolean;
  100011. /**
  100012. * Defines the collision radius of the camera.
  100013. * This simulates a sphere around the camera.
  100014. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100015. */
  100016. collisionRadius: Vector3;
  100017. protected _collider: Collider;
  100018. protected _previousPosition: Vector3;
  100019. protected _collisionVelocity: Vector3;
  100020. protected _newPosition: Vector3;
  100021. protected _previousAlpha: number;
  100022. protected _previousBeta: number;
  100023. protected _previousRadius: number;
  100024. protected _collisionTriggered: boolean;
  100025. protected _targetBoundingCenter: Nullable<Vector3>;
  100026. private _computationVector;
  100027. /**
  100028. * Instantiates a new ArcRotateCamera in a given scene
  100029. * @param name Defines the name of the camera
  100030. * @param alpha Defines the camera rotation along the logitudinal axis
  100031. * @param beta Defines the camera rotation along the latitudinal axis
  100032. * @param radius Defines the camera distance from its target
  100033. * @param target Defines the camera target
  100034. * @param scene Defines the scene the camera belongs to
  100035. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100036. */
  100037. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100038. /** @hidden */
  100039. _initCache(): void;
  100040. /** @hidden */
  100041. _updateCache(ignoreParentClass?: boolean): void;
  100042. protected _getTargetPosition(): Vector3;
  100043. private _storedAlpha;
  100044. private _storedBeta;
  100045. private _storedRadius;
  100046. private _storedTarget;
  100047. /**
  100048. * Stores the current state of the camera (alpha, beta, radius and target)
  100049. * @returns the camera itself
  100050. */
  100051. storeState(): Camera;
  100052. /**
  100053. * @hidden
  100054. * Restored camera state. You must call storeState() first
  100055. */
  100056. _restoreStateValues(): boolean;
  100057. /** @hidden */
  100058. _isSynchronizedViewMatrix(): boolean;
  100059. /**
  100060. * Attached controls to the current camera.
  100061. * @param element Defines the element the controls should be listened from
  100062. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100063. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100064. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100065. */
  100066. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100067. /**
  100068. * Detach the current controls from the camera.
  100069. * The camera will stop reacting to inputs.
  100070. * @param element Defines the element to stop listening the inputs from
  100071. */
  100072. detachControl(element: HTMLElement): void;
  100073. /** @hidden */
  100074. _checkInputs(): void;
  100075. protected _checkLimits(): void;
  100076. /**
  100077. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100078. */
  100079. rebuildAnglesAndRadius(): void;
  100080. /**
  100081. * Use a position to define the current camera related information like aplha, beta and radius
  100082. * @param position Defines the position to set the camera at
  100083. */
  100084. setPosition(position: Vector3): void;
  100085. /**
  100086. * Defines the target the camera should look at.
  100087. * This will automatically adapt alpha beta and radius to fit within the new target.
  100088. * @param target Defines the new target as a Vector or a mesh
  100089. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100090. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100091. */
  100092. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100093. /** @hidden */
  100094. _getViewMatrix(): Matrix;
  100095. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100096. /**
  100097. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100098. * @param meshes Defines the mesh to zoom on
  100099. * @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)
  100100. */
  100101. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100102. /**
  100103. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100104. * The target will be changed but the radius
  100105. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100106. * @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)
  100107. */
  100108. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100109. min: Vector3;
  100110. max: Vector3;
  100111. distance: number;
  100112. }, doNotUpdateMaxZ?: boolean): void;
  100113. /**
  100114. * @override
  100115. * Override Camera.createRigCamera
  100116. */
  100117. createRigCamera(name: string, cameraIndex: number): Camera;
  100118. /**
  100119. * @hidden
  100120. * @override
  100121. * Override Camera._updateRigCameras
  100122. */
  100123. _updateRigCameras(): void;
  100124. /**
  100125. * Destroy the camera and release the current resources hold by it.
  100126. */
  100127. dispose(): void;
  100128. /**
  100129. * Gets the current object class name.
  100130. * @return the class name
  100131. */
  100132. getClassName(): string;
  100133. }
  100134. }
  100135. declare module BABYLON {
  100136. /**
  100137. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100138. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100139. */
  100140. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100141. /**
  100142. * Gets the name of the behavior.
  100143. */
  100144. readonly name: string;
  100145. private _zoomStopsAnimation;
  100146. private _idleRotationSpeed;
  100147. private _idleRotationWaitTime;
  100148. private _idleRotationSpinupTime;
  100149. /**
  100150. * Sets the flag that indicates if user zooming should stop animation.
  100151. */
  100152. /**
  100153. * Gets the flag that indicates if user zooming should stop animation.
  100154. */
  100155. zoomStopsAnimation: boolean;
  100156. /**
  100157. * Sets the default speed at which the camera rotates around the model.
  100158. */
  100159. /**
  100160. * Gets the default speed at which the camera rotates around the model.
  100161. */
  100162. idleRotationSpeed: number;
  100163. /**
  100164. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100165. */
  100166. /**
  100167. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100168. */
  100169. idleRotationWaitTime: number;
  100170. /**
  100171. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100172. */
  100173. /**
  100174. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100175. */
  100176. idleRotationSpinupTime: number;
  100177. /**
  100178. * Gets a value indicating if the camera is currently rotating because of this behavior
  100179. */
  100180. readonly rotationInProgress: boolean;
  100181. private _onPrePointerObservableObserver;
  100182. private _onAfterCheckInputsObserver;
  100183. private _attachedCamera;
  100184. private _isPointerDown;
  100185. private _lastFrameTime;
  100186. private _lastInteractionTime;
  100187. private _cameraRotationSpeed;
  100188. /**
  100189. * Initializes the behavior.
  100190. */
  100191. init(): void;
  100192. /**
  100193. * Attaches the behavior to its arc rotate camera.
  100194. * @param camera Defines the camera to attach the behavior to
  100195. */
  100196. attach(camera: ArcRotateCamera): void;
  100197. /**
  100198. * Detaches the behavior from its current arc rotate camera.
  100199. */
  100200. detach(): void;
  100201. /**
  100202. * Returns true if user is scrolling.
  100203. * @return true if user is scrolling.
  100204. */
  100205. private _userIsZooming;
  100206. private _lastFrameRadius;
  100207. private _shouldAnimationStopForInteraction;
  100208. /**
  100209. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100210. */
  100211. private _applyUserInteraction;
  100212. private _userIsMoving;
  100213. }
  100214. }
  100215. declare module BABYLON {
  100216. /**
  100217. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100218. */
  100219. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100220. private ui;
  100221. /**
  100222. * The name of the behavior
  100223. */
  100224. name: string;
  100225. /**
  100226. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100227. */
  100228. distanceAwayFromFace: number;
  100229. /**
  100230. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100231. */
  100232. distanceAwayFromBottomOfFace: number;
  100233. private _faceVectors;
  100234. private _target;
  100235. private _scene;
  100236. private _onRenderObserver;
  100237. private _tmpMatrix;
  100238. private _tmpVector;
  100239. /**
  100240. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  100241. * @param ui The transform node that should be attched to the mesh
  100242. */
  100243. constructor(ui: TransformNode);
  100244. /**
  100245. * Initializes the behavior
  100246. */
  100247. init(): void;
  100248. private _closestFace;
  100249. private _zeroVector;
  100250. private _lookAtTmpMatrix;
  100251. private _lookAtToRef;
  100252. /**
  100253. * Attaches the AttachToBoxBehavior to the passed in mesh
  100254. * @param target The mesh that the specified node will be attached to
  100255. */
  100256. attach(target: Mesh): void;
  100257. /**
  100258. * Detaches the behavior from the mesh
  100259. */
  100260. detach(): void;
  100261. }
  100262. }
  100263. declare module BABYLON {
  100264. /**
  100265. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  100266. */
  100267. export class FadeInOutBehavior implements Behavior<Mesh> {
  100268. /**
  100269. * Time in milliseconds to delay before fading in (Default: 0)
  100270. */
  100271. delay: number;
  100272. /**
  100273. * Time in milliseconds for the mesh to fade in (Default: 300)
  100274. */
  100275. fadeInTime: number;
  100276. private _millisecondsPerFrame;
  100277. private _hovered;
  100278. private _hoverValue;
  100279. private _ownerNode;
  100280. /**
  100281. * Instatiates the FadeInOutBehavior
  100282. */
  100283. constructor();
  100284. /**
  100285. * The name of the behavior
  100286. */
  100287. readonly name: string;
  100288. /**
  100289. * Initializes the behavior
  100290. */
  100291. init(): void;
  100292. /**
  100293. * Attaches the fade behavior on the passed in mesh
  100294. * @param ownerNode The mesh that will be faded in/out once attached
  100295. */
  100296. attach(ownerNode: Mesh): void;
  100297. /**
  100298. * Detaches the behavior from the mesh
  100299. */
  100300. detach(): void;
  100301. /**
  100302. * Triggers the mesh to begin fading in or out
  100303. * @param value if the object should fade in or out (true to fade in)
  100304. */
  100305. fadeIn(value: boolean): void;
  100306. private _update;
  100307. private _setAllVisibility;
  100308. }
  100309. }
  100310. declare module BABYLON {
  100311. /**
  100312. * Class containing a set of static utilities functions for managing Pivots
  100313. * @hidden
  100314. */
  100315. export class PivotTools {
  100316. private static _PivotCached;
  100317. private static _OldPivotPoint;
  100318. private static _PivotTranslation;
  100319. private static _PivotTmpVector;
  100320. /** @hidden */
  100321. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  100322. /** @hidden */
  100323. static _RestorePivotPoint(mesh: AbstractMesh): void;
  100324. }
  100325. }
  100326. declare module BABYLON {
  100327. /**
  100328. * Class containing static functions to help procedurally build meshes
  100329. */
  100330. export class PlaneBuilder {
  100331. /**
  100332. * Creates a plane mesh
  100333. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  100334. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  100335. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  100336. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  100337. * * 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
  100338. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  100339. * @param name defines the name of the mesh
  100340. * @param options defines the options used to create the mesh
  100341. * @param scene defines the hosting scene
  100342. * @returns the plane mesh
  100343. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  100344. */
  100345. static CreatePlane(name: string, options: {
  100346. size?: number;
  100347. width?: number;
  100348. height?: number;
  100349. sideOrientation?: number;
  100350. frontUVs?: Vector4;
  100351. backUVs?: Vector4;
  100352. updatable?: boolean;
  100353. sourcePlane?: Plane;
  100354. }, scene?: Nullable<Scene>): Mesh;
  100355. }
  100356. }
  100357. declare module BABYLON {
  100358. /**
  100359. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100360. */
  100361. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  100362. private static _AnyMouseID;
  100363. /**
  100364. * Abstract mesh the behavior is set on
  100365. */
  100366. attachedNode: AbstractMesh;
  100367. private _dragPlane;
  100368. private _scene;
  100369. private _pointerObserver;
  100370. private _beforeRenderObserver;
  100371. private static _planeScene;
  100372. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  100373. /**
  100374. * 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)
  100375. */
  100376. maxDragAngle: number;
  100377. /**
  100378. * @hidden
  100379. */
  100380. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  100381. /**
  100382. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100383. */
  100384. currentDraggingPointerID: number;
  100385. /**
  100386. * The last position where the pointer hit the drag plane in world space
  100387. */
  100388. lastDragPosition: Vector3;
  100389. /**
  100390. * If the behavior is currently in a dragging state
  100391. */
  100392. dragging: boolean;
  100393. /**
  100394. * 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)
  100395. */
  100396. dragDeltaRatio: number;
  100397. /**
  100398. * If the drag plane orientation should be updated during the dragging (Default: true)
  100399. */
  100400. updateDragPlane: boolean;
  100401. private _debugMode;
  100402. private _moving;
  100403. /**
  100404. * Fires each time the attached mesh is dragged with the pointer
  100405. * * delta between last drag position and current drag position in world space
  100406. * * dragDistance along the drag axis
  100407. * * dragPlaneNormal normal of the current drag plane used during the drag
  100408. * * dragPlanePoint in world space where the drag intersects the drag plane
  100409. */
  100410. onDragObservable: Observable<{
  100411. delta: Vector3;
  100412. dragPlanePoint: Vector3;
  100413. dragPlaneNormal: Vector3;
  100414. dragDistance: number;
  100415. pointerId: number;
  100416. }>;
  100417. /**
  100418. * Fires each time a drag begins (eg. mouse down on mesh)
  100419. */
  100420. onDragStartObservable: Observable<{
  100421. dragPlanePoint: Vector3;
  100422. pointerId: number;
  100423. }>;
  100424. /**
  100425. * Fires each time a drag ends (eg. mouse release after drag)
  100426. */
  100427. onDragEndObservable: Observable<{
  100428. dragPlanePoint: Vector3;
  100429. pointerId: number;
  100430. }>;
  100431. /**
  100432. * If the attached mesh should be moved when dragged
  100433. */
  100434. moveAttached: boolean;
  100435. /**
  100436. * If the drag behavior will react to drag events (Default: true)
  100437. */
  100438. enabled: boolean;
  100439. /**
  100440. * If pointer events should start and release the drag (Default: true)
  100441. */
  100442. startAndReleaseDragOnPointerEvents: boolean;
  100443. /**
  100444. * If camera controls should be detached during the drag
  100445. */
  100446. detachCameraControls: boolean;
  100447. /**
  100448. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100449. */
  100450. useObjectOrienationForDragging: boolean;
  100451. private _options;
  100452. /**
  100453. * Creates a pointer drag behavior that can be attached to a mesh
  100454. * @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)
  100455. */
  100456. constructor(options?: {
  100457. dragAxis?: Vector3;
  100458. dragPlaneNormal?: Vector3;
  100459. });
  100460. /**
  100461. * Predicate to determine if it is valid to move the object to a new position when it is moved
  100462. */
  100463. validateDrag: (targetPosition: Vector3) => boolean;
  100464. /**
  100465. * The name of the behavior
  100466. */
  100467. readonly name: string;
  100468. /**
  100469. * Initializes the behavior
  100470. */
  100471. init(): void;
  100472. private _tmpVector;
  100473. private _alternatePickedPoint;
  100474. private _worldDragAxis;
  100475. private _targetPosition;
  100476. private _attachedElement;
  100477. /**
  100478. * Attaches the drag behavior the passed in mesh
  100479. * @param ownerNode The mesh that will be dragged around once attached
  100480. */
  100481. attach(ownerNode: AbstractMesh): void;
  100482. /**
  100483. * Force relase the drag action by code.
  100484. */
  100485. releaseDrag(): void;
  100486. private _startDragRay;
  100487. private _lastPointerRay;
  100488. /**
  100489. * Simulates the start of a pointer drag event on the behavior
  100490. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100491. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100492. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100493. */
  100494. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  100495. private _startDrag;
  100496. private _dragDelta;
  100497. private _moveDrag;
  100498. private _pickWithRayOnDragPlane;
  100499. private _pointA;
  100500. private _pointB;
  100501. private _pointC;
  100502. private _lineA;
  100503. private _lineB;
  100504. private _localAxis;
  100505. private _lookAt;
  100506. private _updateDragPlanePosition;
  100507. /**
  100508. * Detaches the behavior from the mesh
  100509. */
  100510. detach(): void;
  100511. }
  100512. }
  100513. declare module BABYLON {
  100514. /**
  100515. * A behavior that when attached to a mesh will allow the mesh to be scaled
  100516. */
  100517. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  100518. private _dragBehaviorA;
  100519. private _dragBehaviorB;
  100520. private _startDistance;
  100521. private _initialScale;
  100522. private _targetScale;
  100523. private _ownerNode;
  100524. private _sceneRenderObserver;
  100525. /**
  100526. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  100527. */
  100528. constructor();
  100529. /**
  100530. * The name of the behavior
  100531. */
  100532. readonly name: string;
  100533. /**
  100534. * Initializes the behavior
  100535. */
  100536. init(): void;
  100537. private _getCurrentDistance;
  100538. /**
  100539. * Attaches the scale behavior the passed in mesh
  100540. * @param ownerNode The mesh that will be scaled around once attached
  100541. */
  100542. attach(ownerNode: Mesh): void;
  100543. /**
  100544. * Detaches the behavior from the mesh
  100545. */
  100546. detach(): void;
  100547. }
  100548. }
  100549. declare module BABYLON {
  100550. /**
  100551. * 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
  100552. */
  100553. export class SixDofDragBehavior implements Behavior<Mesh> {
  100554. private static _virtualScene;
  100555. private _ownerNode;
  100556. private _sceneRenderObserver;
  100557. private _scene;
  100558. private _targetPosition;
  100559. private _virtualOriginMesh;
  100560. private _virtualDragMesh;
  100561. private _pointerObserver;
  100562. private _moving;
  100563. private _startingOrientation;
  100564. /**
  100565. * 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)
  100566. */
  100567. private zDragFactor;
  100568. /**
  100569. * If the object should rotate to face the drag origin
  100570. */
  100571. rotateDraggedObject: boolean;
  100572. /**
  100573. * If the behavior is currently in a dragging state
  100574. */
  100575. dragging: boolean;
  100576. /**
  100577. * 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)
  100578. */
  100579. dragDeltaRatio: number;
  100580. /**
  100581. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100582. */
  100583. currentDraggingPointerID: number;
  100584. /**
  100585. * If camera controls should be detached during the drag
  100586. */
  100587. detachCameraControls: boolean;
  100588. /**
  100589. * Fires each time a drag starts
  100590. */
  100591. onDragStartObservable: Observable<{}>;
  100592. /**
  100593. * Fires each time a drag ends (eg. mouse release after drag)
  100594. */
  100595. onDragEndObservable: Observable<{}>;
  100596. /**
  100597. * 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
  100598. */
  100599. constructor();
  100600. /**
  100601. * The name of the behavior
  100602. */
  100603. readonly name: string;
  100604. /**
  100605. * Initializes the behavior
  100606. */
  100607. init(): void;
  100608. /**
  100609. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  100610. */
  100611. private readonly _pointerCamera;
  100612. /**
  100613. * Attaches the scale behavior the passed in mesh
  100614. * @param ownerNode The mesh that will be scaled around once attached
  100615. */
  100616. attach(ownerNode: Mesh): void;
  100617. /**
  100618. * Detaches the behavior from the mesh
  100619. */
  100620. detach(): void;
  100621. }
  100622. }
  100623. declare module BABYLON {
  100624. /**
  100625. * Class used to apply inverse kinematics to bones
  100626. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  100627. */
  100628. export class BoneIKController {
  100629. private static _tmpVecs;
  100630. private static _tmpQuat;
  100631. private static _tmpMats;
  100632. /**
  100633. * Gets or sets the target mesh
  100634. */
  100635. targetMesh: AbstractMesh;
  100636. /** Gets or sets the mesh used as pole */
  100637. poleTargetMesh: AbstractMesh;
  100638. /**
  100639. * Gets or sets the bone used as pole
  100640. */
  100641. poleTargetBone: Nullable<Bone>;
  100642. /**
  100643. * Gets or sets the target position
  100644. */
  100645. targetPosition: Vector3;
  100646. /**
  100647. * Gets or sets the pole target position
  100648. */
  100649. poleTargetPosition: Vector3;
  100650. /**
  100651. * Gets or sets the pole target local offset
  100652. */
  100653. poleTargetLocalOffset: Vector3;
  100654. /**
  100655. * Gets or sets the pole angle
  100656. */
  100657. poleAngle: number;
  100658. /**
  100659. * Gets or sets the mesh associated with the controller
  100660. */
  100661. mesh: AbstractMesh;
  100662. /**
  100663. * 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)
  100664. */
  100665. slerpAmount: number;
  100666. private _bone1Quat;
  100667. private _bone1Mat;
  100668. private _bone2Ang;
  100669. private _bone1;
  100670. private _bone2;
  100671. private _bone1Length;
  100672. private _bone2Length;
  100673. private _maxAngle;
  100674. private _maxReach;
  100675. private _rightHandedSystem;
  100676. private _bendAxis;
  100677. private _slerping;
  100678. private _adjustRoll;
  100679. /**
  100680. * Gets or sets maximum allowed angle
  100681. */
  100682. maxAngle: number;
  100683. /**
  100684. * Creates a new BoneIKController
  100685. * @param mesh defines the mesh to control
  100686. * @param bone defines the bone to control
  100687. * @param options defines options to set up the controller
  100688. */
  100689. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  100690. targetMesh?: AbstractMesh;
  100691. poleTargetMesh?: AbstractMesh;
  100692. poleTargetBone?: Bone;
  100693. poleTargetLocalOffset?: Vector3;
  100694. poleAngle?: number;
  100695. bendAxis?: Vector3;
  100696. maxAngle?: number;
  100697. slerpAmount?: number;
  100698. });
  100699. private _setMaxAngle;
  100700. /**
  100701. * Force the controller to update the bones
  100702. */
  100703. update(): void;
  100704. }
  100705. }
  100706. declare module BABYLON {
  100707. /**
  100708. * Class used to make a bone look toward a point in space
  100709. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  100710. */
  100711. export class BoneLookController {
  100712. private static _tmpVecs;
  100713. private static _tmpQuat;
  100714. private static _tmpMats;
  100715. /**
  100716. * The target Vector3 that the bone will look at
  100717. */
  100718. target: Vector3;
  100719. /**
  100720. * The mesh that the bone is attached to
  100721. */
  100722. mesh: AbstractMesh;
  100723. /**
  100724. * The bone that will be looking to the target
  100725. */
  100726. bone: Bone;
  100727. /**
  100728. * The up axis of the coordinate system that is used when the bone is rotated
  100729. */
  100730. upAxis: Vector3;
  100731. /**
  100732. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  100733. */
  100734. upAxisSpace: Space;
  100735. /**
  100736. * Used to make an adjustment to the yaw of the bone
  100737. */
  100738. adjustYaw: number;
  100739. /**
  100740. * Used to make an adjustment to the pitch of the bone
  100741. */
  100742. adjustPitch: number;
  100743. /**
  100744. * Used to make an adjustment to the roll of the bone
  100745. */
  100746. adjustRoll: number;
  100747. /**
  100748. * 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)
  100749. */
  100750. slerpAmount: number;
  100751. private _minYaw;
  100752. private _maxYaw;
  100753. private _minPitch;
  100754. private _maxPitch;
  100755. private _minYawSin;
  100756. private _minYawCos;
  100757. private _maxYawSin;
  100758. private _maxYawCos;
  100759. private _midYawConstraint;
  100760. private _minPitchTan;
  100761. private _maxPitchTan;
  100762. private _boneQuat;
  100763. private _slerping;
  100764. private _transformYawPitch;
  100765. private _transformYawPitchInv;
  100766. private _firstFrameSkipped;
  100767. private _yawRange;
  100768. private _fowardAxis;
  100769. /**
  100770. * Gets or sets the minimum yaw angle that the bone can look to
  100771. */
  100772. minYaw: number;
  100773. /**
  100774. * Gets or sets the maximum yaw angle that the bone can look to
  100775. */
  100776. maxYaw: number;
  100777. /**
  100778. * Gets or sets the minimum pitch angle that the bone can look to
  100779. */
  100780. minPitch: number;
  100781. /**
  100782. * Gets or sets the maximum pitch angle that the bone can look to
  100783. */
  100784. maxPitch: number;
  100785. /**
  100786. * Create a BoneLookController
  100787. * @param mesh the mesh that the bone belongs to
  100788. * @param bone the bone that will be looking to the target
  100789. * @param target the target Vector3 to look at
  100790. * @param options optional settings:
  100791. * * maxYaw: the maximum angle the bone will yaw to
  100792. * * minYaw: the minimum angle the bone will yaw to
  100793. * * maxPitch: the maximum angle the bone will pitch to
  100794. * * minPitch: the minimum angle the bone will yaw to
  100795. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  100796. * * upAxis: the up axis of the coordinate system
  100797. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  100798. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  100799. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  100800. * * adjustYaw: used to make an adjustment to the yaw of the bone
  100801. * * adjustPitch: used to make an adjustment to the pitch of the bone
  100802. * * adjustRoll: used to make an adjustment to the roll of the bone
  100803. **/
  100804. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  100805. maxYaw?: number;
  100806. minYaw?: number;
  100807. maxPitch?: number;
  100808. minPitch?: number;
  100809. slerpAmount?: number;
  100810. upAxis?: Vector3;
  100811. upAxisSpace?: Space;
  100812. yawAxis?: Vector3;
  100813. pitchAxis?: Vector3;
  100814. adjustYaw?: number;
  100815. adjustPitch?: number;
  100816. adjustRoll?: number;
  100817. });
  100818. /**
  100819. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  100820. */
  100821. update(): void;
  100822. private _getAngleDiff;
  100823. private _getAngleBetween;
  100824. private _isAngleBetween;
  100825. }
  100826. }
  100827. declare module BABYLON {
  100828. /**
  100829. * Manage the gamepad inputs to control an arc rotate camera.
  100830. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100831. */
  100832. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  100833. /**
  100834. * Defines the camera the input is attached to.
  100835. */
  100836. camera: ArcRotateCamera;
  100837. /**
  100838. * Defines the gamepad the input is gathering event from.
  100839. */
  100840. gamepad: Nullable<Gamepad>;
  100841. /**
  100842. * Defines the gamepad rotation sensiblity.
  100843. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  100844. */
  100845. gamepadRotationSensibility: number;
  100846. /**
  100847. * Defines the gamepad move sensiblity.
  100848. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  100849. */
  100850. gamepadMoveSensibility: number;
  100851. private _onGamepadConnectedObserver;
  100852. private _onGamepadDisconnectedObserver;
  100853. /**
  100854. * Attach the input controls to a specific dom element to get the input from.
  100855. * @param element Defines the element the controls should be listened from
  100856. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100857. */
  100858. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100859. /**
  100860. * Detach the current controls from the specified dom element.
  100861. * @param element Defines the element to stop listening the inputs from
  100862. */
  100863. detachControl(element: Nullable<HTMLElement>): void;
  100864. /**
  100865. * Update the current camera state depending on the inputs that have been used this frame.
  100866. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100867. */
  100868. checkInputs(): void;
  100869. /**
  100870. * Gets the class name of the current intput.
  100871. * @returns the class name
  100872. */
  100873. getClassName(): string;
  100874. /**
  100875. * Get the friendly name associated with the input class.
  100876. * @returns the input friendly name
  100877. */
  100878. getSimpleName(): string;
  100879. }
  100880. }
  100881. declare module BABYLON {
  100882. interface ArcRotateCameraInputsManager {
  100883. /**
  100884. * Add orientation input support to the input manager.
  100885. * @returns the current input manager
  100886. */
  100887. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  100888. }
  100889. /**
  100890. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  100891. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100892. */
  100893. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  100894. /**
  100895. * Defines the camera the input is attached to.
  100896. */
  100897. camera: ArcRotateCamera;
  100898. /**
  100899. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  100900. */
  100901. alphaCorrection: number;
  100902. /**
  100903. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  100904. */
  100905. gammaCorrection: number;
  100906. private _alpha;
  100907. private _gamma;
  100908. private _dirty;
  100909. private _deviceOrientationHandler;
  100910. /**
  100911. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  100912. */
  100913. constructor();
  100914. /**
  100915. * Attach the input controls to a specific dom element to get the input from.
  100916. * @param element Defines the element the controls should be listened from
  100917. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100918. */
  100919. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100920. /** @hidden */
  100921. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  100922. /**
  100923. * Update the current camera state depending on the inputs that have been used this frame.
  100924. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100925. */
  100926. checkInputs(): void;
  100927. /**
  100928. * Detach the current controls from the specified dom element.
  100929. * @param element Defines the element to stop listening the inputs from
  100930. */
  100931. detachControl(element: Nullable<HTMLElement>): void;
  100932. /**
  100933. * Gets the class name of the current intput.
  100934. * @returns the class name
  100935. */
  100936. getClassName(): string;
  100937. /**
  100938. * Get the friendly name associated with the input class.
  100939. * @returns the input friendly name
  100940. */
  100941. getSimpleName(): string;
  100942. }
  100943. }
  100944. declare module BABYLON {
  100945. /**
  100946. * Listen to mouse events to control the camera.
  100947. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100948. */
  100949. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  100950. /**
  100951. * Defines the camera the input is attached to.
  100952. */
  100953. camera: FlyCamera;
  100954. /**
  100955. * Defines if touch is enabled. (Default is true.)
  100956. */
  100957. touchEnabled: boolean;
  100958. /**
  100959. * Defines the buttons associated with the input to handle camera rotation.
  100960. */
  100961. buttons: number[];
  100962. /**
  100963. * Assign buttons for Yaw control.
  100964. */
  100965. buttonsYaw: number[];
  100966. /**
  100967. * Assign buttons for Pitch control.
  100968. */
  100969. buttonsPitch: number[];
  100970. /**
  100971. * Assign buttons for Roll control.
  100972. */
  100973. buttonsRoll: number[];
  100974. /**
  100975. * Detect if any button is being pressed while mouse is moved.
  100976. * -1 = Mouse locked.
  100977. * 0 = Left button.
  100978. * 1 = Middle Button.
  100979. * 2 = Right Button.
  100980. */
  100981. activeButton: number;
  100982. /**
  100983. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  100984. * Higher values reduce its sensitivity.
  100985. */
  100986. angularSensibility: number;
  100987. private _mousemoveCallback;
  100988. private _observer;
  100989. private _rollObserver;
  100990. private previousPosition;
  100991. private noPreventDefault;
  100992. private element;
  100993. /**
  100994. * Listen to mouse events to control the camera.
  100995. * @param touchEnabled Define if touch is enabled. (Default is true.)
  100996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100997. */
  100998. constructor(touchEnabled?: boolean);
  100999. /**
  101000. * Attach the mouse control to the HTML DOM element.
  101001. * @param element Defines the element that listens to the input events.
  101002. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101003. */
  101004. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101005. /**
  101006. * Detach the current controls from the specified dom element.
  101007. * @param element Defines the element to stop listening the inputs from
  101008. */
  101009. detachControl(element: Nullable<HTMLElement>): void;
  101010. /**
  101011. * Gets the class name of the current input.
  101012. * @returns the class name.
  101013. */
  101014. getClassName(): string;
  101015. /**
  101016. * Get the friendly name associated with the input class.
  101017. * @returns the input's friendly name.
  101018. */
  101019. getSimpleName(): string;
  101020. private _pointerInput;
  101021. private _onMouseMove;
  101022. /**
  101023. * Rotate camera by mouse offset.
  101024. */
  101025. private rotateCamera;
  101026. }
  101027. }
  101028. declare module BABYLON {
  101029. /**
  101030. * Default Inputs manager for the FlyCamera.
  101031. * It groups all the default supported inputs for ease of use.
  101032. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101033. */
  101034. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101035. /**
  101036. * Instantiates a new FlyCameraInputsManager.
  101037. * @param camera Defines the camera the inputs belong to.
  101038. */
  101039. constructor(camera: FlyCamera);
  101040. /**
  101041. * Add keyboard input support to the input manager.
  101042. * @returns the new FlyCameraKeyboardMoveInput().
  101043. */
  101044. addKeyboard(): FlyCameraInputsManager;
  101045. /**
  101046. * Add mouse input support to the input manager.
  101047. * @param touchEnabled Enable touch screen support.
  101048. * @returns the new FlyCameraMouseInput().
  101049. */
  101050. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101051. }
  101052. }
  101053. declare module BABYLON {
  101054. /**
  101055. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101056. * such as in a 3D Space Shooter or a Flight Simulator.
  101057. */
  101058. export class FlyCamera extends TargetCamera {
  101059. /**
  101060. * Define the collision ellipsoid of the camera.
  101061. * This is helpful for simulating a camera body, like a player's body.
  101062. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101063. */
  101064. ellipsoid: Vector3;
  101065. /**
  101066. * Define an offset for the position of the ellipsoid around the camera.
  101067. * This can be helpful if the camera is attached away from the player's body center,
  101068. * such as at its head.
  101069. */
  101070. ellipsoidOffset: Vector3;
  101071. /**
  101072. * Enable or disable collisions of the camera with the rest of the scene objects.
  101073. */
  101074. checkCollisions: boolean;
  101075. /**
  101076. * Enable or disable gravity on the camera.
  101077. */
  101078. applyGravity: boolean;
  101079. /**
  101080. * Define the current direction the camera is moving to.
  101081. */
  101082. cameraDirection: Vector3;
  101083. /**
  101084. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101085. * This overrides and empties cameraRotation.
  101086. */
  101087. rotationQuaternion: Quaternion;
  101088. /**
  101089. * Track Roll to maintain the wanted Rolling when looking around.
  101090. */
  101091. _trackRoll: number;
  101092. /**
  101093. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101094. */
  101095. rollCorrect: number;
  101096. /**
  101097. * Mimic a banked turn, Rolling the camera when Yawing.
  101098. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101099. */
  101100. bankedTurn: boolean;
  101101. /**
  101102. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101103. */
  101104. bankedTurnLimit: number;
  101105. /**
  101106. * Value of 0 disables the banked Roll.
  101107. * Value of 1 is equal to the Yaw angle in radians.
  101108. */
  101109. bankedTurnMultiplier: number;
  101110. /**
  101111. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101112. */
  101113. inputs: FlyCameraInputsManager;
  101114. /**
  101115. * Gets the input sensibility for mouse input.
  101116. * Higher values reduce sensitivity.
  101117. */
  101118. /**
  101119. * Sets the input sensibility for a mouse input.
  101120. * Higher values reduce sensitivity.
  101121. */
  101122. angularSensibility: number;
  101123. /**
  101124. * Get the keys for camera movement forward.
  101125. */
  101126. /**
  101127. * Set the keys for camera movement forward.
  101128. */
  101129. keysForward: number[];
  101130. /**
  101131. * Get the keys for camera movement backward.
  101132. */
  101133. keysBackward: number[];
  101134. /**
  101135. * Get the keys for camera movement up.
  101136. */
  101137. /**
  101138. * Set the keys for camera movement up.
  101139. */
  101140. keysUp: number[];
  101141. /**
  101142. * Get the keys for camera movement down.
  101143. */
  101144. /**
  101145. * Set the keys for camera movement down.
  101146. */
  101147. keysDown: number[];
  101148. /**
  101149. * Get the keys for camera movement left.
  101150. */
  101151. /**
  101152. * Set the keys for camera movement left.
  101153. */
  101154. keysLeft: number[];
  101155. /**
  101156. * Set the keys for camera movement right.
  101157. */
  101158. /**
  101159. * Set the keys for camera movement right.
  101160. */
  101161. keysRight: number[];
  101162. /**
  101163. * Event raised when the camera collides with a mesh in the scene.
  101164. */
  101165. onCollide: (collidedMesh: AbstractMesh) => void;
  101166. private _collider;
  101167. private _needMoveForGravity;
  101168. private _oldPosition;
  101169. private _diffPosition;
  101170. private _newPosition;
  101171. /** @hidden */
  101172. _localDirection: Vector3;
  101173. /** @hidden */
  101174. _transformedDirection: Vector3;
  101175. /**
  101176. * Instantiates a FlyCamera.
  101177. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101178. * such as in a 3D Space Shooter or a Flight Simulator.
  101179. * @param name Define the name of the camera in the scene.
  101180. * @param position Define the starting position of the camera in the scene.
  101181. * @param scene Define the scene the camera belongs to.
  101182. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101183. */
  101184. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101185. /**
  101186. * Attach a control to the HTML DOM element.
  101187. * @param element Defines the element that listens to the input events.
  101188. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101189. */
  101190. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101191. /**
  101192. * Detach a control from the HTML DOM element.
  101193. * The camera will stop reacting to that input.
  101194. * @param element Defines the element that listens to the input events.
  101195. */
  101196. detachControl(element: HTMLElement): void;
  101197. private _collisionMask;
  101198. /**
  101199. * Get the mask that the camera ignores in collision events.
  101200. */
  101201. /**
  101202. * Set the mask that the camera ignores in collision events.
  101203. */
  101204. collisionMask: number;
  101205. /** @hidden */
  101206. _collideWithWorld(displacement: Vector3): void;
  101207. /** @hidden */
  101208. private _onCollisionPositionChange;
  101209. /** @hidden */
  101210. _checkInputs(): void;
  101211. /** @hidden */
  101212. _decideIfNeedsToMove(): boolean;
  101213. /** @hidden */
  101214. _updatePosition(): void;
  101215. /**
  101216. * Restore the Roll to its target value at the rate specified.
  101217. * @param rate - Higher means slower restoring.
  101218. * @hidden
  101219. */
  101220. restoreRoll(rate: number): void;
  101221. /**
  101222. * Destroy the camera and release the current resources held by it.
  101223. */
  101224. dispose(): void;
  101225. /**
  101226. * Get the current object class name.
  101227. * @returns the class name.
  101228. */
  101229. getClassName(): string;
  101230. }
  101231. }
  101232. declare module BABYLON {
  101233. /**
  101234. * Listen to keyboard events to control the camera.
  101235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101236. */
  101237. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  101238. /**
  101239. * Defines the camera the input is attached to.
  101240. */
  101241. camera: FlyCamera;
  101242. /**
  101243. * The list of keyboard keys used to control the forward move of the camera.
  101244. */
  101245. keysForward: number[];
  101246. /**
  101247. * The list of keyboard keys used to control the backward move of the camera.
  101248. */
  101249. keysBackward: number[];
  101250. /**
  101251. * The list of keyboard keys used to control the forward move of the camera.
  101252. */
  101253. keysUp: number[];
  101254. /**
  101255. * The list of keyboard keys used to control the backward move of the camera.
  101256. */
  101257. keysDown: number[];
  101258. /**
  101259. * The list of keyboard keys used to control the right strafe move of the camera.
  101260. */
  101261. keysRight: number[];
  101262. /**
  101263. * The list of keyboard keys used to control the left strafe move of the camera.
  101264. */
  101265. keysLeft: number[];
  101266. private _keys;
  101267. private _onCanvasBlurObserver;
  101268. private _onKeyboardObserver;
  101269. private _engine;
  101270. private _scene;
  101271. /**
  101272. * Attach the input controls to a specific dom element to get the input from.
  101273. * @param element Defines the element the controls should be listened from
  101274. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101275. */
  101276. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101277. /**
  101278. * Detach the current controls from the specified dom element.
  101279. * @param element Defines the element to stop listening the inputs from
  101280. */
  101281. detachControl(element: Nullable<HTMLElement>): void;
  101282. /**
  101283. * Gets the class name of the current intput.
  101284. * @returns the class name
  101285. */
  101286. getClassName(): string;
  101287. /** @hidden */
  101288. _onLostFocus(e: FocusEvent): void;
  101289. /**
  101290. * Get the friendly name associated with the input class.
  101291. * @returns the input friendly name
  101292. */
  101293. getSimpleName(): string;
  101294. /**
  101295. * Update the current camera state depending on the inputs that have been used this frame.
  101296. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101297. */
  101298. checkInputs(): void;
  101299. }
  101300. }
  101301. declare module BABYLON {
  101302. /**
  101303. * Manage the mouse wheel inputs to control a follow camera.
  101304. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101305. */
  101306. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  101307. /**
  101308. * Defines the camera the input is attached to.
  101309. */
  101310. camera: FollowCamera;
  101311. /**
  101312. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  101313. */
  101314. axisControlRadius: boolean;
  101315. /**
  101316. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  101317. */
  101318. axisControlHeight: boolean;
  101319. /**
  101320. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  101321. */
  101322. axisControlRotation: boolean;
  101323. /**
  101324. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  101325. * relation to mouseWheel events.
  101326. */
  101327. wheelPrecision: number;
  101328. /**
  101329. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101330. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101331. */
  101332. wheelDeltaPercentage: number;
  101333. private _wheel;
  101334. private _observer;
  101335. /**
  101336. * Attach the input controls to a specific dom element to get the input from.
  101337. * @param element Defines the element the controls should be listened from
  101338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101339. */
  101340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101341. /**
  101342. * Detach the current controls from the specified dom element.
  101343. * @param element Defines the element to stop listening the inputs from
  101344. */
  101345. detachControl(element: Nullable<HTMLElement>): void;
  101346. /**
  101347. * Gets the class name of the current intput.
  101348. * @returns the class name
  101349. */
  101350. getClassName(): string;
  101351. /**
  101352. * Get the friendly name associated with the input class.
  101353. * @returns the input friendly name
  101354. */
  101355. getSimpleName(): string;
  101356. }
  101357. }
  101358. declare module BABYLON {
  101359. /**
  101360. * Manage the pointers inputs to control an follow camera.
  101361. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101362. */
  101363. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  101364. /**
  101365. * Defines the camera the input is attached to.
  101366. */
  101367. camera: FollowCamera;
  101368. /**
  101369. * Gets the class name of the current input.
  101370. * @returns the class name
  101371. */
  101372. getClassName(): string;
  101373. /**
  101374. * Defines the pointer angular sensibility along the X axis or how fast is
  101375. * the camera rotating.
  101376. * A negative number will reverse the axis direction.
  101377. */
  101378. angularSensibilityX: number;
  101379. /**
  101380. * Defines the pointer angular sensibility along the Y axis or how fast is
  101381. * the camera rotating.
  101382. * A negative number will reverse the axis direction.
  101383. */
  101384. angularSensibilityY: number;
  101385. /**
  101386. * Defines the pointer pinch precision or how fast is the camera zooming.
  101387. * A negative number will reverse the axis direction.
  101388. */
  101389. pinchPrecision: number;
  101390. /**
  101391. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101392. * from 0.
  101393. * It defines the percentage of current camera.radius to use as delta when
  101394. * pinch zoom is used.
  101395. */
  101396. pinchDeltaPercentage: number;
  101397. /**
  101398. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  101399. */
  101400. axisXControlRadius: boolean;
  101401. /**
  101402. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  101403. */
  101404. axisXControlHeight: boolean;
  101405. /**
  101406. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  101407. */
  101408. axisXControlRotation: boolean;
  101409. /**
  101410. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  101411. */
  101412. axisYControlRadius: boolean;
  101413. /**
  101414. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  101415. */
  101416. axisYControlHeight: boolean;
  101417. /**
  101418. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  101419. */
  101420. axisYControlRotation: boolean;
  101421. /**
  101422. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  101423. */
  101424. axisPinchControlRadius: boolean;
  101425. /**
  101426. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  101427. */
  101428. axisPinchControlHeight: boolean;
  101429. /**
  101430. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  101431. */
  101432. axisPinchControlRotation: boolean;
  101433. /**
  101434. * Log error messages if basic misconfiguration has occurred.
  101435. */
  101436. warningEnable: boolean;
  101437. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101438. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101439. private _warningCounter;
  101440. private _warning;
  101441. }
  101442. }
  101443. declare module BABYLON {
  101444. /**
  101445. * Default Inputs manager for the FollowCamera.
  101446. * It groups all the default supported inputs for ease of use.
  101447. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101448. */
  101449. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  101450. /**
  101451. * Instantiates a new FollowCameraInputsManager.
  101452. * @param camera Defines the camera the inputs belong to
  101453. */
  101454. constructor(camera: FollowCamera);
  101455. /**
  101456. * Add keyboard input support to the input manager.
  101457. * @returns the current input manager
  101458. */
  101459. addKeyboard(): FollowCameraInputsManager;
  101460. /**
  101461. * Add mouse wheel input support to the input manager.
  101462. * @returns the current input manager
  101463. */
  101464. addMouseWheel(): FollowCameraInputsManager;
  101465. /**
  101466. * Add pointers input support to the input manager.
  101467. * @returns the current input manager
  101468. */
  101469. addPointers(): FollowCameraInputsManager;
  101470. /**
  101471. * Add orientation input support to the input manager.
  101472. * @returns the current input manager
  101473. */
  101474. addVRDeviceOrientation(): FollowCameraInputsManager;
  101475. }
  101476. }
  101477. declare module BABYLON {
  101478. /**
  101479. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  101480. * an arc rotate version arcFollowCamera are available.
  101481. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101482. */
  101483. export class FollowCamera extends TargetCamera {
  101484. /**
  101485. * Distance the follow camera should follow an object at
  101486. */
  101487. radius: number;
  101488. /**
  101489. * Minimum allowed distance of the camera to the axis of rotation
  101490. * (The camera can not get closer).
  101491. * This can help limiting how the Camera is able to move in the scene.
  101492. */
  101493. lowerRadiusLimit: Nullable<number>;
  101494. /**
  101495. * Maximum allowed distance of the camera to the axis of rotation
  101496. * (The camera can not get further).
  101497. * This can help limiting how the Camera is able to move in the scene.
  101498. */
  101499. upperRadiusLimit: Nullable<number>;
  101500. /**
  101501. * Define a rotation offset between the camera and the object it follows
  101502. */
  101503. rotationOffset: number;
  101504. /**
  101505. * Minimum allowed angle to camera position relative to target object.
  101506. * This can help limiting how the Camera is able to move in the scene.
  101507. */
  101508. lowerRotationOffsetLimit: Nullable<number>;
  101509. /**
  101510. * Maximum allowed angle to camera position relative to target object.
  101511. * This can help limiting how the Camera is able to move in the scene.
  101512. */
  101513. upperRotationOffsetLimit: Nullable<number>;
  101514. /**
  101515. * Define a height offset between the camera and the object it follows.
  101516. * It can help following an object from the top (like a car chaing a plane)
  101517. */
  101518. heightOffset: number;
  101519. /**
  101520. * Minimum allowed height of camera position relative to target object.
  101521. * This can help limiting how the Camera is able to move in the scene.
  101522. */
  101523. lowerHeightOffsetLimit: Nullable<number>;
  101524. /**
  101525. * Maximum allowed height of camera position relative to target object.
  101526. * This can help limiting how the Camera is able to move in the scene.
  101527. */
  101528. upperHeightOffsetLimit: Nullable<number>;
  101529. /**
  101530. * Define how fast the camera can accelerate to follow it s target.
  101531. */
  101532. cameraAcceleration: number;
  101533. /**
  101534. * Define the speed limit of the camera following an object.
  101535. */
  101536. maxCameraSpeed: number;
  101537. /**
  101538. * Define the target of the camera.
  101539. */
  101540. lockedTarget: Nullable<AbstractMesh>;
  101541. /**
  101542. * Defines the input associated with the camera.
  101543. */
  101544. inputs: FollowCameraInputsManager;
  101545. /**
  101546. * Instantiates the follow camera.
  101547. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101548. * @param name Define the name of the camera in the scene
  101549. * @param position Define the position of the camera
  101550. * @param scene Define the scene the camera belong to
  101551. * @param lockedTarget Define the target of the camera
  101552. */
  101553. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  101554. private _follow;
  101555. /**
  101556. * Attached controls to the current camera.
  101557. * @param element Defines the element the controls should be listened from
  101558. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101559. */
  101560. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101561. /**
  101562. * Detach the current controls from the camera.
  101563. * The camera will stop reacting to inputs.
  101564. * @param element Defines the element to stop listening the inputs from
  101565. */
  101566. detachControl(element: HTMLElement): void;
  101567. /** @hidden */
  101568. _checkInputs(): void;
  101569. private _checkLimits;
  101570. /**
  101571. * Gets the camera class name.
  101572. * @returns the class name
  101573. */
  101574. getClassName(): string;
  101575. }
  101576. /**
  101577. * Arc Rotate version of the follow camera.
  101578. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  101579. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101580. */
  101581. export class ArcFollowCamera extends TargetCamera {
  101582. /** The longitudinal angle of the camera */
  101583. alpha: number;
  101584. /** The latitudinal angle of the camera */
  101585. beta: number;
  101586. /** The radius of the camera from its target */
  101587. radius: number;
  101588. /** Define the camera target (the messh it should follow) */
  101589. target: Nullable<AbstractMesh>;
  101590. private _cartesianCoordinates;
  101591. /**
  101592. * Instantiates a new ArcFollowCamera
  101593. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  101594. * @param name Define the name of the camera
  101595. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  101596. * @param beta Define the rotation angle of the camera around the elevation axis
  101597. * @param radius Define the radius of the camera from its target point
  101598. * @param target Define the target of the camera
  101599. * @param scene Define the scene the camera belongs to
  101600. */
  101601. constructor(name: string,
  101602. /** The longitudinal angle of the camera */
  101603. alpha: number,
  101604. /** The latitudinal angle of the camera */
  101605. beta: number,
  101606. /** The radius of the camera from its target */
  101607. radius: number,
  101608. /** Define the camera target (the messh it should follow) */
  101609. target: Nullable<AbstractMesh>, scene: Scene);
  101610. private _follow;
  101611. /** @hidden */
  101612. _checkInputs(): void;
  101613. /**
  101614. * Returns the class name of the object.
  101615. * It is mostly used internally for serialization purposes.
  101616. */
  101617. getClassName(): string;
  101618. }
  101619. }
  101620. declare module BABYLON {
  101621. /**
  101622. * Manage the keyboard inputs to control the movement of a follow camera.
  101623. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101624. */
  101625. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  101626. /**
  101627. * Defines the camera the input is attached to.
  101628. */
  101629. camera: FollowCamera;
  101630. /**
  101631. * Defines the list of key codes associated with the up action (increase heightOffset)
  101632. */
  101633. keysHeightOffsetIncr: number[];
  101634. /**
  101635. * Defines the list of key codes associated with the down action (decrease heightOffset)
  101636. */
  101637. keysHeightOffsetDecr: number[];
  101638. /**
  101639. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  101640. */
  101641. keysHeightOffsetModifierAlt: boolean;
  101642. /**
  101643. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  101644. */
  101645. keysHeightOffsetModifierCtrl: boolean;
  101646. /**
  101647. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  101648. */
  101649. keysHeightOffsetModifierShift: boolean;
  101650. /**
  101651. * Defines the list of key codes associated with the left action (increase rotationOffset)
  101652. */
  101653. keysRotationOffsetIncr: number[];
  101654. /**
  101655. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  101656. */
  101657. keysRotationOffsetDecr: number[];
  101658. /**
  101659. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  101660. */
  101661. keysRotationOffsetModifierAlt: boolean;
  101662. /**
  101663. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  101664. */
  101665. keysRotationOffsetModifierCtrl: boolean;
  101666. /**
  101667. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  101668. */
  101669. keysRotationOffsetModifierShift: boolean;
  101670. /**
  101671. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  101672. */
  101673. keysRadiusIncr: number[];
  101674. /**
  101675. * Defines the list of key codes associated with the zoom-out action (increase radius)
  101676. */
  101677. keysRadiusDecr: number[];
  101678. /**
  101679. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  101680. */
  101681. keysRadiusModifierAlt: boolean;
  101682. /**
  101683. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  101684. */
  101685. keysRadiusModifierCtrl: boolean;
  101686. /**
  101687. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  101688. */
  101689. keysRadiusModifierShift: boolean;
  101690. /**
  101691. * Defines the rate of change of heightOffset.
  101692. */
  101693. heightSensibility: number;
  101694. /**
  101695. * Defines the rate of change of rotationOffset.
  101696. */
  101697. rotationSensibility: number;
  101698. /**
  101699. * Defines the rate of change of radius.
  101700. */
  101701. radiusSensibility: number;
  101702. private _keys;
  101703. private _ctrlPressed;
  101704. private _altPressed;
  101705. private _shiftPressed;
  101706. private _onCanvasBlurObserver;
  101707. private _onKeyboardObserver;
  101708. private _engine;
  101709. private _scene;
  101710. /**
  101711. * Attach the input controls to a specific dom element to get the input from.
  101712. * @param element Defines the element the controls should be listened from
  101713. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101714. */
  101715. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101716. /**
  101717. * Detach the current controls from the specified dom element.
  101718. * @param element Defines the element to stop listening the inputs from
  101719. */
  101720. detachControl(element: Nullable<HTMLElement>): void;
  101721. /**
  101722. * Update the current camera state depending on the inputs that have been used this frame.
  101723. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101724. */
  101725. checkInputs(): void;
  101726. /**
  101727. * Gets the class name of the current input.
  101728. * @returns the class name
  101729. */
  101730. getClassName(): string;
  101731. /**
  101732. * Get the friendly name associated with the input class.
  101733. * @returns the input friendly name
  101734. */
  101735. getSimpleName(): string;
  101736. /**
  101737. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101738. * allow modification of the heightOffset value.
  101739. */
  101740. private _modifierHeightOffset;
  101741. /**
  101742. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101743. * allow modification of the rotationOffset value.
  101744. */
  101745. private _modifierRotationOffset;
  101746. /**
  101747. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  101748. * allow modification of the radius value.
  101749. */
  101750. private _modifierRadius;
  101751. }
  101752. }
  101753. declare module BABYLON {
  101754. interface FreeCameraInputsManager {
  101755. /**
  101756. * @hidden
  101757. */
  101758. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  101759. /**
  101760. * Add orientation input support to the input manager.
  101761. * @returns the current input manager
  101762. */
  101763. addDeviceOrientation(): FreeCameraInputsManager;
  101764. }
  101765. /**
  101766. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  101767. * Screen rotation is taken into account.
  101768. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101769. */
  101770. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  101771. private _camera;
  101772. private _screenOrientationAngle;
  101773. private _constantTranform;
  101774. private _screenQuaternion;
  101775. private _alpha;
  101776. private _beta;
  101777. private _gamma;
  101778. /**
  101779. * Can be used to detect if a device orientation sensor is availible on a device
  101780. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  101781. * @returns a promise that will resolve on orientation change
  101782. */
  101783. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  101784. /**
  101785. * @hidden
  101786. */
  101787. _onDeviceOrientationChangedObservable: Observable<void>;
  101788. /**
  101789. * Instantiates a new input
  101790. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101791. */
  101792. constructor();
  101793. /**
  101794. * Define the camera controlled by the input.
  101795. */
  101796. camera: FreeCamera;
  101797. /**
  101798. * Attach the input controls to a specific dom element to get the input from.
  101799. * @param element Defines the element the controls should be listened from
  101800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101801. */
  101802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101803. private _orientationChanged;
  101804. private _deviceOrientation;
  101805. /**
  101806. * Detach the current controls from the specified dom element.
  101807. * @param element Defines the element to stop listening the inputs from
  101808. */
  101809. detachControl(element: Nullable<HTMLElement>): void;
  101810. /**
  101811. * Update the current camera state depending on the inputs that have been used this frame.
  101812. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101813. */
  101814. checkInputs(): void;
  101815. /**
  101816. * Gets the class name of the current intput.
  101817. * @returns the class name
  101818. */
  101819. getClassName(): string;
  101820. /**
  101821. * Get the friendly name associated with the input class.
  101822. * @returns the input friendly name
  101823. */
  101824. getSimpleName(): string;
  101825. }
  101826. }
  101827. declare module BABYLON {
  101828. /**
  101829. * Manage the gamepad inputs to control a free camera.
  101830. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101831. */
  101832. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  101833. /**
  101834. * Define the camera the input is attached to.
  101835. */
  101836. camera: FreeCamera;
  101837. /**
  101838. * Define the Gamepad controlling the input
  101839. */
  101840. gamepad: Nullable<Gamepad>;
  101841. /**
  101842. * Defines the gamepad rotation sensiblity.
  101843. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101844. */
  101845. gamepadAngularSensibility: number;
  101846. /**
  101847. * Defines the gamepad move sensiblity.
  101848. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101849. */
  101850. gamepadMoveSensibility: number;
  101851. private _onGamepadConnectedObserver;
  101852. private _onGamepadDisconnectedObserver;
  101853. private _cameraTransform;
  101854. private _deltaTransform;
  101855. private _vector3;
  101856. private _vector2;
  101857. /**
  101858. * Attach the input controls to a specific dom element to get the input from.
  101859. * @param element Defines the element the controls should be listened from
  101860. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101861. */
  101862. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101863. /**
  101864. * Detach the current controls from the specified dom element.
  101865. * @param element Defines the element to stop listening the inputs from
  101866. */
  101867. detachControl(element: Nullable<HTMLElement>): void;
  101868. /**
  101869. * Update the current camera state depending on the inputs that have been used this frame.
  101870. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101871. */
  101872. checkInputs(): void;
  101873. /**
  101874. * Gets the class name of the current intput.
  101875. * @returns the class name
  101876. */
  101877. getClassName(): string;
  101878. /**
  101879. * Get the friendly name associated with the input class.
  101880. * @returns the input friendly name
  101881. */
  101882. getSimpleName(): string;
  101883. }
  101884. }
  101885. declare module BABYLON {
  101886. /**
  101887. * Defines the potential axis of a Joystick
  101888. */
  101889. export enum JoystickAxis {
  101890. /** X axis */
  101891. X = 0,
  101892. /** Y axis */
  101893. Y = 1,
  101894. /** Z axis */
  101895. Z = 2
  101896. }
  101897. /**
  101898. * Class used to define virtual joystick (used in touch mode)
  101899. */
  101900. export class VirtualJoystick {
  101901. /**
  101902. * Gets or sets a boolean indicating that left and right values must be inverted
  101903. */
  101904. reverseLeftRight: boolean;
  101905. /**
  101906. * Gets or sets a boolean indicating that up and down values must be inverted
  101907. */
  101908. reverseUpDown: boolean;
  101909. /**
  101910. * Gets the offset value for the position (ie. the change of the position value)
  101911. */
  101912. deltaPosition: Vector3;
  101913. /**
  101914. * Gets a boolean indicating if the virtual joystick was pressed
  101915. */
  101916. pressed: boolean;
  101917. /**
  101918. * Canvas the virtual joystick will render onto, default z-index of this is 5
  101919. */
  101920. static Canvas: Nullable<HTMLCanvasElement>;
  101921. private static _globalJoystickIndex;
  101922. private static vjCanvasContext;
  101923. private static vjCanvasWidth;
  101924. private static vjCanvasHeight;
  101925. private static halfWidth;
  101926. private _action;
  101927. private _axisTargetedByLeftAndRight;
  101928. private _axisTargetedByUpAndDown;
  101929. private _joystickSensibility;
  101930. private _inversedSensibility;
  101931. private _joystickPointerID;
  101932. private _joystickColor;
  101933. private _joystickPointerPos;
  101934. private _joystickPreviousPointerPos;
  101935. private _joystickPointerStartPos;
  101936. private _deltaJoystickVector;
  101937. private _leftJoystick;
  101938. private _touches;
  101939. private _onPointerDownHandlerRef;
  101940. private _onPointerMoveHandlerRef;
  101941. private _onPointerUpHandlerRef;
  101942. private _onResize;
  101943. /**
  101944. * Creates a new virtual joystick
  101945. * @param leftJoystick defines that the joystick is for left hand (false by default)
  101946. */
  101947. constructor(leftJoystick?: boolean);
  101948. /**
  101949. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  101950. * @param newJoystickSensibility defines the new sensibility
  101951. */
  101952. setJoystickSensibility(newJoystickSensibility: number): void;
  101953. private _onPointerDown;
  101954. private _onPointerMove;
  101955. private _onPointerUp;
  101956. /**
  101957. * Change the color of the virtual joystick
  101958. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  101959. */
  101960. setJoystickColor(newColor: string): void;
  101961. /**
  101962. * Defines a callback to call when the joystick is touched
  101963. * @param action defines the callback
  101964. */
  101965. setActionOnTouch(action: () => any): void;
  101966. /**
  101967. * Defines which axis you'd like to control for left & right
  101968. * @param axis defines the axis to use
  101969. */
  101970. setAxisForLeftRight(axis: JoystickAxis): void;
  101971. /**
  101972. * Defines which axis you'd like to control for up & down
  101973. * @param axis defines the axis to use
  101974. */
  101975. setAxisForUpDown(axis: JoystickAxis): void;
  101976. private _drawVirtualJoystick;
  101977. /**
  101978. * Release internal HTML canvas
  101979. */
  101980. releaseCanvas(): void;
  101981. }
  101982. }
  101983. declare module BABYLON {
  101984. interface FreeCameraInputsManager {
  101985. /**
  101986. * Add virtual joystick input support to the input manager.
  101987. * @returns the current input manager
  101988. */
  101989. addVirtualJoystick(): FreeCameraInputsManager;
  101990. }
  101991. /**
  101992. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  101993. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101994. */
  101995. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  101996. /**
  101997. * Defines the camera the input is attached to.
  101998. */
  101999. camera: FreeCamera;
  102000. private _leftjoystick;
  102001. private _rightjoystick;
  102002. /**
  102003. * Gets the left stick of the virtual joystick.
  102004. * @returns The virtual Joystick
  102005. */
  102006. getLeftJoystick(): VirtualJoystick;
  102007. /**
  102008. * Gets the right stick of the virtual joystick.
  102009. * @returns The virtual Joystick
  102010. */
  102011. getRightJoystick(): VirtualJoystick;
  102012. /**
  102013. * Update the current camera state depending on the inputs that have been used this frame.
  102014. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102015. */
  102016. checkInputs(): void;
  102017. /**
  102018. * Attach the input controls to a specific dom element to get the input from.
  102019. * @param element Defines the element the controls should be listened from
  102020. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102021. */
  102022. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102023. /**
  102024. * Detach the current controls from the specified dom element.
  102025. * @param element Defines the element to stop listening the inputs from
  102026. */
  102027. detachControl(element: Nullable<HTMLElement>): void;
  102028. /**
  102029. * Gets the class name of the current intput.
  102030. * @returns the class name
  102031. */
  102032. getClassName(): string;
  102033. /**
  102034. * Get the friendly name associated with the input class.
  102035. * @returns the input friendly name
  102036. */
  102037. getSimpleName(): string;
  102038. }
  102039. }
  102040. declare module BABYLON {
  102041. /**
  102042. * This represents a FPS type of camera controlled by touch.
  102043. * This is like a universal camera minus the Gamepad controls.
  102044. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102045. */
  102046. export class TouchCamera extends FreeCamera {
  102047. /**
  102048. * Defines the touch sensibility for rotation.
  102049. * The higher the faster.
  102050. */
  102051. touchAngularSensibility: number;
  102052. /**
  102053. * Defines the touch sensibility for move.
  102054. * The higher the faster.
  102055. */
  102056. touchMoveSensibility: number;
  102057. /**
  102058. * Instantiates a new touch camera.
  102059. * This represents a FPS type of camera controlled by touch.
  102060. * This is like a universal camera minus the Gamepad controls.
  102061. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102062. * @param name Define the name of the camera in the scene
  102063. * @param position Define the start position of the camera in the scene
  102064. * @param scene Define the scene the camera belongs to
  102065. */
  102066. constructor(name: string, position: Vector3, scene: Scene);
  102067. /**
  102068. * Gets the current object class name.
  102069. * @return the class name
  102070. */
  102071. getClassName(): string;
  102072. /** @hidden */
  102073. _setupInputs(): void;
  102074. }
  102075. }
  102076. declare module BABYLON {
  102077. /**
  102078. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102079. * being tilted forward or back and left or right.
  102080. */
  102081. export class DeviceOrientationCamera extends FreeCamera {
  102082. private _initialQuaternion;
  102083. private _quaternionCache;
  102084. private _tmpDragQuaternion;
  102085. /**
  102086. * Creates a new device orientation camera
  102087. * @param name The name of the camera
  102088. * @param position The start position camera
  102089. * @param scene The scene the camera belongs to
  102090. */
  102091. constructor(name: string, position: Vector3, scene: Scene);
  102092. /**
  102093. * @hidden
  102094. * Disabled pointer input on first orientation sensor update (Default: true)
  102095. */
  102096. _disablePointerInputWhenUsingDeviceOrientation: boolean;
  102097. private _dragFactor;
  102098. /**
  102099. * Enabled turning on the y axis when the orientation sensor is active
  102100. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102101. */
  102102. enableHorizontalDragging(dragFactor?: number): void;
  102103. /**
  102104. * Gets the current instance class name ("DeviceOrientationCamera").
  102105. * This helps avoiding instanceof at run time.
  102106. * @returns the class name
  102107. */
  102108. getClassName(): string;
  102109. /**
  102110. * @hidden
  102111. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102112. */
  102113. _checkInputs(): void;
  102114. /**
  102115. * Reset the camera to its default orientation on the specified axis only.
  102116. * @param axis The axis to reset
  102117. */
  102118. resetToCurrentRotation(axis?: Axis): void;
  102119. }
  102120. }
  102121. declare module BABYLON {
  102122. /**
  102123. * Defines supported buttons for XBox360 compatible gamepads
  102124. */
  102125. export enum Xbox360Button {
  102126. /** A */
  102127. A = 0,
  102128. /** B */
  102129. B = 1,
  102130. /** X */
  102131. X = 2,
  102132. /** Y */
  102133. Y = 3,
  102134. /** Start */
  102135. Start = 4,
  102136. /** Back */
  102137. Back = 5,
  102138. /** Left button */
  102139. LB = 6,
  102140. /** Right button */
  102141. RB = 7,
  102142. /** Left stick */
  102143. LeftStick = 8,
  102144. /** Right stick */
  102145. RightStick = 9
  102146. }
  102147. /** Defines values for XBox360 DPad */
  102148. export enum Xbox360Dpad {
  102149. /** Up */
  102150. Up = 0,
  102151. /** Down */
  102152. Down = 1,
  102153. /** Left */
  102154. Left = 2,
  102155. /** Right */
  102156. Right = 3
  102157. }
  102158. /**
  102159. * Defines a XBox360 gamepad
  102160. */
  102161. export class Xbox360Pad extends Gamepad {
  102162. private _leftTrigger;
  102163. private _rightTrigger;
  102164. private _onlefttriggerchanged;
  102165. private _onrighttriggerchanged;
  102166. private _onbuttondown;
  102167. private _onbuttonup;
  102168. private _ondpaddown;
  102169. private _ondpadup;
  102170. /** Observable raised when a button is pressed */
  102171. onButtonDownObservable: Observable<Xbox360Button>;
  102172. /** Observable raised when a button is released */
  102173. onButtonUpObservable: Observable<Xbox360Button>;
  102174. /** Observable raised when a pad is pressed */
  102175. onPadDownObservable: Observable<Xbox360Dpad>;
  102176. /** Observable raised when a pad is released */
  102177. onPadUpObservable: Observable<Xbox360Dpad>;
  102178. private _buttonA;
  102179. private _buttonB;
  102180. private _buttonX;
  102181. private _buttonY;
  102182. private _buttonBack;
  102183. private _buttonStart;
  102184. private _buttonLB;
  102185. private _buttonRB;
  102186. private _buttonLeftStick;
  102187. private _buttonRightStick;
  102188. private _dPadUp;
  102189. private _dPadDown;
  102190. private _dPadLeft;
  102191. private _dPadRight;
  102192. private _isXboxOnePad;
  102193. /**
  102194. * Creates a new XBox360 gamepad object
  102195. * @param id defines the id of this gamepad
  102196. * @param index defines its index
  102197. * @param gamepad defines the internal HTML gamepad object
  102198. * @param xboxOne defines if it is a XBox One gamepad
  102199. */
  102200. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102201. /**
  102202. * Defines the callback to call when left trigger is pressed
  102203. * @param callback defines the callback to use
  102204. */
  102205. onlefttriggerchanged(callback: (value: number) => void): void;
  102206. /**
  102207. * Defines the callback to call when right trigger is pressed
  102208. * @param callback defines the callback to use
  102209. */
  102210. onrighttriggerchanged(callback: (value: number) => void): void;
  102211. /**
  102212. * Gets the left trigger value
  102213. */
  102214. /**
  102215. * Sets the left trigger value
  102216. */
  102217. leftTrigger: number;
  102218. /**
  102219. * Gets the right trigger value
  102220. */
  102221. /**
  102222. * Sets the right trigger value
  102223. */
  102224. rightTrigger: number;
  102225. /**
  102226. * Defines the callback to call when a button is pressed
  102227. * @param callback defines the callback to use
  102228. */
  102229. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102230. /**
  102231. * Defines the callback to call when a button is released
  102232. * @param callback defines the callback to use
  102233. */
  102234. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  102235. /**
  102236. * Defines the callback to call when a pad is pressed
  102237. * @param callback defines the callback to use
  102238. */
  102239. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  102240. /**
  102241. * Defines the callback to call when a pad is released
  102242. * @param callback defines the callback to use
  102243. */
  102244. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  102245. private _setButtonValue;
  102246. private _setDPadValue;
  102247. /**
  102248. * Gets the value of the `A` button
  102249. */
  102250. /**
  102251. * Sets the value of the `A` button
  102252. */
  102253. buttonA: number;
  102254. /**
  102255. * Gets the value of the `B` button
  102256. */
  102257. /**
  102258. * Sets the value of the `B` button
  102259. */
  102260. buttonB: number;
  102261. /**
  102262. * Gets the value of the `X` button
  102263. */
  102264. /**
  102265. * Sets the value of the `X` button
  102266. */
  102267. buttonX: number;
  102268. /**
  102269. * Gets the value of the `Y` button
  102270. */
  102271. /**
  102272. * Sets the value of the `Y` button
  102273. */
  102274. buttonY: number;
  102275. /**
  102276. * Gets the value of the `Start` button
  102277. */
  102278. /**
  102279. * Sets the value of the `Start` button
  102280. */
  102281. buttonStart: number;
  102282. /**
  102283. * Gets the value of the `Back` button
  102284. */
  102285. /**
  102286. * Sets the value of the `Back` button
  102287. */
  102288. buttonBack: number;
  102289. /**
  102290. * Gets the value of the `Left` button
  102291. */
  102292. /**
  102293. * Sets the value of the `Left` button
  102294. */
  102295. buttonLB: number;
  102296. /**
  102297. * Gets the value of the `Right` button
  102298. */
  102299. /**
  102300. * Sets the value of the `Right` button
  102301. */
  102302. buttonRB: number;
  102303. /**
  102304. * Gets the value of the Left joystick
  102305. */
  102306. /**
  102307. * Sets the value of the Left joystick
  102308. */
  102309. buttonLeftStick: number;
  102310. /**
  102311. * Gets the value of the Right joystick
  102312. */
  102313. /**
  102314. * Sets the value of the Right joystick
  102315. */
  102316. buttonRightStick: number;
  102317. /**
  102318. * Gets the value of D-pad up
  102319. */
  102320. /**
  102321. * Sets the value of D-pad up
  102322. */
  102323. dPadUp: number;
  102324. /**
  102325. * Gets the value of D-pad down
  102326. */
  102327. /**
  102328. * Sets the value of D-pad down
  102329. */
  102330. dPadDown: number;
  102331. /**
  102332. * Gets the value of D-pad left
  102333. */
  102334. /**
  102335. * Sets the value of D-pad left
  102336. */
  102337. dPadLeft: number;
  102338. /**
  102339. * Gets the value of D-pad right
  102340. */
  102341. /**
  102342. * Sets the value of D-pad right
  102343. */
  102344. dPadRight: number;
  102345. /**
  102346. * Force the gamepad to synchronize with device values
  102347. */
  102348. update(): void;
  102349. /**
  102350. * Disposes the gamepad
  102351. */
  102352. dispose(): void;
  102353. }
  102354. }
  102355. declare module BABYLON {
  102356. /**
  102357. * Manager for handling gamepads
  102358. */
  102359. export class GamepadManager {
  102360. private _scene?;
  102361. private _babylonGamepads;
  102362. private _oneGamepadConnected;
  102363. /** @hidden */
  102364. _isMonitoring: boolean;
  102365. private _gamepadEventSupported;
  102366. private _gamepadSupport;
  102367. /**
  102368. * observable to be triggered when the gamepad controller has been connected
  102369. */
  102370. onGamepadConnectedObservable: Observable<Gamepad>;
  102371. /**
  102372. * observable to be triggered when the gamepad controller has been disconnected
  102373. */
  102374. onGamepadDisconnectedObservable: Observable<Gamepad>;
  102375. private _onGamepadConnectedEvent;
  102376. private _onGamepadDisconnectedEvent;
  102377. /**
  102378. * Initializes the gamepad manager
  102379. * @param _scene BabylonJS scene
  102380. */
  102381. constructor(_scene?: Scene | undefined);
  102382. /**
  102383. * The gamepads in the game pad manager
  102384. */
  102385. readonly gamepads: Gamepad[];
  102386. /**
  102387. * Get the gamepad controllers based on type
  102388. * @param type The type of gamepad controller
  102389. * @returns Nullable gamepad
  102390. */
  102391. getGamepadByType(type?: number): Nullable<Gamepad>;
  102392. /**
  102393. * Disposes the gamepad manager
  102394. */
  102395. dispose(): void;
  102396. private _addNewGamepad;
  102397. private _startMonitoringGamepads;
  102398. private _stopMonitoringGamepads;
  102399. /** @hidden */
  102400. _checkGamepadsStatus(): void;
  102401. private _updateGamepadObjects;
  102402. }
  102403. }
  102404. declare module BABYLON {
  102405. interface Scene {
  102406. /** @hidden */
  102407. _gamepadManager: Nullable<GamepadManager>;
  102408. /**
  102409. * Gets the gamepad manager associated with the scene
  102410. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  102411. */
  102412. gamepadManager: GamepadManager;
  102413. }
  102414. /**
  102415. * Interface representing a free camera inputs manager
  102416. */
  102417. interface FreeCameraInputsManager {
  102418. /**
  102419. * Adds gamepad input support to the FreeCameraInputsManager.
  102420. * @returns the FreeCameraInputsManager
  102421. */
  102422. addGamepad(): FreeCameraInputsManager;
  102423. }
  102424. /**
  102425. * Interface representing an arc rotate camera inputs manager
  102426. */
  102427. interface ArcRotateCameraInputsManager {
  102428. /**
  102429. * Adds gamepad input support to the ArcRotateCamera InputManager.
  102430. * @returns the camera inputs manager
  102431. */
  102432. addGamepad(): ArcRotateCameraInputsManager;
  102433. }
  102434. /**
  102435. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  102436. */
  102437. export class GamepadSystemSceneComponent implements ISceneComponent {
  102438. /**
  102439. * The component name helpfull to identify the component in the list of scene components.
  102440. */
  102441. readonly name: string;
  102442. /**
  102443. * The scene the component belongs to.
  102444. */
  102445. scene: Scene;
  102446. /**
  102447. * Creates a new instance of the component for the given scene
  102448. * @param scene Defines the scene to register the component in
  102449. */
  102450. constructor(scene: Scene);
  102451. /**
  102452. * Registers the component in a given scene
  102453. */
  102454. register(): void;
  102455. /**
  102456. * Rebuilds the elements related to this component in case of
  102457. * context lost for instance.
  102458. */
  102459. rebuild(): void;
  102460. /**
  102461. * Disposes the component and the associated ressources
  102462. */
  102463. dispose(): void;
  102464. private _beforeCameraUpdate;
  102465. }
  102466. }
  102467. declare module BABYLON {
  102468. /**
  102469. * 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,
  102470. * which still works and will still be found in many Playgrounds.
  102471. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102472. */
  102473. export class UniversalCamera extends TouchCamera {
  102474. /**
  102475. * Defines the gamepad rotation sensiblity.
  102476. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102477. */
  102478. gamepadAngularSensibility: number;
  102479. /**
  102480. * Defines the gamepad move sensiblity.
  102481. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102482. */
  102483. gamepadMoveSensibility: number;
  102484. /**
  102485. * 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,
  102486. * which still works and will still be found in many Playgrounds.
  102487. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102488. * @param name Define the name of the camera in the scene
  102489. * @param position Define the start position of the camera in the scene
  102490. * @param scene Define the scene the camera belongs to
  102491. */
  102492. constructor(name: string, position: Vector3, scene: Scene);
  102493. /**
  102494. * Gets the current object class name.
  102495. * @return the class name
  102496. */
  102497. getClassName(): string;
  102498. }
  102499. }
  102500. declare module BABYLON {
  102501. /**
  102502. * This represents a FPS type of camera. This is only here for back compat purpose.
  102503. * Please use the UniversalCamera instead as both are identical.
  102504. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102505. */
  102506. export class GamepadCamera extends UniversalCamera {
  102507. /**
  102508. * Instantiates a new Gamepad Camera
  102509. * This represents a FPS type of camera. This is only here for back compat purpose.
  102510. * Please use the UniversalCamera instead as both are identical.
  102511. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102512. * @param name Define the name of the camera in the scene
  102513. * @param position Define the start position of the camera in the scene
  102514. * @param scene Define the scene the camera belongs to
  102515. */
  102516. constructor(name: string, position: Vector3, scene: Scene);
  102517. /**
  102518. * Gets the current object class name.
  102519. * @return the class name
  102520. */
  102521. getClassName(): string;
  102522. }
  102523. }
  102524. declare module BABYLON {
  102525. /** @hidden */
  102526. export var passPixelShader: {
  102527. name: string;
  102528. shader: string;
  102529. };
  102530. }
  102531. declare module BABYLON {
  102532. /** @hidden */
  102533. export var passCubePixelShader: {
  102534. name: string;
  102535. shader: string;
  102536. };
  102537. }
  102538. declare module BABYLON {
  102539. /**
  102540. * PassPostProcess which produces an output the same as it's input
  102541. */
  102542. export class PassPostProcess extends PostProcess {
  102543. /**
  102544. * Creates the PassPostProcess
  102545. * @param name The name of the effect.
  102546. * @param options The required width/height ratio to downsize to before computing the render pass.
  102547. * @param camera The camera to apply the render pass to.
  102548. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102549. * @param engine The engine which the post process will be applied. (default: current engine)
  102550. * @param reusable If the post process can be reused on the same frame. (default: false)
  102551. * @param textureType The type of texture to be used when performing the post processing.
  102552. * @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)
  102553. */
  102554. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102555. }
  102556. /**
  102557. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  102558. */
  102559. export class PassCubePostProcess extends PostProcess {
  102560. private _face;
  102561. /**
  102562. * Gets or sets the cube face to display.
  102563. * * 0 is +X
  102564. * * 1 is -X
  102565. * * 2 is +Y
  102566. * * 3 is -Y
  102567. * * 4 is +Z
  102568. * * 5 is -Z
  102569. */
  102570. face: number;
  102571. /**
  102572. * Creates the PassCubePostProcess
  102573. * @param name The name of the effect.
  102574. * @param options The required width/height ratio to downsize to before computing the render pass.
  102575. * @param camera The camera to apply the render pass to.
  102576. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102577. * @param engine The engine which the post process will be applied. (default: current engine)
  102578. * @param reusable If the post process can be reused on the same frame. (default: false)
  102579. * @param textureType The type of texture to be used when performing the post processing.
  102580. * @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)
  102581. */
  102582. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  102583. }
  102584. }
  102585. declare module BABYLON {
  102586. /** @hidden */
  102587. export var anaglyphPixelShader: {
  102588. name: string;
  102589. shader: string;
  102590. };
  102591. }
  102592. declare module BABYLON {
  102593. /**
  102594. * Postprocess used to generate anaglyphic rendering
  102595. */
  102596. export class AnaglyphPostProcess extends PostProcess {
  102597. private _passedProcess;
  102598. /**
  102599. * Creates a new AnaglyphPostProcess
  102600. * @param name defines postprocess name
  102601. * @param options defines creation options or target ratio scale
  102602. * @param rigCameras defines cameras using this postprocess
  102603. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  102604. * @param engine defines hosting engine
  102605. * @param reusable defines if the postprocess will be reused multiple times per frame
  102606. */
  102607. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  102608. }
  102609. }
  102610. declare module BABYLON {
  102611. /**
  102612. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  102613. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102614. */
  102615. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  102616. /**
  102617. * Creates a new AnaglyphArcRotateCamera
  102618. * @param name defines camera name
  102619. * @param alpha defines alpha angle (in radians)
  102620. * @param beta defines beta angle (in radians)
  102621. * @param radius defines radius
  102622. * @param target defines camera target
  102623. * @param interaxialDistance defines distance between each color axis
  102624. * @param scene defines the hosting scene
  102625. */
  102626. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  102627. /**
  102628. * Gets camera class name
  102629. * @returns AnaglyphArcRotateCamera
  102630. */
  102631. getClassName(): string;
  102632. }
  102633. }
  102634. declare module BABYLON {
  102635. /**
  102636. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  102637. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102638. */
  102639. export class AnaglyphFreeCamera extends FreeCamera {
  102640. /**
  102641. * Creates a new AnaglyphFreeCamera
  102642. * @param name defines camera name
  102643. * @param position defines initial position
  102644. * @param interaxialDistance defines distance between each color axis
  102645. * @param scene defines the hosting scene
  102646. */
  102647. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102648. /**
  102649. * Gets camera class name
  102650. * @returns AnaglyphFreeCamera
  102651. */
  102652. getClassName(): string;
  102653. }
  102654. }
  102655. declare module BABYLON {
  102656. /**
  102657. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  102658. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102659. */
  102660. export class AnaglyphGamepadCamera extends GamepadCamera {
  102661. /**
  102662. * Creates a new AnaglyphGamepadCamera
  102663. * @param name defines camera name
  102664. * @param position defines initial position
  102665. * @param interaxialDistance defines distance between each color axis
  102666. * @param scene defines the hosting scene
  102667. */
  102668. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102669. /**
  102670. * Gets camera class name
  102671. * @returns AnaglyphGamepadCamera
  102672. */
  102673. getClassName(): string;
  102674. }
  102675. }
  102676. declare module BABYLON {
  102677. /**
  102678. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  102679. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  102680. */
  102681. export class AnaglyphUniversalCamera extends UniversalCamera {
  102682. /**
  102683. * Creates a new AnaglyphUniversalCamera
  102684. * @param name defines camera name
  102685. * @param position defines initial position
  102686. * @param interaxialDistance defines distance between each color axis
  102687. * @param scene defines the hosting scene
  102688. */
  102689. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  102690. /**
  102691. * Gets camera class name
  102692. * @returns AnaglyphUniversalCamera
  102693. */
  102694. getClassName(): string;
  102695. }
  102696. }
  102697. declare module BABYLON {
  102698. /** @hidden */
  102699. export var stereoscopicInterlacePixelShader: {
  102700. name: string;
  102701. shader: string;
  102702. };
  102703. }
  102704. declare module BABYLON {
  102705. /**
  102706. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  102707. */
  102708. export class StereoscopicInterlacePostProcess extends PostProcess {
  102709. private _stepSize;
  102710. private _passedProcess;
  102711. /**
  102712. * Initializes a StereoscopicInterlacePostProcess
  102713. * @param name The name of the effect.
  102714. * @param rigCameras The rig cameras to be appled to the post process
  102715. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  102716. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  102717. * @param engine The engine which the post process will be applied. (default: current engine)
  102718. * @param reusable If the post process can be reused on the same frame. (default: false)
  102719. */
  102720. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  102721. }
  102722. }
  102723. declare module BABYLON {
  102724. /**
  102725. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  102726. * @see http://doc.babylonjs.com/features/cameras
  102727. */
  102728. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  102729. /**
  102730. * Creates a new StereoscopicArcRotateCamera
  102731. * @param name defines camera name
  102732. * @param alpha defines alpha angle (in radians)
  102733. * @param beta defines beta angle (in radians)
  102734. * @param radius defines radius
  102735. * @param target defines camera target
  102736. * @param interaxialDistance defines distance between each color axis
  102737. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102738. * @param scene defines the hosting scene
  102739. */
  102740. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102741. /**
  102742. * Gets camera class name
  102743. * @returns StereoscopicArcRotateCamera
  102744. */
  102745. getClassName(): string;
  102746. }
  102747. }
  102748. declare module BABYLON {
  102749. /**
  102750. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  102751. * @see http://doc.babylonjs.com/features/cameras
  102752. */
  102753. export class StereoscopicFreeCamera extends FreeCamera {
  102754. /**
  102755. * Creates a new StereoscopicFreeCamera
  102756. * @param name defines camera name
  102757. * @param position defines initial position
  102758. * @param interaxialDistance defines distance between each color axis
  102759. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102760. * @param scene defines the hosting scene
  102761. */
  102762. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102763. /**
  102764. * Gets camera class name
  102765. * @returns StereoscopicFreeCamera
  102766. */
  102767. getClassName(): string;
  102768. }
  102769. }
  102770. declare module BABYLON {
  102771. /**
  102772. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  102773. * @see http://doc.babylonjs.com/features/cameras
  102774. */
  102775. export class StereoscopicGamepadCamera extends GamepadCamera {
  102776. /**
  102777. * Creates a new StereoscopicGamepadCamera
  102778. * @param name defines camera name
  102779. * @param position defines initial position
  102780. * @param interaxialDistance defines distance between each color axis
  102781. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102782. * @param scene defines the hosting scene
  102783. */
  102784. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102785. /**
  102786. * Gets camera class name
  102787. * @returns StereoscopicGamepadCamera
  102788. */
  102789. getClassName(): string;
  102790. }
  102791. }
  102792. declare module BABYLON {
  102793. /**
  102794. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  102795. * @see http://doc.babylonjs.com/features/cameras
  102796. */
  102797. export class StereoscopicUniversalCamera extends UniversalCamera {
  102798. /**
  102799. * Creates a new StereoscopicUniversalCamera
  102800. * @param name defines camera name
  102801. * @param position defines initial position
  102802. * @param interaxialDistance defines distance between each color axis
  102803. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  102804. * @param scene defines the hosting scene
  102805. */
  102806. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  102807. /**
  102808. * Gets camera class name
  102809. * @returns StereoscopicUniversalCamera
  102810. */
  102811. getClassName(): string;
  102812. }
  102813. }
  102814. declare module BABYLON {
  102815. /**
  102816. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  102817. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102818. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102819. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102820. */
  102821. export class VirtualJoysticksCamera extends FreeCamera {
  102822. /**
  102823. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  102824. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  102825. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  102826. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  102827. * @param name Define the name of the camera in the scene
  102828. * @param position Define the start position of the camera in the scene
  102829. * @param scene Define the scene the camera belongs to
  102830. */
  102831. constructor(name: string, position: Vector3, scene: Scene);
  102832. /**
  102833. * Gets the current object class name.
  102834. * @return the class name
  102835. */
  102836. getClassName(): string;
  102837. }
  102838. }
  102839. declare module BABYLON {
  102840. /**
  102841. * This represents all the required metrics to create a VR camera.
  102842. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  102843. */
  102844. export class VRCameraMetrics {
  102845. /**
  102846. * Define the horizontal resolution off the screen.
  102847. */
  102848. hResolution: number;
  102849. /**
  102850. * Define the vertical resolution off the screen.
  102851. */
  102852. vResolution: number;
  102853. /**
  102854. * Define the horizontal screen size.
  102855. */
  102856. hScreenSize: number;
  102857. /**
  102858. * Define the vertical screen size.
  102859. */
  102860. vScreenSize: number;
  102861. /**
  102862. * Define the vertical screen center position.
  102863. */
  102864. vScreenCenter: number;
  102865. /**
  102866. * Define the distance of the eyes to the screen.
  102867. */
  102868. eyeToScreenDistance: number;
  102869. /**
  102870. * Define the distance between both lenses
  102871. */
  102872. lensSeparationDistance: number;
  102873. /**
  102874. * Define the distance between both viewer's eyes.
  102875. */
  102876. interpupillaryDistance: number;
  102877. /**
  102878. * Define the distortion factor of the VR postprocess.
  102879. * Please, touch with care.
  102880. */
  102881. distortionK: number[];
  102882. /**
  102883. * Define the chromatic aberration correction factors for the VR post process.
  102884. */
  102885. chromaAbCorrection: number[];
  102886. /**
  102887. * Define the scale factor of the post process.
  102888. * The smaller the better but the slower.
  102889. */
  102890. postProcessScaleFactor: number;
  102891. /**
  102892. * Define an offset for the lens center.
  102893. */
  102894. lensCenterOffset: number;
  102895. /**
  102896. * Define if the current vr camera should compensate the distortion of the lense or not.
  102897. */
  102898. compensateDistortion: boolean;
  102899. /**
  102900. * Defines if multiview should be enabled when rendering (Default: false)
  102901. */
  102902. multiviewEnabled: boolean;
  102903. /**
  102904. * Gets the rendering aspect ratio based on the provided resolutions.
  102905. */
  102906. readonly aspectRatio: number;
  102907. /**
  102908. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  102909. */
  102910. readonly aspectRatioFov: number;
  102911. /**
  102912. * @hidden
  102913. */
  102914. readonly leftHMatrix: Matrix;
  102915. /**
  102916. * @hidden
  102917. */
  102918. readonly rightHMatrix: Matrix;
  102919. /**
  102920. * @hidden
  102921. */
  102922. readonly leftPreViewMatrix: Matrix;
  102923. /**
  102924. * @hidden
  102925. */
  102926. readonly rightPreViewMatrix: Matrix;
  102927. /**
  102928. * Get the default VRMetrics based on the most generic setup.
  102929. * @returns the default vr metrics
  102930. */
  102931. static GetDefault(): VRCameraMetrics;
  102932. }
  102933. }
  102934. declare module BABYLON {
  102935. /** @hidden */
  102936. export var vrDistortionCorrectionPixelShader: {
  102937. name: string;
  102938. shader: string;
  102939. };
  102940. }
  102941. declare module BABYLON {
  102942. /**
  102943. * VRDistortionCorrectionPostProcess used for mobile VR
  102944. */
  102945. export class VRDistortionCorrectionPostProcess extends PostProcess {
  102946. private _isRightEye;
  102947. private _distortionFactors;
  102948. private _postProcessScaleFactor;
  102949. private _lensCenterOffset;
  102950. private _scaleIn;
  102951. private _scaleFactor;
  102952. private _lensCenter;
  102953. /**
  102954. * Initializes the VRDistortionCorrectionPostProcess
  102955. * @param name The name of the effect.
  102956. * @param camera The camera to apply the render pass to.
  102957. * @param isRightEye If this is for the right eye distortion
  102958. * @param vrMetrics All the required metrics for the VR camera
  102959. */
  102960. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  102961. }
  102962. }
  102963. declare module BABYLON {
  102964. /**
  102965. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  102966. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102967. */
  102968. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  102969. /**
  102970. * Creates a new VRDeviceOrientationArcRotateCamera
  102971. * @param name defines camera name
  102972. * @param alpha defines the camera rotation along the logitudinal axis
  102973. * @param beta defines the camera rotation along the latitudinal axis
  102974. * @param radius defines the camera distance from its target
  102975. * @param target defines the camera target
  102976. * @param scene defines the scene the camera belongs to
  102977. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  102978. * @param vrCameraMetrics defines the vr metrics associated to the camera
  102979. */
  102980. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  102981. /**
  102982. * Gets camera class name
  102983. * @returns VRDeviceOrientationArcRotateCamera
  102984. */
  102985. getClassName(): string;
  102986. }
  102987. }
  102988. declare module BABYLON {
  102989. /**
  102990. * Camera used to simulate VR rendering (based on FreeCamera)
  102991. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  102992. */
  102993. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  102994. /**
  102995. * Creates a new VRDeviceOrientationFreeCamera
  102996. * @param name defines camera name
  102997. * @param position defines the start position of the camera
  102998. * @param scene defines the scene the camera belongs to
  102999. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103000. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103001. */
  103002. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103003. /**
  103004. * Gets camera class name
  103005. * @returns VRDeviceOrientationFreeCamera
  103006. */
  103007. getClassName(): string;
  103008. }
  103009. }
  103010. declare module BABYLON {
  103011. /**
  103012. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  103013. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103014. */
  103015. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  103016. /**
  103017. * Creates a new VRDeviceOrientationGamepadCamera
  103018. * @param name defines camera name
  103019. * @param position defines the start position of the camera
  103020. * @param scene defines the scene the camera belongs to
  103021. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103022. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103023. */
  103024. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103025. /**
  103026. * Gets camera class name
  103027. * @returns VRDeviceOrientationGamepadCamera
  103028. */
  103029. getClassName(): string;
  103030. }
  103031. }
  103032. declare module BABYLON {
  103033. /**
  103034. * Base class of materials working in push mode in babylon JS
  103035. * @hidden
  103036. */
  103037. export class PushMaterial extends Material {
  103038. protected _activeEffect: Effect;
  103039. protected _normalMatrix: Matrix;
  103040. /**
  103041. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  103042. * This means that the material can keep using a previous shader while a new one is being compiled.
  103043. * This is mostly used when shader parallel compilation is supported (true by default)
  103044. */
  103045. allowShaderHotSwapping: boolean;
  103046. constructor(name: string, scene: Scene);
  103047. getEffect(): Effect;
  103048. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  103049. /**
  103050. * Binds the given world matrix to the active effect
  103051. *
  103052. * @param world the matrix to bind
  103053. */
  103054. bindOnlyWorldMatrix(world: Matrix): void;
  103055. /**
  103056. * Binds the given normal matrix to the active effect
  103057. *
  103058. * @param normalMatrix the matrix to bind
  103059. */
  103060. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  103061. bind(world: Matrix, mesh?: Mesh): void;
  103062. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  103063. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  103064. }
  103065. }
  103066. declare module BABYLON {
  103067. /**
  103068. * This groups all the flags used to control the materials channel.
  103069. */
  103070. export class MaterialFlags {
  103071. private static _DiffuseTextureEnabled;
  103072. /**
  103073. * Are diffuse textures enabled in the application.
  103074. */
  103075. static DiffuseTextureEnabled: boolean;
  103076. private static _AmbientTextureEnabled;
  103077. /**
  103078. * Are ambient textures enabled in the application.
  103079. */
  103080. static AmbientTextureEnabled: boolean;
  103081. private static _OpacityTextureEnabled;
  103082. /**
  103083. * Are opacity textures enabled in the application.
  103084. */
  103085. static OpacityTextureEnabled: boolean;
  103086. private static _ReflectionTextureEnabled;
  103087. /**
  103088. * Are reflection textures enabled in the application.
  103089. */
  103090. static ReflectionTextureEnabled: boolean;
  103091. private static _EmissiveTextureEnabled;
  103092. /**
  103093. * Are emissive textures enabled in the application.
  103094. */
  103095. static EmissiveTextureEnabled: boolean;
  103096. private static _SpecularTextureEnabled;
  103097. /**
  103098. * Are specular textures enabled in the application.
  103099. */
  103100. static SpecularTextureEnabled: boolean;
  103101. private static _BumpTextureEnabled;
  103102. /**
  103103. * Are bump textures enabled in the application.
  103104. */
  103105. static BumpTextureEnabled: boolean;
  103106. private static _LightmapTextureEnabled;
  103107. /**
  103108. * Are lightmap textures enabled in the application.
  103109. */
  103110. static LightmapTextureEnabled: boolean;
  103111. private static _RefractionTextureEnabled;
  103112. /**
  103113. * Are refraction textures enabled in the application.
  103114. */
  103115. static RefractionTextureEnabled: boolean;
  103116. private static _ColorGradingTextureEnabled;
  103117. /**
  103118. * Are color grading textures enabled in the application.
  103119. */
  103120. static ColorGradingTextureEnabled: boolean;
  103121. private static _FresnelEnabled;
  103122. /**
  103123. * Are fresnels enabled in the application.
  103124. */
  103125. static FresnelEnabled: boolean;
  103126. private static _ClearCoatTextureEnabled;
  103127. /**
  103128. * Are clear coat textures enabled in the application.
  103129. */
  103130. static ClearCoatTextureEnabled: boolean;
  103131. private static _ClearCoatBumpTextureEnabled;
  103132. /**
  103133. * Are clear coat bump textures enabled in the application.
  103134. */
  103135. static ClearCoatBumpTextureEnabled: boolean;
  103136. private static _ClearCoatTintTextureEnabled;
  103137. /**
  103138. * Are clear coat tint textures enabled in the application.
  103139. */
  103140. static ClearCoatTintTextureEnabled: boolean;
  103141. private static _SheenTextureEnabled;
  103142. /**
  103143. * Are sheen textures enabled in the application.
  103144. */
  103145. static SheenTextureEnabled: boolean;
  103146. private static _AnisotropicTextureEnabled;
  103147. /**
  103148. * Are anisotropic textures enabled in the application.
  103149. */
  103150. static AnisotropicTextureEnabled: boolean;
  103151. private static _ThicknessTextureEnabled;
  103152. /**
  103153. * Are thickness textures enabled in the application.
  103154. */
  103155. static ThicknessTextureEnabled: boolean;
  103156. }
  103157. }
  103158. declare module BABYLON {
  103159. /** @hidden */
  103160. export var defaultFragmentDeclaration: {
  103161. name: string;
  103162. shader: string;
  103163. };
  103164. }
  103165. declare module BABYLON {
  103166. /** @hidden */
  103167. export var defaultUboDeclaration: {
  103168. name: string;
  103169. shader: string;
  103170. };
  103171. }
  103172. declare module BABYLON {
  103173. /** @hidden */
  103174. export var lightFragmentDeclaration: {
  103175. name: string;
  103176. shader: string;
  103177. };
  103178. }
  103179. declare module BABYLON {
  103180. /** @hidden */
  103181. export var lightUboDeclaration: {
  103182. name: string;
  103183. shader: string;
  103184. };
  103185. }
  103186. declare module BABYLON {
  103187. /** @hidden */
  103188. export var lightsFragmentFunctions: {
  103189. name: string;
  103190. shader: string;
  103191. };
  103192. }
  103193. declare module BABYLON {
  103194. /** @hidden */
  103195. export var shadowsFragmentFunctions: {
  103196. name: string;
  103197. shader: string;
  103198. };
  103199. }
  103200. declare module BABYLON {
  103201. /** @hidden */
  103202. export var fresnelFunction: {
  103203. name: string;
  103204. shader: string;
  103205. };
  103206. }
  103207. declare module BABYLON {
  103208. /** @hidden */
  103209. export var reflectionFunction: {
  103210. name: string;
  103211. shader: string;
  103212. };
  103213. }
  103214. declare module BABYLON {
  103215. /** @hidden */
  103216. export var bumpFragmentFunctions: {
  103217. name: string;
  103218. shader: string;
  103219. };
  103220. }
  103221. declare module BABYLON {
  103222. /** @hidden */
  103223. export var logDepthDeclaration: {
  103224. name: string;
  103225. shader: string;
  103226. };
  103227. }
  103228. declare module BABYLON {
  103229. /** @hidden */
  103230. export var bumpFragment: {
  103231. name: string;
  103232. shader: string;
  103233. };
  103234. }
  103235. declare module BABYLON {
  103236. /** @hidden */
  103237. export var depthPrePass: {
  103238. name: string;
  103239. shader: string;
  103240. };
  103241. }
  103242. declare module BABYLON {
  103243. /** @hidden */
  103244. export var lightFragment: {
  103245. name: string;
  103246. shader: string;
  103247. };
  103248. }
  103249. declare module BABYLON {
  103250. /** @hidden */
  103251. export var logDepthFragment: {
  103252. name: string;
  103253. shader: string;
  103254. };
  103255. }
  103256. declare module BABYLON {
  103257. /** @hidden */
  103258. export var defaultPixelShader: {
  103259. name: string;
  103260. shader: string;
  103261. };
  103262. }
  103263. declare module BABYLON {
  103264. /** @hidden */
  103265. export var defaultVertexDeclaration: {
  103266. name: string;
  103267. shader: string;
  103268. };
  103269. }
  103270. declare module BABYLON {
  103271. /** @hidden */
  103272. export var bumpVertexDeclaration: {
  103273. name: string;
  103274. shader: string;
  103275. };
  103276. }
  103277. declare module BABYLON {
  103278. /** @hidden */
  103279. export var bumpVertex: {
  103280. name: string;
  103281. shader: string;
  103282. };
  103283. }
  103284. declare module BABYLON {
  103285. /** @hidden */
  103286. export var fogVertex: {
  103287. name: string;
  103288. shader: string;
  103289. };
  103290. }
  103291. declare module BABYLON {
  103292. /** @hidden */
  103293. export var shadowsVertex: {
  103294. name: string;
  103295. shader: string;
  103296. };
  103297. }
  103298. declare module BABYLON {
  103299. /** @hidden */
  103300. export var pointCloudVertex: {
  103301. name: string;
  103302. shader: string;
  103303. };
  103304. }
  103305. declare module BABYLON {
  103306. /** @hidden */
  103307. export var logDepthVertex: {
  103308. name: string;
  103309. shader: string;
  103310. };
  103311. }
  103312. declare module BABYLON {
  103313. /** @hidden */
  103314. export var defaultVertexShader: {
  103315. name: string;
  103316. shader: string;
  103317. };
  103318. }
  103319. declare module BABYLON {
  103320. /** @hidden */
  103321. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  103322. MAINUV1: boolean;
  103323. MAINUV2: boolean;
  103324. DIFFUSE: boolean;
  103325. DIFFUSEDIRECTUV: number;
  103326. AMBIENT: boolean;
  103327. AMBIENTDIRECTUV: number;
  103328. OPACITY: boolean;
  103329. OPACITYDIRECTUV: number;
  103330. OPACITYRGB: boolean;
  103331. REFLECTION: boolean;
  103332. EMISSIVE: boolean;
  103333. EMISSIVEDIRECTUV: number;
  103334. SPECULAR: boolean;
  103335. SPECULARDIRECTUV: number;
  103336. BUMP: boolean;
  103337. BUMPDIRECTUV: number;
  103338. PARALLAX: boolean;
  103339. PARALLAXOCCLUSION: boolean;
  103340. SPECULAROVERALPHA: boolean;
  103341. CLIPPLANE: boolean;
  103342. CLIPPLANE2: boolean;
  103343. CLIPPLANE3: boolean;
  103344. CLIPPLANE4: boolean;
  103345. ALPHATEST: boolean;
  103346. DEPTHPREPASS: boolean;
  103347. ALPHAFROMDIFFUSE: boolean;
  103348. POINTSIZE: boolean;
  103349. FOG: boolean;
  103350. SPECULARTERM: boolean;
  103351. DIFFUSEFRESNEL: boolean;
  103352. OPACITYFRESNEL: boolean;
  103353. REFLECTIONFRESNEL: boolean;
  103354. REFRACTIONFRESNEL: boolean;
  103355. EMISSIVEFRESNEL: boolean;
  103356. FRESNEL: boolean;
  103357. NORMAL: boolean;
  103358. UV1: boolean;
  103359. UV2: boolean;
  103360. VERTEXCOLOR: boolean;
  103361. VERTEXALPHA: boolean;
  103362. NUM_BONE_INFLUENCERS: number;
  103363. BonesPerMesh: number;
  103364. BONETEXTURE: boolean;
  103365. INSTANCES: boolean;
  103366. GLOSSINESS: boolean;
  103367. ROUGHNESS: boolean;
  103368. EMISSIVEASILLUMINATION: boolean;
  103369. LINKEMISSIVEWITHDIFFUSE: boolean;
  103370. REFLECTIONFRESNELFROMSPECULAR: boolean;
  103371. LIGHTMAP: boolean;
  103372. LIGHTMAPDIRECTUV: number;
  103373. OBJECTSPACE_NORMALMAP: boolean;
  103374. USELIGHTMAPASSHADOWMAP: boolean;
  103375. REFLECTIONMAP_3D: boolean;
  103376. REFLECTIONMAP_SPHERICAL: boolean;
  103377. REFLECTIONMAP_PLANAR: boolean;
  103378. REFLECTIONMAP_CUBIC: boolean;
  103379. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  103380. REFLECTIONMAP_PROJECTION: boolean;
  103381. REFLECTIONMAP_SKYBOX: boolean;
  103382. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  103383. REFLECTIONMAP_EXPLICIT: boolean;
  103384. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  103385. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  103386. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  103387. INVERTCUBICMAP: boolean;
  103388. LOGARITHMICDEPTH: boolean;
  103389. REFRACTION: boolean;
  103390. REFRACTIONMAP_3D: boolean;
  103391. REFLECTIONOVERALPHA: boolean;
  103392. TWOSIDEDLIGHTING: boolean;
  103393. SHADOWFLOAT: boolean;
  103394. MORPHTARGETS: boolean;
  103395. MORPHTARGETS_NORMAL: boolean;
  103396. MORPHTARGETS_TANGENT: boolean;
  103397. MORPHTARGETS_UV: boolean;
  103398. NUM_MORPH_INFLUENCERS: number;
  103399. NONUNIFORMSCALING: boolean;
  103400. PREMULTIPLYALPHA: boolean;
  103401. IMAGEPROCESSING: boolean;
  103402. VIGNETTE: boolean;
  103403. VIGNETTEBLENDMODEMULTIPLY: boolean;
  103404. VIGNETTEBLENDMODEOPAQUE: boolean;
  103405. TONEMAPPING: boolean;
  103406. TONEMAPPING_ACES: boolean;
  103407. CONTRAST: boolean;
  103408. COLORCURVES: boolean;
  103409. COLORGRADING: boolean;
  103410. COLORGRADING3D: boolean;
  103411. SAMPLER3DGREENDEPTH: boolean;
  103412. SAMPLER3DBGRMAP: boolean;
  103413. IMAGEPROCESSINGPOSTPROCESS: boolean;
  103414. MULTIVIEW: boolean;
  103415. /**
  103416. * If the reflection texture on this material is in linear color space
  103417. * @hidden
  103418. */
  103419. IS_REFLECTION_LINEAR: boolean;
  103420. /**
  103421. * If the refraction texture on this material is in linear color space
  103422. * @hidden
  103423. */
  103424. IS_REFRACTION_LINEAR: boolean;
  103425. EXPOSURE: boolean;
  103426. constructor();
  103427. setReflectionMode(modeToEnable: string): void;
  103428. }
  103429. /**
  103430. * This is the default material used in Babylon. It is the best trade off between quality
  103431. * and performances.
  103432. * @see http://doc.babylonjs.com/babylon101/materials
  103433. */
  103434. export class StandardMaterial extends PushMaterial {
  103435. private _diffuseTexture;
  103436. /**
  103437. * The basic texture of the material as viewed under a light.
  103438. */
  103439. diffuseTexture: Nullable<BaseTexture>;
  103440. private _ambientTexture;
  103441. /**
  103442. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  103443. */
  103444. ambientTexture: Nullable<BaseTexture>;
  103445. private _opacityTexture;
  103446. /**
  103447. * Define the transparency of the material from a texture.
  103448. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  103449. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  103450. */
  103451. opacityTexture: Nullable<BaseTexture>;
  103452. private _reflectionTexture;
  103453. /**
  103454. * Define the texture used to display the reflection.
  103455. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103456. */
  103457. reflectionTexture: Nullable<BaseTexture>;
  103458. private _emissiveTexture;
  103459. /**
  103460. * Define texture of the material as if self lit.
  103461. * This will be mixed in the final result even in the absence of light.
  103462. */
  103463. emissiveTexture: Nullable<BaseTexture>;
  103464. private _specularTexture;
  103465. /**
  103466. * Define how the color and intensity of the highlight given by the light in the material.
  103467. */
  103468. specularTexture: Nullable<BaseTexture>;
  103469. private _bumpTexture;
  103470. /**
  103471. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  103472. * 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.
  103473. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  103474. */
  103475. bumpTexture: Nullable<BaseTexture>;
  103476. private _lightmapTexture;
  103477. /**
  103478. * Complex lighting can be computationally expensive to compute at runtime.
  103479. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  103480. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  103481. */
  103482. lightmapTexture: Nullable<BaseTexture>;
  103483. private _refractionTexture;
  103484. /**
  103485. * Define the texture used to display the refraction.
  103486. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103487. */
  103488. refractionTexture: Nullable<BaseTexture>;
  103489. /**
  103490. * The color of the material lit by the environmental background lighting.
  103491. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  103492. */
  103493. ambientColor: Color3;
  103494. /**
  103495. * The basic color of the material as viewed under a light.
  103496. */
  103497. diffuseColor: Color3;
  103498. /**
  103499. * Define how the color and intensity of the highlight given by the light in the material.
  103500. */
  103501. specularColor: Color3;
  103502. /**
  103503. * Define the color of the material as if self lit.
  103504. * This will be mixed in the final result even in the absence of light.
  103505. */
  103506. emissiveColor: Color3;
  103507. /**
  103508. * Defines how sharp are the highlights in the material.
  103509. * The bigger the value the sharper giving a more glossy feeling to the result.
  103510. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  103511. */
  103512. specularPower: number;
  103513. private _useAlphaFromDiffuseTexture;
  103514. /**
  103515. * Does the transparency come from the diffuse texture alpha channel.
  103516. */
  103517. useAlphaFromDiffuseTexture: boolean;
  103518. private _useEmissiveAsIllumination;
  103519. /**
  103520. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  103521. */
  103522. useEmissiveAsIllumination: boolean;
  103523. private _linkEmissiveWithDiffuse;
  103524. /**
  103525. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  103526. * the emissive level when the final color is close to one.
  103527. */
  103528. linkEmissiveWithDiffuse: boolean;
  103529. private _useSpecularOverAlpha;
  103530. /**
  103531. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  103532. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  103533. */
  103534. useSpecularOverAlpha: boolean;
  103535. private _useReflectionOverAlpha;
  103536. /**
  103537. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  103538. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  103539. */
  103540. useReflectionOverAlpha: boolean;
  103541. private _disableLighting;
  103542. /**
  103543. * Does lights from the scene impacts this material.
  103544. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  103545. */
  103546. disableLighting: boolean;
  103547. private _useObjectSpaceNormalMap;
  103548. /**
  103549. * Allows using an object space normal map (instead of tangent space).
  103550. */
  103551. useObjectSpaceNormalMap: boolean;
  103552. private _useParallax;
  103553. /**
  103554. * Is parallax enabled or not.
  103555. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103556. */
  103557. useParallax: boolean;
  103558. private _useParallaxOcclusion;
  103559. /**
  103560. * Is parallax occlusion enabled or not.
  103561. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  103562. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  103563. */
  103564. useParallaxOcclusion: boolean;
  103565. /**
  103566. * 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.
  103567. */
  103568. parallaxScaleBias: number;
  103569. private _roughness;
  103570. /**
  103571. * Helps to define how blurry the reflections should appears in the material.
  103572. */
  103573. roughness: number;
  103574. /**
  103575. * In case of refraction, define the value of the index of refraction.
  103576. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103577. */
  103578. indexOfRefraction: number;
  103579. /**
  103580. * Invert the refraction texture alongside the y axis.
  103581. * It can be useful with procedural textures or probe for instance.
  103582. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  103583. */
  103584. invertRefractionY: boolean;
  103585. /**
  103586. * Defines the alpha limits in alpha test mode.
  103587. */
  103588. alphaCutOff: number;
  103589. private _useLightmapAsShadowmap;
  103590. /**
  103591. * In case of light mapping, define whether the map contains light or shadow informations.
  103592. */
  103593. useLightmapAsShadowmap: boolean;
  103594. private _diffuseFresnelParameters;
  103595. /**
  103596. * Define the diffuse fresnel parameters of the material.
  103597. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103598. */
  103599. diffuseFresnelParameters: FresnelParameters;
  103600. private _opacityFresnelParameters;
  103601. /**
  103602. * Define the opacity fresnel parameters of the material.
  103603. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103604. */
  103605. opacityFresnelParameters: FresnelParameters;
  103606. private _reflectionFresnelParameters;
  103607. /**
  103608. * Define the reflection fresnel parameters of the material.
  103609. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103610. */
  103611. reflectionFresnelParameters: FresnelParameters;
  103612. private _refractionFresnelParameters;
  103613. /**
  103614. * Define the refraction fresnel parameters of the material.
  103615. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103616. */
  103617. refractionFresnelParameters: FresnelParameters;
  103618. private _emissiveFresnelParameters;
  103619. /**
  103620. * Define the emissive fresnel parameters of the material.
  103621. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103622. */
  103623. emissiveFresnelParameters: FresnelParameters;
  103624. private _useReflectionFresnelFromSpecular;
  103625. /**
  103626. * If true automatically deducts the fresnels values from the material specularity.
  103627. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  103628. */
  103629. useReflectionFresnelFromSpecular: boolean;
  103630. private _useGlossinessFromSpecularMapAlpha;
  103631. /**
  103632. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  103633. */
  103634. useGlossinessFromSpecularMapAlpha: boolean;
  103635. private _maxSimultaneousLights;
  103636. /**
  103637. * Defines the maximum number of lights that can be used in the material
  103638. */
  103639. maxSimultaneousLights: number;
  103640. private _invertNormalMapX;
  103641. /**
  103642. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  103643. */
  103644. invertNormalMapX: boolean;
  103645. private _invertNormalMapY;
  103646. /**
  103647. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  103648. */
  103649. invertNormalMapY: boolean;
  103650. private _twoSidedLighting;
  103651. /**
  103652. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  103653. */
  103654. twoSidedLighting: boolean;
  103655. /**
  103656. * Default configuration related to image processing available in the standard Material.
  103657. */
  103658. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103659. /**
  103660. * Gets the image processing configuration used either in this material.
  103661. */
  103662. /**
  103663. * Sets the Default image processing configuration used either in the this material.
  103664. *
  103665. * If sets to null, the scene one is in use.
  103666. */
  103667. imageProcessingConfiguration: ImageProcessingConfiguration;
  103668. /**
  103669. * Keep track of the image processing observer to allow dispose and replace.
  103670. */
  103671. private _imageProcessingObserver;
  103672. /**
  103673. * Attaches a new image processing configuration to the Standard Material.
  103674. * @param configuration
  103675. */
  103676. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  103677. /**
  103678. * Gets wether the color curves effect is enabled.
  103679. */
  103680. /**
  103681. * Sets wether the color curves effect is enabled.
  103682. */
  103683. cameraColorCurvesEnabled: boolean;
  103684. /**
  103685. * Gets wether the color grading effect is enabled.
  103686. */
  103687. /**
  103688. * Gets wether the color grading effect is enabled.
  103689. */
  103690. cameraColorGradingEnabled: boolean;
  103691. /**
  103692. * Gets wether tonemapping is enabled or not.
  103693. */
  103694. /**
  103695. * Sets wether tonemapping is enabled or not
  103696. */
  103697. cameraToneMappingEnabled: boolean;
  103698. /**
  103699. * The camera exposure used on this material.
  103700. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103701. * This corresponds to a photographic exposure.
  103702. */
  103703. /**
  103704. * The camera exposure used on this material.
  103705. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  103706. * This corresponds to a photographic exposure.
  103707. */
  103708. cameraExposure: number;
  103709. /**
  103710. * Gets The camera contrast used on this material.
  103711. */
  103712. /**
  103713. * Sets The camera contrast used on this material.
  103714. */
  103715. cameraContrast: number;
  103716. /**
  103717. * Gets the Color Grading 2D Lookup Texture.
  103718. */
  103719. /**
  103720. * Sets the Color Grading 2D Lookup Texture.
  103721. */
  103722. cameraColorGradingTexture: Nullable<BaseTexture>;
  103723. /**
  103724. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103725. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103726. * 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;
  103727. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103728. */
  103729. /**
  103730. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  103731. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  103732. * 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;
  103733. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  103734. */
  103735. cameraColorCurves: Nullable<ColorCurves>;
  103736. /**
  103737. * Custom callback helping to override the default shader used in the material.
  103738. */
  103739. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  103740. protected _renderTargets: SmartArray<RenderTargetTexture>;
  103741. protected _worldViewProjectionMatrix: Matrix;
  103742. protected _globalAmbientColor: Color3;
  103743. protected _useLogarithmicDepth: boolean;
  103744. /**
  103745. * Instantiates a new standard material.
  103746. * This is the default material used in Babylon. It is the best trade off between quality
  103747. * and performances.
  103748. * @see http://doc.babylonjs.com/babylon101/materials
  103749. * @param name Define the name of the material in the scene
  103750. * @param scene Define the scene the material belong to
  103751. */
  103752. constructor(name: string, scene: Scene);
  103753. /**
  103754. * Gets a boolean indicating that current material needs to register RTT
  103755. */
  103756. readonly hasRenderTargetTextures: boolean;
  103757. /**
  103758. * Gets the current class name of the material e.g. "StandardMaterial"
  103759. * Mainly use in serialization.
  103760. * @returns the class name
  103761. */
  103762. getClassName(): string;
  103763. /**
  103764. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  103765. * You can try switching to logarithmic depth.
  103766. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  103767. */
  103768. useLogarithmicDepth: boolean;
  103769. /**
  103770. * Specifies if the material will require alpha blending
  103771. * @returns a boolean specifying if alpha blending is needed
  103772. */
  103773. needAlphaBlending(): boolean;
  103774. /**
  103775. * Specifies if this material should be rendered in alpha test mode
  103776. * @returns a boolean specifying if an alpha test is needed.
  103777. */
  103778. needAlphaTesting(): boolean;
  103779. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  103780. /**
  103781. * Get the texture used for alpha test purpose.
  103782. * @returns the diffuse texture in case of the standard material.
  103783. */
  103784. getAlphaTestTexture(): Nullable<BaseTexture>;
  103785. /**
  103786. * Get if the submesh is ready to be used and all its information available.
  103787. * Child classes can use it to update shaders
  103788. * @param mesh defines the mesh to check
  103789. * @param subMesh defines which submesh to check
  103790. * @param useInstances specifies that instances should be used
  103791. * @returns a boolean indicating that the submesh is ready or not
  103792. */
  103793. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  103794. /**
  103795. * Builds the material UBO layouts.
  103796. * Used internally during the effect preparation.
  103797. */
  103798. buildUniformLayout(): void;
  103799. /**
  103800. * Unbinds the material from the mesh
  103801. */
  103802. unbind(): void;
  103803. /**
  103804. * Binds the submesh to this material by preparing the effect and shader to draw
  103805. * @param world defines the world transformation matrix
  103806. * @param mesh defines the mesh containing the submesh
  103807. * @param subMesh defines the submesh to bind the material to
  103808. */
  103809. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  103810. /**
  103811. * Get the list of animatables in the material.
  103812. * @returns the list of animatables object used in the material
  103813. */
  103814. getAnimatables(): IAnimatable[];
  103815. /**
  103816. * Gets the active textures from the material
  103817. * @returns an array of textures
  103818. */
  103819. getActiveTextures(): BaseTexture[];
  103820. /**
  103821. * Specifies if the material uses a texture
  103822. * @param texture defines the texture to check against the material
  103823. * @returns a boolean specifying if the material uses the texture
  103824. */
  103825. hasTexture(texture: BaseTexture): boolean;
  103826. /**
  103827. * Disposes the material
  103828. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  103829. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  103830. */
  103831. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  103832. /**
  103833. * Makes a duplicate of the material, and gives it a new name
  103834. * @param name defines the new name for the duplicated material
  103835. * @returns the cloned material
  103836. */
  103837. clone(name: string): StandardMaterial;
  103838. /**
  103839. * Serializes this material in a JSON representation
  103840. * @returns the serialized material object
  103841. */
  103842. serialize(): any;
  103843. /**
  103844. * Creates a standard material from parsed material data
  103845. * @param source defines the JSON representation of the material
  103846. * @param scene defines the hosting scene
  103847. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  103848. * @returns a new standard material
  103849. */
  103850. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  103851. /**
  103852. * Are diffuse textures enabled in the application.
  103853. */
  103854. static DiffuseTextureEnabled: boolean;
  103855. /**
  103856. * Are ambient textures enabled in the application.
  103857. */
  103858. static AmbientTextureEnabled: boolean;
  103859. /**
  103860. * Are opacity textures enabled in the application.
  103861. */
  103862. static OpacityTextureEnabled: boolean;
  103863. /**
  103864. * Are reflection textures enabled in the application.
  103865. */
  103866. static ReflectionTextureEnabled: boolean;
  103867. /**
  103868. * Are emissive textures enabled in the application.
  103869. */
  103870. static EmissiveTextureEnabled: boolean;
  103871. /**
  103872. * Are specular textures enabled in the application.
  103873. */
  103874. static SpecularTextureEnabled: boolean;
  103875. /**
  103876. * Are bump textures enabled in the application.
  103877. */
  103878. static BumpTextureEnabled: boolean;
  103879. /**
  103880. * Are lightmap textures enabled in the application.
  103881. */
  103882. static LightmapTextureEnabled: boolean;
  103883. /**
  103884. * Are refraction textures enabled in the application.
  103885. */
  103886. static RefractionTextureEnabled: boolean;
  103887. /**
  103888. * Are color grading textures enabled in the application.
  103889. */
  103890. static ColorGradingTextureEnabled: boolean;
  103891. /**
  103892. * Are fresnels enabled in the application.
  103893. */
  103894. static FresnelEnabled: boolean;
  103895. }
  103896. }
  103897. declare module BABYLON {
  103898. /**
  103899. * A class extending Texture allowing drawing on a texture
  103900. * @see http://doc.babylonjs.com/how_to/dynamictexture
  103901. */
  103902. export class DynamicTexture extends Texture {
  103903. private _generateMipMaps;
  103904. private _canvas;
  103905. private _context;
  103906. private _engine;
  103907. /**
  103908. * Creates a DynamicTexture
  103909. * @param name defines the name of the texture
  103910. * @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
  103911. * @param scene defines the scene where you want the texture
  103912. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  103913. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  103914. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  103915. */
  103916. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  103917. /**
  103918. * Get the current class name of the texture useful for serialization or dynamic coding.
  103919. * @returns "DynamicTexture"
  103920. */
  103921. getClassName(): string;
  103922. /**
  103923. * Gets the current state of canRescale
  103924. */
  103925. readonly canRescale: boolean;
  103926. private _recreate;
  103927. /**
  103928. * Scales the texture
  103929. * @param ratio the scale factor to apply to both width and height
  103930. */
  103931. scale(ratio: number): void;
  103932. /**
  103933. * Resizes the texture
  103934. * @param width the new width
  103935. * @param height the new height
  103936. */
  103937. scaleTo(width: number, height: number): void;
  103938. /**
  103939. * Gets the context of the canvas used by the texture
  103940. * @returns the canvas context of the dynamic texture
  103941. */
  103942. getContext(): CanvasRenderingContext2D;
  103943. /**
  103944. * Clears the texture
  103945. */
  103946. clear(): void;
  103947. /**
  103948. * Updates the texture
  103949. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103950. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  103951. */
  103952. update(invertY?: boolean, premulAlpha?: boolean): void;
  103953. /**
  103954. * Draws text onto the texture
  103955. * @param text defines the text to be drawn
  103956. * @param x defines the placement of the text from the left
  103957. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  103958. * @param font defines the font to be used with font-style, font-size, font-name
  103959. * @param color defines the color used for the text
  103960. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  103961. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  103962. * @param update defines whether texture is immediately update (default is true)
  103963. */
  103964. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  103965. /**
  103966. * Clones the texture
  103967. * @returns the clone of the texture.
  103968. */
  103969. clone(): DynamicTexture;
  103970. /**
  103971. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  103972. * @returns a serialized dynamic texture object
  103973. */
  103974. serialize(): any;
  103975. /** @hidden */
  103976. _rebuild(): void;
  103977. }
  103978. }
  103979. declare module BABYLON {
  103980. /** @hidden */
  103981. export var imageProcessingPixelShader: {
  103982. name: string;
  103983. shader: string;
  103984. };
  103985. }
  103986. declare module BABYLON {
  103987. /**
  103988. * ImageProcessingPostProcess
  103989. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  103990. */
  103991. export class ImageProcessingPostProcess extends PostProcess {
  103992. /**
  103993. * Default configuration related to image processing available in the PBR Material.
  103994. */
  103995. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  103996. /**
  103997. * Gets the image processing configuration used either in this material.
  103998. */
  103999. /**
  104000. * Sets the Default image processing configuration used either in the this material.
  104001. *
  104002. * If sets to null, the scene one is in use.
  104003. */
  104004. imageProcessingConfiguration: ImageProcessingConfiguration;
  104005. /**
  104006. * Keep track of the image processing observer to allow dispose and replace.
  104007. */
  104008. private _imageProcessingObserver;
  104009. /**
  104010. * Attaches a new image processing configuration to the PBR Material.
  104011. * @param configuration
  104012. */
  104013. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  104014. /**
  104015. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104016. */
  104017. /**
  104018. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  104019. */
  104020. colorCurves: Nullable<ColorCurves>;
  104021. /**
  104022. * Gets wether the color curves effect is enabled.
  104023. */
  104024. /**
  104025. * Sets wether the color curves effect is enabled.
  104026. */
  104027. colorCurvesEnabled: boolean;
  104028. /**
  104029. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104030. */
  104031. /**
  104032. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  104033. */
  104034. colorGradingTexture: Nullable<BaseTexture>;
  104035. /**
  104036. * Gets wether the color grading effect is enabled.
  104037. */
  104038. /**
  104039. * Gets wether the color grading effect is enabled.
  104040. */
  104041. colorGradingEnabled: boolean;
  104042. /**
  104043. * Gets exposure used in the effect.
  104044. */
  104045. /**
  104046. * Sets exposure used in the effect.
  104047. */
  104048. exposure: number;
  104049. /**
  104050. * Gets wether tonemapping is enabled or not.
  104051. */
  104052. /**
  104053. * Sets wether tonemapping is enabled or not
  104054. */
  104055. toneMappingEnabled: boolean;
  104056. /**
  104057. * Gets the type of tone mapping effect.
  104058. */
  104059. /**
  104060. * Sets the type of tone mapping effect.
  104061. */
  104062. toneMappingType: number;
  104063. /**
  104064. * Gets contrast used in the effect.
  104065. */
  104066. /**
  104067. * Sets contrast used in the effect.
  104068. */
  104069. contrast: number;
  104070. /**
  104071. * Gets Vignette stretch size.
  104072. */
  104073. /**
  104074. * Sets Vignette stretch size.
  104075. */
  104076. vignetteStretch: number;
  104077. /**
  104078. * Gets Vignette centre X Offset.
  104079. */
  104080. /**
  104081. * Sets Vignette centre X Offset.
  104082. */
  104083. vignetteCentreX: number;
  104084. /**
  104085. * Gets Vignette centre Y Offset.
  104086. */
  104087. /**
  104088. * Sets Vignette centre Y Offset.
  104089. */
  104090. vignetteCentreY: number;
  104091. /**
  104092. * Gets Vignette weight or intensity of the vignette effect.
  104093. */
  104094. /**
  104095. * Sets Vignette weight or intensity of the vignette effect.
  104096. */
  104097. vignetteWeight: number;
  104098. /**
  104099. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104100. * if vignetteEnabled is set to true.
  104101. */
  104102. /**
  104103. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  104104. * if vignetteEnabled is set to true.
  104105. */
  104106. vignetteColor: Color4;
  104107. /**
  104108. * Gets Camera field of view used by the Vignette effect.
  104109. */
  104110. /**
  104111. * Sets Camera field of view used by the Vignette effect.
  104112. */
  104113. vignetteCameraFov: number;
  104114. /**
  104115. * Gets the vignette blend mode allowing different kind of effect.
  104116. */
  104117. /**
  104118. * Sets the vignette blend mode allowing different kind of effect.
  104119. */
  104120. vignetteBlendMode: number;
  104121. /**
  104122. * Gets wether the vignette effect is enabled.
  104123. */
  104124. /**
  104125. * Sets wether the vignette effect is enabled.
  104126. */
  104127. vignetteEnabled: boolean;
  104128. private _fromLinearSpace;
  104129. /**
  104130. * Gets wether the input of the processing is in Gamma or Linear Space.
  104131. */
  104132. /**
  104133. * Sets wether the input of the processing is in Gamma or Linear Space.
  104134. */
  104135. fromLinearSpace: boolean;
  104136. /**
  104137. * Defines cache preventing GC.
  104138. */
  104139. private _defines;
  104140. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  104141. /**
  104142. * "ImageProcessingPostProcess"
  104143. * @returns "ImageProcessingPostProcess"
  104144. */
  104145. getClassName(): string;
  104146. protected _updateParameters(): void;
  104147. dispose(camera?: Camera): void;
  104148. }
  104149. }
  104150. declare module BABYLON {
  104151. /**
  104152. * Class containing static functions to help procedurally build meshes
  104153. */
  104154. export class GroundBuilder {
  104155. /**
  104156. * Creates a ground mesh
  104157. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  104158. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  104159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  104160. * @param name defines the name of the mesh
  104161. * @param options defines the options used to create the mesh
  104162. * @param scene defines the hosting scene
  104163. * @returns the ground mesh
  104164. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  104165. */
  104166. static CreateGround(name: string, options: {
  104167. width?: number;
  104168. height?: number;
  104169. subdivisions?: number;
  104170. subdivisionsX?: number;
  104171. subdivisionsY?: number;
  104172. updatable?: boolean;
  104173. }, scene: any): Mesh;
  104174. /**
  104175. * Creates a tiled ground mesh
  104176. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  104177. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  104178. * * 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
  104179. * * 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
  104180. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104181. * @param name defines the name of the mesh
  104182. * @param options defines the options used to create the mesh
  104183. * @param scene defines the hosting scene
  104184. * @returns the tiled ground mesh
  104185. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  104186. */
  104187. static CreateTiledGround(name: string, options: {
  104188. xmin: number;
  104189. zmin: number;
  104190. xmax: number;
  104191. zmax: number;
  104192. subdivisions?: {
  104193. w: number;
  104194. h: number;
  104195. };
  104196. precision?: {
  104197. w: number;
  104198. h: number;
  104199. };
  104200. updatable?: boolean;
  104201. }, scene?: Nullable<Scene>): Mesh;
  104202. /**
  104203. * Creates a ground mesh from a height map
  104204. * * The parameter `url` sets the URL of the height map image resource.
  104205. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  104206. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  104207. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  104208. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  104209. * * 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.
  104210. * * 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).
  104211. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  104212. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104213. * @param name defines the name of the mesh
  104214. * @param url defines the url to the height map
  104215. * @param options defines the options used to create the mesh
  104216. * @param scene defines the hosting scene
  104217. * @returns the ground mesh
  104218. * @see https://doc.babylonjs.com/babylon101/height_map
  104219. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  104220. */
  104221. static CreateGroundFromHeightMap(name: string, url: string, options: {
  104222. width?: number;
  104223. height?: number;
  104224. subdivisions?: number;
  104225. minHeight?: number;
  104226. maxHeight?: number;
  104227. colorFilter?: Color3;
  104228. alphaFilter?: number;
  104229. updatable?: boolean;
  104230. onReady?: (mesh: GroundMesh) => void;
  104231. }, scene?: Nullable<Scene>): GroundMesh;
  104232. }
  104233. }
  104234. declare module BABYLON {
  104235. /**
  104236. * Class containing static functions to help procedurally build meshes
  104237. */
  104238. export class TorusBuilder {
  104239. /**
  104240. * Creates a torus mesh
  104241. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  104242. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  104243. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  104244. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104245. * * 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
  104246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104247. * @param name defines the name of the mesh
  104248. * @param options defines the options used to create the mesh
  104249. * @param scene defines the hosting scene
  104250. * @returns the torus mesh
  104251. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  104252. */
  104253. static CreateTorus(name: string, options: {
  104254. diameter?: number;
  104255. thickness?: number;
  104256. tessellation?: number;
  104257. updatable?: boolean;
  104258. sideOrientation?: number;
  104259. frontUVs?: Vector4;
  104260. backUVs?: Vector4;
  104261. }, scene: any): Mesh;
  104262. }
  104263. }
  104264. declare module BABYLON {
  104265. /**
  104266. * Class containing static functions to help procedurally build meshes
  104267. */
  104268. export class CylinderBuilder {
  104269. /**
  104270. * Creates a cylinder or a cone mesh
  104271. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  104272. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  104273. * * 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.
  104274. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  104275. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  104276. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  104277. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  104278. * * 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).
  104279. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  104280. * * 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).
  104281. * * 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
  104282. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  104283. * * 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
  104284. * * 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.
  104285. * * If `enclose` is false, a ring surface is one element.
  104286. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  104287. * * 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
  104288. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  104289. * * 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
  104290. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  104291. * @param name defines the name of the mesh
  104292. * @param options defines the options used to create the mesh
  104293. * @param scene defines the hosting scene
  104294. * @returns the cylinder mesh
  104295. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  104296. */
  104297. static CreateCylinder(name: string, options: {
  104298. height?: number;
  104299. diameterTop?: number;
  104300. diameterBottom?: number;
  104301. diameter?: number;
  104302. tessellation?: number;
  104303. subdivisions?: number;
  104304. arc?: number;
  104305. faceColors?: Color4[];
  104306. faceUV?: Vector4[];
  104307. updatable?: boolean;
  104308. hasRings?: boolean;
  104309. enclose?: boolean;
  104310. cap?: number;
  104311. sideOrientation?: number;
  104312. frontUVs?: Vector4;
  104313. backUVs?: Vector4;
  104314. }, scene: any): Mesh;
  104315. }
  104316. }
  104317. declare module BABYLON {
  104318. /**
  104319. * Options to modify the vr teleportation behavior.
  104320. */
  104321. export interface VRTeleportationOptions {
  104322. /**
  104323. * The name of the mesh which should be used as the teleportation floor. (default: null)
  104324. */
  104325. floorMeshName?: string;
  104326. /**
  104327. * A list of meshes to be used as the teleportation floor. (default: empty)
  104328. */
  104329. floorMeshes?: Mesh[];
  104330. }
  104331. /**
  104332. * Options to modify the vr experience helper's behavior.
  104333. */
  104334. export interface VRExperienceHelperOptions extends WebVROptions {
  104335. /**
  104336. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  104337. */
  104338. createDeviceOrientationCamera?: boolean;
  104339. /**
  104340. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  104341. */
  104342. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  104343. /**
  104344. * Uses the main button on the controller to toggle the laser casted. (default: true)
  104345. */
  104346. laserToggle?: boolean;
  104347. /**
  104348. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  104349. */
  104350. floorMeshes?: Mesh[];
  104351. /**
  104352. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  104353. */
  104354. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  104355. }
  104356. /**
  104357. * Event containing information after VR has been entered
  104358. */
  104359. export class OnAfterEnteringVRObservableEvent {
  104360. /**
  104361. * If entering vr was successful
  104362. */
  104363. success: boolean;
  104364. }
  104365. /**
  104366. * Helps to quickly add VR support to an existing scene.
  104367. * See http://doc.babylonjs.com/how_to/webvr_helper
  104368. */
  104369. export class VRExperienceHelper {
  104370. /** Options to modify the vr experience helper's behavior. */
  104371. webVROptions: VRExperienceHelperOptions;
  104372. private _scene;
  104373. private _position;
  104374. private _btnVR;
  104375. private _btnVRDisplayed;
  104376. private _webVRsupported;
  104377. private _webVRready;
  104378. private _webVRrequesting;
  104379. private _webVRpresenting;
  104380. private _hasEnteredVR;
  104381. private _fullscreenVRpresenting;
  104382. private _canvas;
  104383. private _webVRCamera;
  104384. private _vrDeviceOrientationCamera;
  104385. private _deviceOrientationCamera;
  104386. private _existingCamera;
  104387. private _onKeyDown;
  104388. private _onVrDisplayPresentChange;
  104389. private _onVRDisplayChanged;
  104390. private _onVRRequestPresentStart;
  104391. private _onVRRequestPresentComplete;
  104392. /**
  104393. * 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)
  104394. */
  104395. enableGazeEvenWhenNoPointerLock: boolean;
  104396. /**
  104397. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  104398. */
  104399. exitVROnDoubleTap: boolean;
  104400. /**
  104401. * Observable raised right before entering VR.
  104402. */
  104403. onEnteringVRObservable: Observable<VRExperienceHelper>;
  104404. /**
  104405. * Observable raised when entering VR has completed.
  104406. */
  104407. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  104408. /**
  104409. * Observable raised when exiting VR.
  104410. */
  104411. onExitingVRObservable: Observable<VRExperienceHelper>;
  104412. /**
  104413. * Observable raised when controller mesh is loaded.
  104414. */
  104415. onControllerMeshLoadedObservable: Observable<WebVRController>;
  104416. /** Return this.onEnteringVRObservable
  104417. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  104418. */
  104419. readonly onEnteringVR: Observable<VRExperienceHelper>;
  104420. /** Return this.onExitingVRObservable
  104421. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  104422. */
  104423. readonly onExitingVR: Observable<VRExperienceHelper>;
  104424. /** Return this.onControllerMeshLoadedObservable
  104425. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  104426. */
  104427. readonly onControllerMeshLoaded: Observable<WebVRController>;
  104428. private _rayLength;
  104429. private _useCustomVRButton;
  104430. private _teleportationRequested;
  104431. private _teleportActive;
  104432. private _floorMeshName;
  104433. private _floorMeshesCollection;
  104434. private _rotationAllowed;
  104435. private _teleportBackwardsVector;
  104436. private _teleportationTarget;
  104437. private _isDefaultTeleportationTarget;
  104438. private _postProcessMove;
  104439. private _teleportationFillColor;
  104440. private _teleportationBorderColor;
  104441. private _rotationAngle;
  104442. private _haloCenter;
  104443. private _cameraGazer;
  104444. private _padSensibilityUp;
  104445. private _padSensibilityDown;
  104446. private _leftController;
  104447. private _rightController;
  104448. /**
  104449. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  104450. */
  104451. onNewMeshSelected: Observable<AbstractMesh>;
  104452. /**
  104453. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  104454. */
  104455. onNewMeshPicked: Observable<PickingInfo>;
  104456. private _circleEase;
  104457. /**
  104458. * Observable raised before camera teleportation
  104459. */
  104460. onBeforeCameraTeleport: Observable<Vector3>;
  104461. /**
  104462. * Observable raised after camera teleportation
  104463. */
  104464. onAfterCameraTeleport: Observable<Vector3>;
  104465. /**
  104466. * Observable raised when current selected mesh gets unselected
  104467. */
  104468. onSelectedMeshUnselected: Observable<AbstractMesh>;
  104469. private _raySelectionPredicate;
  104470. /**
  104471. * To be optionaly changed by user to define custom ray selection
  104472. */
  104473. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  104474. /**
  104475. * To be optionaly changed by user to define custom selection logic (after ray selection)
  104476. */
  104477. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  104478. /**
  104479. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  104480. */
  104481. teleportationEnabled: boolean;
  104482. private _defaultHeight;
  104483. private _teleportationInitialized;
  104484. private _interactionsEnabled;
  104485. private _interactionsRequested;
  104486. private _displayGaze;
  104487. private _displayLaserPointer;
  104488. /**
  104489. * The mesh used to display where the user is going to teleport.
  104490. */
  104491. /**
  104492. * Sets the mesh to be used to display where the user is going to teleport.
  104493. */
  104494. teleportationTarget: Mesh;
  104495. /**
  104496. * 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
  104497. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  104498. * See http://doc.babylonjs.com/resources/baking_transformations
  104499. */
  104500. gazeTrackerMesh: Mesh;
  104501. /**
  104502. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  104503. */
  104504. updateGazeTrackerScale: boolean;
  104505. /**
  104506. * If the gaze trackers color should be updated when selecting meshes
  104507. */
  104508. updateGazeTrackerColor: boolean;
  104509. /**
  104510. * The gaze tracking mesh corresponding to the left controller
  104511. */
  104512. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  104513. /**
  104514. * The gaze tracking mesh corresponding to the right controller
  104515. */
  104516. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  104517. /**
  104518. * If the ray of the gaze should be displayed.
  104519. */
  104520. /**
  104521. * Sets if the ray of the gaze should be displayed.
  104522. */
  104523. displayGaze: boolean;
  104524. /**
  104525. * If the ray of the LaserPointer should be displayed.
  104526. */
  104527. /**
  104528. * Sets if the ray of the LaserPointer should be displayed.
  104529. */
  104530. displayLaserPointer: boolean;
  104531. /**
  104532. * The deviceOrientationCamera used as the camera when not in VR.
  104533. */
  104534. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  104535. /**
  104536. * Based on the current WebVR support, returns the current VR camera used.
  104537. */
  104538. readonly currentVRCamera: Nullable<Camera>;
  104539. /**
  104540. * The webVRCamera which is used when in VR.
  104541. */
  104542. readonly webVRCamera: WebVRFreeCamera;
  104543. /**
  104544. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  104545. */
  104546. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  104547. /**
  104548. * The html button that is used to trigger entering into VR.
  104549. */
  104550. readonly vrButton: Nullable<HTMLButtonElement>;
  104551. private readonly _teleportationRequestInitiated;
  104552. /**
  104553. * Defines wether or not Pointer lock should be requested when switching to
  104554. * full screen.
  104555. */
  104556. requestPointerLockOnFullScreen: boolean;
  104557. /**
  104558. * Instantiates a VRExperienceHelper.
  104559. * Helps to quickly add VR support to an existing scene.
  104560. * @param scene The scene the VRExperienceHelper belongs to.
  104561. * @param webVROptions Options to modify the vr experience helper's behavior.
  104562. */
  104563. constructor(scene: Scene,
  104564. /** Options to modify the vr experience helper's behavior. */
  104565. webVROptions?: VRExperienceHelperOptions);
  104566. private _onDefaultMeshLoaded;
  104567. private _onResize;
  104568. private _onFullscreenChange;
  104569. /**
  104570. * Gets a value indicating if we are currently in VR mode.
  104571. */
  104572. readonly isInVRMode: boolean;
  104573. private onVrDisplayPresentChange;
  104574. private onVRDisplayChanged;
  104575. private moveButtonToBottomRight;
  104576. private displayVRButton;
  104577. private updateButtonVisibility;
  104578. private _cachedAngularSensibility;
  104579. /**
  104580. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  104581. * Otherwise, will use the fullscreen API.
  104582. */
  104583. enterVR(): void;
  104584. /**
  104585. * Attempt to exit VR, or fullscreen.
  104586. */
  104587. exitVR(): void;
  104588. /**
  104589. * The position of the vr experience helper.
  104590. */
  104591. /**
  104592. * Sets the position of the vr experience helper.
  104593. */
  104594. position: Vector3;
  104595. /**
  104596. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  104597. */
  104598. enableInteractions(): void;
  104599. private readonly _noControllerIsActive;
  104600. private beforeRender;
  104601. private _isTeleportationFloor;
  104602. /**
  104603. * Adds a floor mesh to be used for teleportation.
  104604. * @param floorMesh the mesh to be used for teleportation.
  104605. */
  104606. addFloorMesh(floorMesh: Mesh): void;
  104607. /**
  104608. * Removes a floor mesh from being used for teleportation.
  104609. * @param floorMesh the mesh to be removed.
  104610. */
  104611. removeFloorMesh(floorMesh: Mesh): void;
  104612. /**
  104613. * Enables interactions and teleportation using the VR controllers and gaze.
  104614. * @param vrTeleportationOptions options to modify teleportation behavior.
  104615. */
  104616. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  104617. private _onNewGamepadConnected;
  104618. private _tryEnableInteractionOnController;
  104619. private _onNewGamepadDisconnected;
  104620. private _enableInteractionOnController;
  104621. private _checkTeleportWithRay;
  104622. private _checkRotate;
  104623. private _checkTeleportBackwards;
  104624. private _enableTeleportationOnController;
  104625. private _createTeleportationCircles;
  104626. private _displayTeleportationTarget;
  104627. private _hideTeleportationTarget;
  104628. private _rotateCamera;
  104629. private _moveTeleportationSelectorTo;
  104630. private _workingVector;
  104631. private _workingQuaternion;
  104632. private _workingMatrix;
  104633. /**
  104634. * Teleports the users feet to the desired location
  104635. * @param location The location where the user's feet should be placed
  104636. */
  104637. teleportCamera(location: Vector3): void;
  104638. private _convertNormalToDirectionOfRay;
  104639. private _castRayAndSelectObject;
  104640. private _notifySelectedMeshUnselected;
  104641. /**
  104642. * Sets the color of the laser ray from the vr controllers.
  104643. * @param color new color for the ray.
  104644. */
  104645. changeLaserColor(color: Color3): void;
  104646. /**
  104647. * Sets the color of the ray from the vr headsets gaze.
  104648. * @param color new color for the ray.
  104649. */
  104650. changeGazeColor(color: Color3): void;
  104651. /**
  104652. * Exits VR and disposes of the vr experience helper
  104653. */
  104654. dispose(): void;
  104655. /**
  104656. * Gets the name of the VRExperienceHelper class
  104657. * @returns "VRExperienceHelper"
  104658. */
  104659. getClassName(): string;
  104660. }
  104661. }
  104662. declare module BABYLON {
  104663. /**
  104664. * Manages an XRSession to work with Babylon's engine
  104665. * @see https://doc.babylonjs.com/how_to/webxr
  104666. */
  104667. export class WebXRSessionManager implements IDisposable {
  104668. private scene;
  104669. /**
  104670. * Fires every time a new xrFrame arrives which can be used to update the camera
  104671. */
  104672. onXRFrameObservable: Observable<any>;
  104673. /**
  104674. * Fires when the xr session is ended either by the device or manually done
  104675. */
  104676. onXRSessionEnded: Observable<any>;
  104677. /**
  104678. * Underlying xr session
  104679. */
  104680. session: XRSession;
  104681. /**
  104682. * Type of reference space used when creating the session
  104683. */
  104684. referenceSpace: XRReferenceSpace;
  104685. /** @hidden */
  104686. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  104687. /**
  104688. * Current XR frame
  104689. */
  104690. currentFrame: Nullable<XRFrame>;
  104691. private _xrNavigator;
  104692. private baseLayer;
  104693. /**
  104694. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  104695. * @param scene The scene which the session should be created for
  104696. */
  104697. constructor(scene: Scene);
  104698. /**
  104699. * Initializes the manager
  104700. * After initialization enterXR can be called to start an XR session
  104701. * @returns Promise which resolves after it is initialized
  104702. */
  104703. initializeAsync(): Promise<void>;
  104704. /**
  104705. * Initializes an xr session
  104706. * @param xrSessionMode mode to initialize
  104707. * @returns a promise which will resolve once the session has been initialized
  104708. */
  104709. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  104710. /**
  104711. * Sets the reference space on the xr session
  104712. * @param referenceSpace space to set
  104713. * @returns a promise that will resolve once the reference space has been set
  104714. */
  104715. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  104716. /**
  104717. * Updates the render state of the session
  104718. * @param state state to set
  104719. * @returns a promise that resolves once the render state has been updated
  104720. */
  104721. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  104722. /**
  104723. * Starts rendering to the xr layer
  104724. * @returns a promise that will resolve once rendering has started
  104725. */
  104726. startRenderingToXRAsync(): Promise<void>;
  104727. /**
  104728. * Stops the xrSession and restores the renderloop
  104729. * @returns Promise which resolves after it exits XR
  104730. */
  104731. exitXRAsync(): Promise<unknown>;
  104732. /**
  104733. * Checks if a session would be supported for the creation options specified
  104734. * @param sessionMode session mode to check if supported eg. immersive-vr
  104735. * @returns true if supported
  104736. */
  104737. supportsSessionAsync(sessionMode: XRSessionMode): any;
  104738. /**
  104739. * @hidden
  104740. * Converts the render layer of xrSession to a render target
  104741. * @param session session to create render target for
  104742. * @param scene scene the new render target should be created for
  104743. */
  104744. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  104745. /**
  104746. * Disposes of the session manager
  104747. */
  104748. dispose(): void;
  104749. }
  104750. }
  104751. declare module BABYLON {
  104752. /**
  104753. * WebXR Camera which holds the views for the xrSession
  104754. * @see https://doc.babylonjs.com/how_to/webxr
  104755. */
  104756. export class WebXRCamera extends FreeCamera {
  104757. private static _TmpMatrix;
  104758. /**
  104759. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  104760. * @param name the name of the camera
  104761. * @param scene the scene to add the camera to
  104762. */
  104763. constructor(name: string, scene: Scene);
  104764. private _updateNumberOfRigCameras;
  104765. /** @hidden */
  104766. _updateForDualEyeDebugging(pupilDistance?: number): void;
  104767. /**
  104768. * Updates the cameras position from the current pose information of the XR session
  104769. * @param xrSessionManager the session containing pose information
  104770. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  104771. */
  104772. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  104773. }
  104774. }
  104775. declare module BABYLON {
  104776. /**
  104777. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  104778. */
  104779. export class WebXRManagedOutputCanvas implements IDisposable {
  104780. private helper;
  104781. private _canvas;
  104782. /**
  104783. * xrpresent context of the canvas which can be used to display/mirror xr content
  104784. */
  104785. canvasContext: WebGLRenderingContext;
  104786. /**
  104787. * xr layer for the canvas
  104788. */
  104789. xrLayer: Nullable<XRWebGLLayer>;
  104790. /**
  104791. * Initializes the xr layer for the session
  104792. * @param xrSession xr session
  104793. * @returns a promise that will resolve once the XR Layer has been created
  104794. */
  104795. initializeXRLayerAsync(xrSession: any): any;
  104796. /**
  104797. * Initializes the canvas to be added/removed upon entering/exiting xr
  104798. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  104799. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  104800. */
  104801. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  104802. /**
  104803. * Disposes of the object
  104804. */
  104805. dispose(): void;
  104806. private _setManagedOutputCanvas;
  104807. private _addCanvas;
  104808. private _removeCanvas;
  104809. }
  104810. }
  104811. declare module BABYLON {
  104812. /**
  104813. * States of the webXR experience
  104814. */
  104815. export enum WebXRState {
  104816. /**
  104817. * Transitioning to being in XR mode
  104818. */
  104819. ENTERING_XR = 0,
  104820. /**
  104821. * Transitioning to non XR mode
  104822. */
  104823. EXITING_XR = 1,
  104824. /**
  104825. * In XR mode and presenting
  104826. */
  104827. IN_XR = 2,
  104828. /**
  104829. * Not entered XR mode
  104830. */
  104831. NOT_IN_XR = 3
  104832. }
  104833. /**
  104834. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  104835. * @see https://doc.babylonjs.com/how_to/webxr
  104836. */
  104837. export class WebXRExperienceHelper implements IDisposable {
  104838. private scene;
  104839. /**
  104840. * 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
  104841. */
  104842. container: AbstractMesh;
  104843. /**
  104844. * Camera used to render xr content
  104845. */
  104846. camera: WebXRCamera;
  104847. /**
  104848. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  104849. */
  104850. state: WebXRState;
  104851. private _setState;
  104852. private static _TmpVector;
  104853. /**
  104854. * Fires when the state of the experience helper has changed
  104855. */
  104856. onStateChangedObservable: Observable<WebXRState>;
  104857. /** Session manager used to keep track of xr session */
  104858. sessionManager: WebXRSessionManager;
  104859. private _nonVRCamera;
  104860. private _originalSceneAutoClear;
  104861. private _supported;
  104862. /**
  104863. * Creates the experience helper
  104864. * @param scene the scene to attach the experience helper to
  104865. * @returns a promise for the experience helper
  104866. */
  104867. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  104868. /**
  104869. * Creates a WebXRExperienceHelper
  104870. * @param scene The scene the helper should be created in
  104871. */
  104872. private constructor();
  104873. /**
  104874. * Exits XR mode and returns the scene to its original state
  104875. * @returns promise that resolves after xr mode has exited
  104876. */
  104877. exitXRAsync(): Promise<unknown>;
  104878. /**
  104879. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  104880. * @param sessionCreationOptions options for the XR session
  104881. * @param referenceSpaceType frame of reference of the XR session
  104882. * @param outputCanvas the output canvas that will be used to enter XR mode
  104883. * @returns promise that resolves after xr mode has entered
  104884. */
  104885. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  104886. /**
  104887. * Updates the global position of the camera by moving the camera's container
  104888. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  104889. * @param position The desired global position of the camera
  104890. */
  104891. setPositionOfCameraUsingContainer(position: Vector3): void;
  104892. /**
  104893. * Rotates the xr camera by rotating the camera's container around the camera's position
  104894. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  104895. * @param rotation the desired quaternion rotation to apply to the camera
  104896. */
  104897. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  104898. /**
  104899. * Disposes of the experience helper
  104900. */
  104901. dispose(): void;
  104902. }
  104903. }
  104904. declare module BABYLON {
  104905. /**
  104906. * Button which can be used to enter a different mode of XR
  104907. */
  104908. export class WebXREnterExitUIButton {
  104909. /** button element */
  104910. element: HTMLElement;
  104911. /** XR initialization options for the button */
  104912. sessionMode: XRSessionMode;
  104913. /** Reference space type */
  104914. referenceSpaceType: XRReferenceSpaceType;
  104915. /**
  104916. * Creates a WebXREnterExitUIButton
  104917. * @param element button element
  104918. * @param sessionMode XR initialization session mode
  104919. * @param referenceSpaceType the type of reference space to be used
  104920. */
  104921. constructor(
  104922. /** button element */
  104923. element: HTMLElement,
  104924. /** XR initialization options for the button */
  104925. sessionMode: XRSessionMode,
  104926. /** Reference space type */
  104927. referenceSpaceType: XRReferenceSpaceType);
  104928. /**
  104929. * Overwritable function which can be used to update the button's visuals when the state changes
  104930. * @param activeButton the current active button in the UI
  104931. */
  104932. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  104933. }
  104934. /**
  104935. * Options to create the webXR UI
  104936. */
  104937. export class WebXREnterExitUIOptions {
  104938. /**
  104939. * Context to enter xr with
  104940. */
  104941. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  104942. /**
  104943. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  104944. */
  104945. customButtons?: Array<WebXREnterExitUIButton>;
  104946. }
  104947. /**
  104948. * UI to allow the user to enter/exit XR mode
  104949. */
  104950. export class WebXREnterExitUI implements IDisposable {
  104951. private scene;
  104952. private _overlay;
  104953. private _buttons;
  104954. private _activeButton;
  104955. /**
  104956. * Fired every time the active button is changed.
  104957. *
  104958. * When xr is entered via a button that launches xr that button will be the callback parameter
  104959. *
  104960. * When exiting xr the callback parameter will be null)
  104961. */
  104962. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  104963. /**
  104964. * Creates UI to allow the user to enter/exit XR mode
  104965. * @param scene the scene to add the ui to
  104966. * @param helper the xr experience helper to enter/exit xr with
  104967. * @param options options to configure the UI
  104968. * @returns the created ui
  104969. */
  104970. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  104971. private constructor();
  104972. private _updateButtons;
  104973. /**
  104974. * Disposes of the object
  104975. */
  104976. dispose(): void;
  104977. }
  104978. }
  104979. declare module BABYLON {
  104980. /**
  104981. * Represents an XR input
  104982. */
  104983. export class WebXRController {
  104984. private scene;
  104985. /** The underlying input source for the controller */
  104986. inputSource: XRInputSource;
  104987. private parentContainer;
  104988. /**
  104989. * 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
  104990. */
  104991. grip?: AbstractMesh;
  104992. /**
  104993. * Pointer which can be used to select objects or attach a visible laser to
  104994. */
  104995. pointer: AbstractMesh;
  104996. /**
  104997. * Event that fires when the controller is removed/disposed
  104998. */
  104999. onDisposeObservable: Observable<{}>;
  105000. private _tmpMatrix;
  105001. private _tmpQuaternion;
  105002. private _tmpVector;
  105003. /**
  105004. * Creates the controller
  105005. * @see https://doc.babylonjs.com/how_to/webxr
  105006. * @param scene the scene which the controller should be associated to
  105007. * @param inputSource the underlying input source for the controller
  105008. * @param parentContainer parent that the controller meshes should be children of
  105009. */
  105010. constructor(scene: Scene,
  105011. /** The underlying input source for the controller */
  105012. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  105013. /**
  105014. * Updates the controller pose based on the given XRFrame
  105015. * @param xrFrame xr frame to update the pose with
  105016. * @param referenceSpace reference space to use
  105017. */
  105018. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  105019. /**
  105020. * Gets a world space ray coming from the controller
  105021. * @param result the resulting ray
  105022. */
  105023. getWorldPointerRayToRef(result: Ray): void;
  105024. /**
  105025. * Disposes of the object
  105026. */
  105027. dispose(): void;
  105028. }
  105029. }
  105030. declare module BABYLON {
  105031. /**
  105032. * XR input used to track XR inputs such as controllers/rays
  105033. */
  105034. export class WebXRInput implements IDisposable {
  105035. /**
  105036. * Base experience the input listens to
  105037. */
  105038. baseExperience: WebXRExperienceHelper;
  105039. /**
  105040. * XR controllers being tracked
  105041. */
  105042. controllers: Array<WebXRController>;
  105043. private _frameObserver;
  105044. private _stateObserver;
  105045. /**
  105046. * Event when a controller has been connected/added
  105047. */
  105048. onControllerAddedObservable: Observable<WebXRController>;
  105049. /**
  105050. * Event when a controller has been removed/disconnected
  105051. */
  105052. onControllerRemovedObservable: Observable<WebXRController>;
  105053. /**
  105054. * Initializes the WebXRInput
  105055. * @param baseExperience experience helper which the input should be created for
  105056. */
  105057. constructor(
  105058. /**
  105059. * Base experience the input listens to
  105060. */
  105061. baseExperience: WebXRExperienceHelper);
  105062. private _onInputSourcesChange;
  105063. private _addAndRemoveControllers;
  105064. /**
  105065. * Disposes of the object
  105066. */
  105067. dispose(): void;
  105068. }
  105069. }
  105070. declare module BABYLON {
  105071. /**
  105072. * Enables teleportation
  105073. */
  105074. export class WebXRControllerTeleportation {
  105075. private _teleportationFillColor;
  105076. private _teleportationBorderColor;
  105077. private _tmpRay;
  105078. private _tmpVector;
  105079. /**
  105080. * Creates a WebXRControllerTeleportation
  105081. * @param input input manager to add teleportation to
  105082. * @param floorMeshes floormeshes which can be teleported to
  105083. */
  105084. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  105085. }
  105086. }
  105087. declare module BABYLON {
  105088. /**
  105089. * Handles pointer input automatically for the pointer of XR controllers
  105090. */
  105091. export class WebXRControllerPointerSelection {
  105092. private static _idCounter;
  105093. private _tmpRay;
  105094. /**
  105095. * Creates a WebXRControllerPointerSelection
  105096. * @param input input manager to setup pointer selection
  105097. */
  105098. constructor(input: WebXRInput);
  105099. private _convertNormalToDirectionOfRay;
  105100. private _updatePointerDistance;
  105101. }
  105102. }
  105103. declare module BABYLON {
  105104. /**
  105105. * Class used to represent data loading progression
  105106. */
  105107. export class SceneLoaderProgressEvent {
  105108. /** defines if data length to load can be evaluated */
  105109. readonly lengthComputable: boolean;
  105110. /** defines the loaded data length */
  105111. readonly loaded: number;
  105112. /** defines the data length to load */
  105113. readonly total: number;
  105114. /**
  105115. * Create a new progress event
  105116. * @param lengthComputable defines if data length to load can be evaluated
  105117. * @param loaded defines the loaded data length
  105118. * @param total defines the data length to load
  105119. */
  105120. constructor(
  105121. /** defines if data length to load can be evaluated */
  105122. lengthComputable: boolean,
  105123. /** defines the loaded data length */
  105124. loaded: number,
  105125. /** defines the data length to load */
  105126. total: number);
  105127. /**
  105128. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  105129. * @param event defines the source event
  105130. * @returns a new SceneLoaderProgressEvent
  105131. */
  105132. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  105133. }
  105134. /**
  105135. * Interface used by SceneLoader plugins to define supported file extensions
  105136. */
  105137. export interface ISceneLoaderPluginExtensions {
  105138. /**
  105139. * Defines the list of supported extensions
  105140. */
  105141. [extension: string]: {
  105142. isBinary: boolean;
  105143. };
  105144. }
  105145. /**
  105146. * Interface used by SceneLoader plugin factory
  105147. */
  105148. export interface ISceneLoaderPluginFactory {
  105149. /**
  105150. * Defines the name of the factory
  105151. */
  105152. name: string;
  105153. /**
  105154. * Function called to create a new plugin
  105155. * @return the new plugin
  105156. */
  105157. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  105158. /**
  105159. * Boolean indicating if the plugin can direct load specific data
  105160. */
  105161. canDirectLoad?: (data: string) => boolean;
  105162. }
  105163. /**
  105164. * Interface used to define a SceneLoader plugin
  105165. */
  105166. export interface ISceneLoaderPlugin {
  105167. /**
  105168. * The friendly name of this plugin.
  105169. */
  105170. name: string;
  105171. /**
  105172. * The file extensions supported by this plugin.
  105173. */
  105174. extensions: string | ISceneLoaderPluginExtensions;
  105175. /**
  105176. * Import meshes into a scene.
  105177. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105178. * @param scene The scene to import into
  105179. * @param data The data to import
  105180. * @param rootUrl The root url for scene and resources
  105181. * @param meshes The meshes array to import into
  105182. * @param particleSystems The particle systems array to import into
  105183. * @param skeletons The skeletons array to import into
  105184. * @param onError The callback when import fails
  105185. * @returns True if successful or false otherwise
  105186. */
  105187. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  105188. /**
  105189. * Load into a scene.
  105190. * @param scene The scene to load into
  105191. * @param data The data to import
  105192. * @param rootUrl The root url for scene and resources
  105193. * @param onError The callback when import fails
  105194. * @returns true if successful or false otherwise
  105195. */
  105196. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  105197. /**
  105198. * The callback that returns true if the data can be directly loaded.
  105199. */
  105200. canDirectLoad?: (data: string) => boolean;
  105201. /**
  105202. * The callback that allows custom handling of the root url based on the response url.
  105203. */
  105204. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105205. /**
  105206. * Load into an asset container.
  105207. * @param scene The scene to load into
  105208. * @param data The data to import
  105209. * @param rootUrl The root url for scene and resources
  105210. * @param onError The callback when import fails
  105211. * @returns The loaded asset container
  105212. */
  105213. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  105214. }
  105215. /**
  105216. * Interface used to define an async SceneLoader plugin
  105217. */
  105218. export interface ISceneLoaderPluginAsync {
  105219. /**
  105220. * The friendly name of this plugin.
  105221. */
  105222. name: string;
  105223. /**
  105224. * The file extensions supported by this plugin.
  105225. */
  105226. extensions: string | ISceneLoaderPluginExtensions;
  105227. /**
  105228. * Import meshes into a scene.
  105229. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105230. * @param scene The scene to import into
  105231. * @param data The data to import
  105232. * @param rootUrl The root url for scene and resources
  105233. * @param onProgress The callback when the load progresses
  105234. * @param fileName Defines the name of the file to load
  105235. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  105236. */
  105237. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  105238. meshes: AbstractMesh[];
  105239. particleSystems: IParticleSystem[];
  105240. skeletons: Skeleton[];
  105241. animationGroups: AnimationGroup[];
  105242. }>;
  105243. /**
  105244. * Load into a scene.
  105245. * @param scene The scene to load into
  105246. * @param data The data to import
  105247. * @param rootUrl The root url for scene and resources
  105248. * @param onProgress The callback when the load progresses
  105249. * @param fileName Defines the name of the file to load
  105250. * @returns Nothing
  105251. */
  105252. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  105253. /**
  105254. * The callback that returns true if the data can be directly loaded.
  105255. */
  105256. canDirectLoad?: (data: string) => boolean;
  105257. /**
  105258. * The callback that allows custom handling of the root url based on the response url.
  105259. */
  105260. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  105261. /**
  105262. * Load into an asset container.
  105263. * @param scene The scene to load into
  105264. * @param data The data to import
  105265. * @param rootUrl The root url for scene and resources
  105266. * @param onProgress The callback when the load progresses
  105267. * @param fileName Defines the name of the file to load
  105268. * @returns The loaded asset container
  105269. */
  105270. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  105271. }
  105272. /**
  105273. * Class used to load scene from various file formats using registered plugins
  105274. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  105275. */
  105276. export class SceneLoader {
  105277. /**
  105278. * No logging while loading
  105279. */
  105280. static readonly NO_LOGGING: number;
  105281. /**
  105282. * Minimal logging while loading
  105283. */
  105284. static readonly MINIMAL_LOGGING: number;
  105285. /**
  105286. * Summary logging while loading
  105287. */
  105288. static readonly SUMMARY_LOGGING: number;
  105289. /**
  105290. * Detailled logging while loading
  105291. */
  105292. static readonly DETAILED_LOGGING: number;
  105293. /**
  105294. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  105295. */
  105296. static ForceFullSceneLoadingForIncremental: boolean;
  105297. /**
  105298. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  105299. */
  105300. static ShowLoadingScreen: boolean;
  105301. /**
  105302. * Defines the current logging level (while loading the scene)
  105303. * @ignorenaming
  105304. */
  105305. static loggingLevel: number;
  105306. /**
  105307. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  105308. */
  105309. static CleanBoneMatrixWeights: boolean;
  105310. /**
  105311. * Event raised when a plugin is used to load a scene
  105312. */
  105313. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  105314. private static _registeredPlugins;
  105315. private static _getDefaultPlugin;
  105316. private static _getPluginForExtension;
  105317. private static _getPluginForDirectLoad;
  105318. private static _getPluginForFilename;
  105319. private static _getDirectLoad;
  105320. private static _loadData;
  105321. private static _getFileInfo;
  105322. /**
  105323. * Gets a plugin that can load the given extension
  105324. * @param extension defines the extension to load
  105325. * @returns a plugin or null if none works
  105326. */
  105327. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  105328. /**
  105329. * Gets a boolean indicating that the given extension can be loaded
  105330. * @param extension defines the extension to load
  105331. * @returns true if the extension is supported
  105332. */
  105333. static IsPluginForExtensionAvailable(extension: string): boolean;
  105334. /**
  105335. * Adds a new plugin to the list of registered plugins
  105336. * @param plugin defines the plugin to add
  105337. */
  105338. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  105339. /**
  105340. * Import meshes into a scene
  105341. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105342. * @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)
  105343. * @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)
  105344. * @param scene the instance of BABYLON.Scene to append to
  105345. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  105346. * @param onProgress a callback with a progress event for each file being loaded
  105347. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105348. * @param pluginExtension the extension used to determine the plugin
  105349. * @returns The loaded plugin
  105350. */
  105351. 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>;
  105352. /**
  105353. * Import meshes into a scene
  105354. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  105355. * @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)
  105356. * @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)
  105357. * @param scene the instance of BABYLON.Scene to append to
  105358. * @param onProgress a callback with a progress event for each file being loaded
  105359. * @param pluginExtension the extension used to determine the plugin
  105360. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  105361. */
  105362. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  105363. meshes: AbstractMesh[];
  105364. particleSystems: IParticleSystem[];
  105365. skeletons: Skeleton[];
  105366. animationGroups: AnimationGroup[];
  105367. }>;
  105368. /**
  105369. * Load a scene
  105370. * @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)
  105371. * @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)
  105372. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105373. * @param onSuccess a callback with the scene when import succeeds
  105374. * @param onProgress a callback with a progress event for each file being loaded
  105375. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105376. * @param pluginExtension the extension used to determine the plugin
  105377. * @returns The loaded plugin
  105378. */
  105379. 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>;
  105380. /**
  105381. * Load a scene
  105382. * @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)
  105383. * @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)
  105384. * @param engine is the instance of BABYLON.Engine to use to create the scene
  105385. * @param onProgress a callback with a progress event for each file being loaded
  105386. * @param pluginExtension the extension used to determine the plugin
  105387. * @returns The loaded scene
  105388. */
  105389. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105390. /**
  105391. * Append a scene
  105392. * @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)
  105393. * @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)
  105394. * @param scene is the instance of BABYLON.Scene to append to
  105395. * @param onSuccess a callback with the scene when import succeeds
  105396. * @param onProgress a callback with a progress event for each file being loaded
  105397. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105398. * @param pluginExtension the extension used to determine the plugin
  105399. * @returns The loaded plugin
  105400. */
  105401. 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>;
  105402. /**
  105403. * Append a scene
  105404. * @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)
  105405. * @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)
  105406. * @param scene is the instance of BABYLON.Scene to append to
  105407. * @param onProgress a callback with a progress event for each file being loaded
  105408. * @param pluginExtension the extension used to determine the plugin
  105409. * @returns The given scene
  105410. */
  105411. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  105412. /**
  105413. * Load a scene into an asset container
  105414. * @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)
  105415. * @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)
  105416. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  105417. * @param onSuccess a callback with the scene when import succeeds
  105418. * @param onProgress a callback with a progress event for each file being loaded
  105419. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  105420. * @param pluginExtension the extension used to determine the plugin
  105421. * @returns The loaded plugin
  105422. */
  105423. 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>;
  105424. /**
  105425. * Load a scene into an asset container
  105426. * @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)
  105427. * @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)
  105428. * @param scene is the instance of Scene to append to
  105429. * @param onProgress a callback with a progress event for each file being loaded
  105430. * @param pluginExtension the extension used to determine the plugin
  105431. * @returns The loaded asset container
  105432. */
  105433. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  105434. }
  105435. }
  105436. declare module BABYLON {
  105437. /**
  105438. * Generic Controller
  105439. */
  105440. export class GenericController extends WebVRController {
  105441. /**
  105442. * Base Url for the controller model.
  105443. */
  105444. static readonly MODEL_BASE_URL: string;
  105445. /**
  105446. * File name for the controller model.
  105447. */
  105448. static readonly MODEL_FILENAME: string;
  105449. /**
  105450. * Creates a new GenericController from a gamepad
  105451. * @param vrGamepad the gamepad that the controller should be created from
  105452. */
  105453. constructor(vrGamepad: any);
  105454. /**
  105455. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105456. * @param scene scene in which to add meshes
  105457. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105458. */
  105459. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105460. /**
  105461. * Called once for each button that changed state since the last frame
  105462. * @param buttonIdx Which button index changed
  105463. * @param state New state of the button
  105464. * @param changes Which properties on the state changed since last frame
  105465. */
  105466. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105467. }
  105468. }
  105469. declare module BABYLON {
  105470. /**
  105471. * Defines the WindowsMotionController object that the state of the windows motion controller
  105472. */
  105473. export class WindowsMotionController extends WebVRController {
  105474. /**
  105475. * The base url used to load the left and right controller models
  105476. */
  105477. static MODEL_BASE_URL: string;
  105478. /**
  105479. * The name of the left controller model file
  105480. */
  105481. static MODEL_LEFT_FILENAME: string;
  105482. /**
  105483. * The name of the right controller model file
  105484. */
  105485. static MODEL_RIGHT_FILENAME: string;
  105486. /**
  105487. * The controller name prefix for this controller type
  105488. */
  105489. static readonly GAMEPAD_ID_PREFIX: string;
  105490. /**
  105491. * The controller id pattern for this controller type
  105492. */
  105493. private static readonly GAMEPAD_ID_PATTERN;
  105494. private _loadedMeshInfo;
  105495. private readonly _mapping;
  105496. /**
  105497. * Fired when the trackpad on this controller is clicked
  105498. */
  105499. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  105500. /**
  105501. * Fired when the trackpad on this controller is modified
  105502. */
  105503. onTrackpadValuesChangedObservable: Observable<StickValues>;
  105504. /**
  105505. * The current x and y values of this controller's trackpad
  105506. */
  105507. trackpad: StickValues;
  105508. /**
  105509. * Creates a new WindowsMotionController from a gamepad
  105510. * @param vrGamepad the gamepad that the controller should be created from
  105511. */
  105512. constructor(vrGamepad: any);
  105513. /**
  105514. * Fired when the trigger on this controller is modified
  105515. */
  105516. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105517. /**
  105518. * Fired when the menu button on this controller is modified
  105519. */
  105520. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105521. /**
  105522. * Fired when the grip button on this controller is modified
  105523. */
  105524. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105525. /**
  105526. * Fired when the thumbstick button on this controller is modified
  105527. */
  105528. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105529. /**
  105530. * Fired when the touchpad button on this controller is modified
  105531. */
  105532. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105533. /**
  105534. * Fired when the touchpad values on this controller are modified
  105535. */
  105536. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  105537. private _updateTrackpad;
  105538. /**
  105539. * Called once per frame by the engine.
  105540. */
  105541. update(): void;
  105542. /**
  105543. * Called once for each button that changed state since the last frame
  105544. * @param buttonIdx Which button index changed
  105545. * @param state New state of the button
  105546. * @param changes Which properties on the state changed since last frame
  105547. */
  105548. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105549. /**
  105550. * Moves the buttons on the controller mesh based on their current state
  105551. * @param buttonName the name of the button to move
  105552. * @param buttonValue the value of the button which determines the buttons new position
  105553. */
  105554. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  105555. /**
  105556. * Moves the axis on the controller mesh based on its current state
  105557. * @param axis the index of the axis
  105558. * @param axisValue the value of the axis which determines the meshes new position
  105559. * @hidden
  105560. */
  105561. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  105562. /**
  105563. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105564. * @param scene scene in which to add meshes
  105565. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105566. */
  105567. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  105568. /**
  105569. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  105570. * can be transformed by button presses and axes values, based on this._mapping.
  105571. *
  105572. * @param scene scene in which the meshes exist
  105573. * @param meshes list of meshes that make up the controller model to process
  105574. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  105575. */
  105576. private processModel;
  105577. private createMeshInfo;
  105578. /**
  105579. * Gets the ray of the controller in the direction the controller is pointing
  105580. * @param length the length the resulting ray should be
  105581. * @returns a ray in the direction the controller is pointing
  105582. */
  105583. getForwardRay(length?: number): Ray;
  105584. /**
  105585. * Disposes of the controller
  105586. */
  105587. dispose(): void;
  105588. }
  105589. }
  105590. declare module BABYLON {
  105591. /**
  105592. * Oculus Touch Controller
  105593. */
  105594. export class OculusTouchController extends WebVRController {
  105595. /**
  105596. * Base Url for the controller model.
  105597. */
  105598. static MODEL_BASE_URL: string;
  105599. /**
  105600. * File name for the left controller model.
  105601. */
  105602. static MODEL_LEFT_FILENAME: string;
  105603. /**
  105604. * File name for the right controller model.
  105605. */
  105606. static MODEL_RIGHT_FILENAME: string;
  105607. /**
  105608. * Base Url for the Quest controller model.
  105609. */
  105610. static QUEST_MODEL_BASE_URL: string;
  105611. /**
  105612. * @hidden
  105613. * If the controllers are running on a device that needs the updated Quest controller models
  105614. */
  105615. static _IsQuest: boolean;
  105616. /**
  105617. * Fired when the secondary trigger on this controller is modified
  105618. */
  105619. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  105620. /**
  105621. * Fired when the thumb rest on this controller is modified
  105622. */
  105623. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  105624. /**
  105625. * Creates a new OculusTouchController from a gamepad
  105626. * @param vrGamepad the gamepad that the controller should be created from
  105627. */
  105628. constructor(vrGamepad: any);
  105629. /**
  105630. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105631. * @param scene scene in which to add meshes
  105632. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105633. */
  105634. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105635. /**
  105636. * Fired when the A button on this controller is modified
  105637. */
  105638. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105639. /**
  105640. * Fired when the B button on this controller is modified
  105641. */
  105642. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105643. /**
  105644. * Fired when the X button on this controller is modified
  105645. */
  105646. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105647. /**
  105648. * Fired when the Y button on this controller is modified
  105649. */
  105650. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105651. /**
  105652. * Called once for each button that changed state since the last frame
  105653. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  105654. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  105655. * 2) secondary trigger (same)
  105656. * 3) A (right) X (left), touch, pressed = value
  105657. * 4) B / Y
  105658. * 5) thumb rest
  105659. * @param buttonIdx Which button index changed
  105660. * @param state New state of the button
  105661. * @param changes Which properties on the state changed since last frame
  105662. */
  105663. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105664. }
  105665. }
  105666. declare module BABYLON {
  105667. /**
  105668. * Vive Controller
  105669. */
  105670. export class ViveController extends WebVRController {
  105671. /**
  105672. * Base Url for the controller model.
  105673. */
  105674. static MODEL_BASE_URL: string;
  105675. /**
  105676. * File name for the controller model.
  105677. */
  105678. static MODEL_FILENAME: string;
  105679. /**
  105680. * Creates a new ViveController from a gamepad
  105681. * @param vrGamepad the gamepad that the controller should be created from
  105682. */
  105683. constructor(vrGamepad: any);
  105684. /**
  105685. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  105686. * @param scene scene in which to add meshes
  105687. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  105688. */
  105689. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  105690. /**
  105691. * Fired when the left button on this controller is modified
  105692. */
  105693. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105694. /**
  105695. * Fired when the right button on this controller is modified
  105696. */
  105697. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105698. /**
  105699. * Fired when the menu button on this controller is modified
  105700. */
  105701. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  105702. /**
  105703. * Called once for each button that changed state since the last frame
  105704. * Vive mapping:
  105705. * 0: touchpad
  105706. * 1: trigger
  105707. * 2: left AND right buttons
  105708. * 3: menu button
  105709. * @param buttonIdx Which button index changed
  105710. * @param state New state of the button
  105711. * @param changes Which properties on the state changed since last frame
  105712. */
  105713. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  105714. }
  105715. }
  105716. declare module BABYLON {
  105717. /**
  105718. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  105719. */
  105720. export class WebXRControllerModelLoader {
  105721. /**
  105722. * Creates the WebXRControllerModelLoader
  105723. * @param input xr input that creates the controllers
  105724. */
  105725. constructor(input: WebXRInput);
  105726. }
  105727. }
  105728. declare module BABYLON {
  105729. /**
  105730. * Contains an array of blocks representing the octree
  105731. */
  105732. export interface IOctreeContainer<T> {
  105733. /**
  105734. * Blocks within the octree
  105735. */
  105736. blocks: Array<OctreeBlock<T>>;
  105737. }
  105738. /**
  105739. * Class used to store a cell in an octree
  105740. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105741. */
  105742. export class OctreeBlock<T> {
  105743. /**
  105744. * Gets the content of the current block
  105745. */
  105746. entries: T[];
  105747. /**
  105748. * Gets the list of block children
  105749. */
  105750. blocks: Array<OctreeBlock<T>>;
  105751. private _depth;
  105752. private _maxDepth;
  105753. private _capacity;
  105754. private _minPoint;
  105755. private _maxPoint;
  105756. private _boundingVectors;
  105757. private _creationFunc;
  105758. /**
  105759. * Creates a new block
  105760. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105761. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105762. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105763. * @param depth defines the current depth of this block in the octree
  105764. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105765. * @param creationFunc defines a callback to call when an element is added to the block
  105766. */
  105767. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  105768. /**
  105769. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105770. */
  105771. readonly capacity: number;
  105772. /**
  105773. * Gets the minimum vector (in world space) of the block's bounding box
  105774. */
  105775. readonly minPoint: Vector3;
  105776. /**
  105777. * Gets the maximum vector (in world space) of the block's bounding box
  105778. */
  105779. readonly maxPoint: Vector3;
  105780. /**
  105781. * Add a new element to this block
  105782. * @param entry defines the element to add
  105783. */
  105784. addEntry(entry: T): void;
  105785. /**
  105786. * Remove an element from this block
  105787. * @param entry defines the element to remove
  105788. */
  105789. removeEntry(entry: T): void;
  105790. /**
  105791. * Add an array of elements to this block
  105792. * @param entries defines the array of elements to add
  105793. */
  105794. addEntries(entries: T[]): void;
  105795. /**
  105796. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105797. * @param frustumPlanes defines the frustum planes to test
  105798. * @param selection defines the array to store current content if selection is positive
  105799. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105800. */
  105801. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105802. /**
  105803. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105804. * @param sphereCenter defines the bounding sphere center
  105805. * @param sphereRadius defines the bounding sphere radius
  105806. * @param selection defines the array to store current content if selection is positive
  105807. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105808. */
  105809. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  105810. /**
  105811. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105812. * @param ray defines the ray to test with
  105813. * @param selection defines the array to store current content if selection is positive
  105814. */
  105815. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  105816. /**
  105817. * Subdivide the content into child blocks (this block will then be empty)
  105818. */
  105819. createInnerBlocks(): void;
  105820. /**
  105821. * @hidden
  105822. */
  105823. 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;
  105824. }
  105825. }
  105826. declare module BABYLON {
  105827. /**
  105828. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105829. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105830. */
  105831. export class Octree<T> {
  105832. /** 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.) */
  105833. maxDepth: number;
  105834. /**
  105835. * Blocks within the octree containing objects
  105836. */
  105837. blocks: Array<OctreeBlock<T>>;
  105838. /**
  105839. * Content stored in the octree
  105840. */
  105841. dynamicContent: T[];
  105842. private _maxBlockCapacity;
  105843. private _selectionContent;
  105844. private _creationFunc;
  105845. /**
  105846. * Creates a octree
  105847. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105848. * @param creationFunc function to be used to instatiate the octree
  105849. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105850. * @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.)
  105851. */
  105852. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  105853. /** 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.) */
  105854. maxDepth?: number);
  105855. /**
  105856. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105857. * @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);
  105858. * @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);
  105859. * @param entries meshes to be added to the octree blocks
  105860. */
  105861. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  105862. /**
  105863. * Adds a mesh to the octree
  105864. * @param entry Mesh to add to the octree
  105865. */
  105866. addMesh(entry: T): void;
  105867. /**
  105868. * Remove an element from the octree
  105869. * @param entry defines the element to remove
  105870. */
  105871. removeMesh(entry: T): void;
  105872. /**
  105873. * Selects an array of meshes within the frustum
  105874. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105875. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105876. * @returns array of meshes within the frustum
  105877. */
  105878. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  105879. /**
  105880. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105881. * @param sphereCenter defines the bounding sphere center
  105882. * @param sphereRadius defines the bounding sphere radius
  105883. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105884. * @returns an array of objects that intersect the sphere
  105885. */
  105886. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  105887. /**
  105888. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105889. * @param ray defines the ray to test with
  105890. * @returns array of intersected objects
  105891. */
  105892. intersectsRay(ray: Ray): SmartArray<T>;
  105893. /**
  105894. * Adds a mesh into the octree block if it intersects the block
  105895. */
  105896. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  105897. /**
  105898. * Adds a submesh into the octree block if it intersects the block
  105899. */
  105900. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  105901. }
  105902. }
  105903. declare module BABYLON {
  105904. interface Scene {
  105905. /**
  105906. * @hidden
  105907. * Backing Filed
  105908. */
  105909. _selectionOctree: Octree<AbstractMesh>;
  105910. /**
  105911. * Gets the octree used to boost mesh selection (picking)
  105912. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105913. */
  105914. selectionOctree: Octree<AbstractMesh>;
  105915. /**
  105916. * Creates or updates the octree used to boost selection (picking)
  105917. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105918. * @param maxCapacity defines the maximum capacity per leaf
  105919. * @param maxDepth defines the maximum depth of the octree
  105920. * @returns an octree of AbstractMesh
  105921. */
  105922. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  105923. }
  105924. interface AbstractMesh {
  105925. /**
  105926. * @hidden
  105927. * Backing Field
  105928. */
  105929. _submeshesOctree: Octree<SubMesh>;
  105930. /**
  105931. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105932. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105933. * @param maxCapacity defines the maximum size of each block (64 by default)
  105934. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105935. * @returns the new octree
  105936. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105937. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105938. */
  105939. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  105940. }
  105941. /**
  105942. * Defines the octree scene component responsible to manage any octrees
  105943. * in a given scene.
  105944. */
  105945. export class OctreeSceneComponent {
  105946. /**
  105947. * The component name help to identify the component in the list of scene components.
  105948. */
  105949. readonly name: string;
  105950. /**
  105951. * The scene the component belongs to.
  105952. */
  105953. scene: Scene;
  105954. /**
  105955. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105956. */
  105957. readonly checksIsEnabled: boolean;
  105958. /**
  105959. * Creates a new instance of the component for the given scene
  105960. * @param scene Defines the scene to register the component in
  105961. */
  105962. constructor(scene: Scene);
  105963. /**
  105964. * Registers the component in a given scene
  105965. */
  105966. register(): void;
  105967. /**
  105968. * Return the list of active meshes
  105969. * @returns the list of active meshes
  105970. */
  105971. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  105972. /**
  105973. * Return the list of active sub meshes
  105974. * @param mesh The mesh to get the candidates sub meshes from
  105975. * @returns the list of active sub meshes
  105976. */
  105977. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  105978. private _tempRay;
  105979. /**
  105980. * Return the list of sub meshes intersecting with a given local ray
  105981. * @param mesh defines the mesh to find the submesh for
  105982. * @param localRay defines the ray in local space
  105983. * @returns the list of intersecting sub meshes
  105984. */
  105985. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  105986. /**
  105987. * Return the list of sub meshes colliding with a collider
  105988. * @param mesh defines the mesh to find the submesh for
  105989. * @param collider defines the collider to evaluate the collision against
  105990. * @returns the list of colliding sub meshes
  105991. */
  105992. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  105993. /**
  105994. * Rebuilds the elements related to this component in case of
  105995. * context lost for instance.
  105996. */
  105997. rebuild(): void;
  105998. /**
  105999. * Disposes the component and the associated ressources.
  106000. */
  106001. dispose(): void;
  106002. }
  106003. }
  106004. declare module BABYLON {
  106005. /**
  106006. * Renders a layer on top of an existing scene
  106007. */
  106008. export class UtilityLayerRenderer implements IDisposable {
  106009. /** the original scene that will be rendered on top of */
  106010. originalScene: Scene;
  106011. private _pointerCaptures;
  106012. private _lastPointerEvents;
  106013. private static _DefaultUtilityLayer;
  106014. private static _DefaultKeepDepthUtilityLayer;
  106015. private _sharedGizmoLight;
  106016. private _renderCamera;
  106017. /**
  106018. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  106019. * @returns the camera that is used when rendering the utility layer
  106020. */
  106021. getRenderCamera(): Nullable<Camera>;
  106022. /**
  106023. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  106024. * @param cam the camera that should be used when rendering the utility layer
  106025. */
  106026. setRenderCamera(cam: Nullable<Camera>): void;
  106027. /**
  106028. * @hidden
  106029. * Light which used by gizmos to get light shading
  106030. */
  106031. _getSharedGizmoLight(): HemisphericLight;
  106032. /**
  106033. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  106034. */
  106035. pickUtilitySceneFirst: boolean;
  106036. /**
  106037. * 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)
  106038. */
  106039. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  106040. /**
  106041. * 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)
  106042. */
  106043. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  106044. /**
  106045. * The scene that is rendered on top of the original scene
  106046. */
  106047. utilityLayerScene: Scene;
  106048. /**
  106049. * If the utility layer should automatically be rendered on top of existing scene
  106050. */
  106051. shouldRender: boolean;
  106052. /**
  106053. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  106054. */
  106055. onlyCheckPointerDownEvents: boolean;
  106056. /**
  106057. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  106058. */
  106059. processAllEvents: boolean;
  106060. /**
  106061. * Observable raised when the pointer move from the utility layer scene to the main scene
  106062. */
  106063. onPointerOutObservable: Observable<number>;
  106064. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  106065. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  106066. private _afterRenderObserver;
  106067. private _sceneDisposeObserver;
  106068. private _originalPointerObserver;
  106069. /**
  106070. * Instantiates a UtilityLayerRenderer
  106071. * @param originalScene the original scene that will be rendered on top of
  106072. * @param handleEvents boolean indicating if the utility layer should handle events
  106073. */
  106074. constructor(
  106075. /** the original scene that will be rendered on top of */
  106076. originalScene: Scene, handleEvents?: boolean);
  106077. private _notifyObservers;
  106078. /**
  106079. * Renders the utility layers scene on top of the original scene
  106080. */
  106081. render(): void;
  106082. /**
  106083. * Disposes of the renderer
  106084. */
  106085. dispose(): void;
  106086. private _updateCamera;
  106087. }
  106088. }
  106089. declare module BABYLON {
  106090. /**
  106091. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  106092. */
  106093. export class Gizmo implements IDisposable {
  106094. /** The utility layer the gizmo will be added to */
  106095. gizmoLayer: UtilityLayerRenderer;
  106096. /**
  106097. * The root mesh of the gizmo
  106098. */
  106099. _rootMesh: Mesh;
  106100. private _attachedMesh;
  106101. /**
  106102. * Ratio for the scale of the gizmo (Default: 1)
  106103. */
  106104. scaleRatio: number;
  106105. /**
  106106. * If a custom mesh has been set (Default: false)
  106107. */
  106108. protected _customMeshSet: boolean;
  106109. /**
  106110. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  106111. * * When set, interactions will be enabled
  106112. */
  106113. attachedMesh: Nullable<AbstractMesh>;
  106114. /**
  106115. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  106116. * @param mesh The mesh to replace the default mesh of the gizmo
  106117. */
  106118. setCustomMesh(mesh: Mesh): void;
  106119. /**
  106120. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  106121. */
  106122. updateGizmoRotationToMatchAttachedMesh: boolean;
  106123. /**
  106124. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  106125. */
  106126. updateGizmoPositionToMatchAttachedMesh: boolean;
  106127. /**
  106128. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  106129. */
  106130. updateScale: boolean;
  106131. protected _interactionsEnabled: boolean;
  106132. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106133. private _beforeRenderObserver;
  106134. private _tempVector;
  106135. /**
  106136. * Creates a gizmo
  106137. * @param gizmoLayer The utility layer the gizmo will be added to
  106138. */
  106139. constructor(
  106140. /** The utility layer the gizmo will be added to */
  106141. gizmoLayer?: UtilityLayerRenderer);
  106142. /**
  106143. * Updates the gizmo to match the attached mesh's position/rotation
  106144. */
  106145. protected _update(): void;
  106146. /**
  106147. * Disposes of the gizmo
  106148. */
  106149. dispose(): void;
  106150. }
  106151. }
  106152. declare module BABYLON {
  106153. /**
  106154. * Single plane drag gizmo
  106155. */
  106156. export class PlaneDragGizmo extends Gizmo {
  106157. /**
  106158. * Drag behavior responsible for the gizmos dragging interactions
  106159. */
  106160. dragBehavior: PointerDragBehavior;
  106161. private _pointerObserver;
  106162. /**
  106163. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106164. */
  106165. snapDistance: number;
  106166. /**
  106167. * Event that fires each time the gizmo snaps to a new location.
  106168. * * snapDistance is the the change in distance
  106169. */
  106170. onSnapObservable: Observable<{
  106171. snapDistance: number;
  106172. }>;
  106173. private _plane;
  106174. private _coloredMaterial;
  106175. private _hoverMaterial;
  106176. private _isEnabled;
  106177. private _parent;
  106178. /** @hidden */
  106179. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  106180. /** @hidden */
  106181. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106182. /**
  106183. * Creates a PlaneDragGizmo
  106184. * @param gizmoLayer The utility layer the gizmo will be added to
  106185. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  106186. * @param color The color of the gizmo
  106187. */
  106188. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106189. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106190. /**
  106191. * If the gizmo is enabled
  106192. */
  106193. isEnabled: boolean;
  106194. /**
  106195. * Disposes of the gizmo
  106196. */
  106197. dispose(): void;
  106198. }
  106199. }
  106200. declare module BABYLON {
  106201. /**
  106202. * Gizmo that enables dragging a mesh along 3 axis
  106203. */
  106204. export class PositionGizmo extends Gizmo {
  106205. /**
  106206. * Internal gizmo used for interactions on the x axis
  106207. */
  106208. xGizmo: AxisDragGizmo;
  106209. /**
  106210. * Internal gizmo used for interactions on the y axis
  106211. */
  106212. yGizmo: AxisDragGizmo;
  106213. /**
  106214. * Internal gizmo used for interactions on the z axis
  106215. */
  106216. zGizmo: AxisDragGizmo;
  106217. /**
  106218. * Internal gizmo used for interactions on the yz plane
  106219. */
  106220. xPlaneGizmo: PlaneDragGizmo;
  106221. /**
  106222. * Internal gizmo used for interactions on the xz plane
  106223. */
  106224. yPlaneGizmo: PlaneDragGizmo;
  106225. /**
  106226. * Internal gizmo used for interactions on the xy plane
  106227. */
  106228. zPlaneGizmo: PlaneDragGizmo;
  106229. /**
  106230. * private variables
  106231. */
  106232. private _meshAttached;
  106233. private _updateGizmoRotationToMatchAttachedMesh;
  106234. private _snapDistance;
  106235. private _scaleRatio;
  106236. /** Fires an event when any of it's sub gizmos are dragged */
  106237. onDragStartObservable: Observable<unknown>;
  106238. /** Fires an event when any of it's sub gizmos are released from dragging */
  106239. onDragEndObservable: Observable<unknown>;
  106240. /**
  106241. * If set to true, planar drag is enabled
  106242. */
  106243. private _planarGizmoEnabled;
  106244. attachedMesh: Nullable<AbstractMesh>;
  106245. /**
  106246. * Creates a PositionGizmo
  106247. * @param gizmoLayer The utility layer the gizmo will be added to
  106248. */
  106249. constructor(gizmoLayer?: UtilityLayerRenderer);
  106250. /**
  106251. * If the planar drag gizmo is enabled
  106252. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  106253. */
  106254. planarGizmoEnabled: boolean;
  106255. updateGizmoRotationToMatchAttachedMesh: boolean;
  106256. /**
  106257. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106258. */
  106259. snapDistance: number;
  106260. /**
  106261. * Ratio for the scale of the gizmo (Default: 1)
  106262. */
  106263. scaleRatio: number;
  106264. /**
  106265. * Disposes of the gizmo
  106266. */
  106267. dispose(): void;
  106268. /**
  106269. * CustomMeshes are not supported by this gizmo
  106270. * @param mesh The mesh to replace the default mesh of the gizmo
  106271. */
  106272. setCustomMesh(mesh: Mesh): void;
  106273. }
  106274. }
  106275. declare module BABYLON {
  106276. /**
  106277. * Single axis drag gizmo
  106278. */
  106279. export class AxisDragGizmo extends Gizmo {
  106280. /**
  106281. * Drag behavior responsible for the gizmos dragging interactions
  106282. */
  106283. dragBehavior: PointerDragBehavior;
  106284. private _pointerObserver;
  106285. /**
  106286. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  106287. */
  106288. snapDistance: number;
  106289. /**
  106290. * Event that fires each time the gizmo snaps to a new location.
  106291. * * snapDistance is the the change in distance
  106292. */
  106293. onSnapObservable: Observable<{
  106294. snapDistance: number;
  106295. }>;
  106296. private _isEnabled;
  106297. private _parent;
  106298. private _arrow;
  106299. private _coloredMaterial;
  106300. private _hoverMaterial;
  106301. /** @hidden */
  106302. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  106303. /** @hidden */
  106304. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  106305. /**
  106306. * Creates an AxisDragGizmo
  106307. * @param gizmoLayer The utility layer the gizmo will be added to
  106308. * @param dragAxis The axis which the gizmo will be able to drag on
  106309. * @param color The color of the gizmo
  106310. */
  106311. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  106312. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  106313. /**
  106314. * If the gizmo is enabled
  106315. */
  106316. isEnabled: boolean;
  106317. /**
  106318. * Disposes of the gizmo
  106319. */
  106320. dispose(): void;
  106321. }
  106322. }
  106323. declare module BABYLON.Debug {
  106324. /**
  106325. * The Axes viewer will show 3 axes in a specific point in space
  106326. */
  106327. export class AxesViewer {
  106328. private _xAxis;
  106329. private _yAxis;
  106330. private _zAxis;
  106331. private _scaleLinesFactor;
  106332. private _instanced;
  106333. /**
  106334. * Gets the hosting scene
  106335. */
  106336. scene: Scene;
  106337. /**
  106338. * Gets or sets a number used to scale line length
  106339. */
  106340. scaleLines: number;
  106341. /** Gets the node hierarchy used to render x-axis */
  106342. readonly xAxis: TransformNode;
  106343. /** Gets the node hierarchy used to render y-axis */
  106344. readonly yAxis: TransformNode;
  106345. /** Gets the node hierarchy used to render z-axis */
  106346. readonly zAxis: TransformNode;
  106347. /**
  106348. * Creates a new AxesViewer
  106349. * @param scene defines the hosting scene
  106350. * @param scaleLines defines a number used to scale line length (1 by default)
  106351. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  106352. * @param xAxis defines the node hierarchy used to render the x-axis
  106353. * @param yAxis defines the node hierarchy used to render the y-axis
  106354. * @param zAxis defines the node hierarchy used to render the z-axis
  106355. */
  106356. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  106357. /**
  106358. * Force the viewer to update
  106359. * @param position defines the position of the viewer
  106360. * @param xaxis defines the x axis of the viewer
  106361. * @param yaxis defines the y axis of the viewer
  106362. * @param zaxis defines the z axis of the viewer
  106363. */
  106364. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  106365. /**
  106366. * Creates an instance of this axes viewer.
  106367. * @returns a new axes viewer with instanced meshes
  106368. */
  106369. createInstance(): AxesViewer;
  106370. /** Releases resources */
  106371. dispose(): void;
  106372. private static _SetRenderingGroupId;
  106373. }
  106374. }
  106375. declare module BABYLON.Debug {
  106376. /**
  106377. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  106378. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  106379. */
  106380. export class BoneAxesViewer extends AxesViewer {
  106381. /**
  106382. * Gets or sets the target mesh where to display the axes viewer
  106383. */
  106384. mesh: Nullable<Mesh>;
  106385. /**
  106386. * Gets or sets the target bone where to display the axes viewer
  106387. */
  106388. bone: Nullable<Bone>;
  106389. /** Gets current position */
  106390. pos: Vector3;
  106391. /** Gets direction of X axis */
  106392. xaxis: Vector3;
  106393. /** Gets direction of Y axis */
  106394. yaxis: Vector3;
  106395. /** Gets direction of Z axis */
  106396. zaxis: Vector3;
  106397. /**
  106398. * Creates a new BoneAxesViewer
  106399. * @param scene defines the hosting scene
  106400. * @param bone defines the target bone
  106401. * @param mesh defines the target mesh
  106402. * @param scaleLines defines a scaling factor for line length (1 by default)
  106403. */
  106404. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  106405. /**
  106406. * Force the viewer to update
  106407. */
  106408. update(): void;
  106409. /** Releases resources */
  106410. dispose(): void;
  106411. }
  106412. }
  106413. declare module BABYLON {
  106414. /**
  106415. * Interface used to define scene explorer extensibility option
  106416. */
  106417. export interface IExplorerExtensibilityOption {
  106418. /**
  106419. * Define the option label
  106420. */
  106421. label: string;
  106422. /**
  106423. * Defines the action to execute on click
  106424. */
  106425. action: (entity: any) => void;
  106426. }
  106427. /**
  106428. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  106429. */
  106430. export interface IExplorerExtensibilityGroup {
  106431. /**
  106432. * Defines a predicate to test if a given type mut be extended
  106433. */
  106434. predicate: (entity: any) => boolean;
  106435. /**
  106436. * Gets the list of options added to a type
  106437. */
  106438. entries: IExplorerExtensibilityOption[];
  106439. }
  106440. /**
  106441. * Interface used to define the options to use to create the Inspector
  106442. */
  106443. export interface IInspectorOptions {
  106444. /**
  106445. * Display in overlay mode (default: false)
  106446. */
  106447. overlay?: boolean;
  106448. /**
  106449. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  106450. */
  106451. globalRoot?: HTMLElement;
  106452. /**
  106453. * Display the Scene explorer
  106454. */
  106455. showExplorer?: boolean;
  106456. /**
  106457. * Display the property inspector
  106458. */
  106459. showInspector?: boolean;
  106460. /**
  106461. * Display in embed mode (both panes on the right)
  106462. */
  106463. embedMode?: boolean;
  106464. /**
  106465. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  106466. */
  106467. handleResize?: boolean;
  106468. /**
  106469. * Allow the panes to popup (default: true)
  106470. */
  106471. enablePopup?: boolean;
  106472. /**
  106473. * Allow the panes to be closed by users (default: true)
  106474. */
  106475. enableClose?: boolean;
  106476. /**
  106477. * Optional list of extensibility entries
  106478. */
  106479. explorerExtensibility?: IExplorerExtensibilityGroup[];
  106480. /**
  106481. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  106482. */
  106483. inspectorURL?: string;
  106484. }
  106485. interface Scene {
  106486. /**
  106487. * @hidden
  106488. * Backing field
  106489. */
  106490. _debugLayer: DebugLayer;
  106491. /**
  106492. * Gets the debug layer (aka Inspector) associated with the scene
  106493. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106494. */
  106495. debugLayer: DebugLayer;
  106496. }
  106497. /**
  106498. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106499. * what is happening in your scene
  106500. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106501. */
  106502. export class DebugLayer {
  106503. /**
  106504. * Define the url to get the inspector script from.
  106505. * By default it uses the babylonjs CDN.
  106506. * @ignoreNaming
  106507. */
  106508. static InspectorURL: string;
  106509. private _scene;
  106510. private BJSINSPECTOR;
  106511. private _onPropertyChangedObservable?;
  106512. /**
  106513. * Observable triggered when a property is changed through the inspector.
  106514. */
  106515. readonly onPropertyChangedObservable: any;
  106516. /**
  106517. * Instantiates a new debug layer.
  106518. * The debug layer (aka Inspector) is the go to tool in order to better understand
  106519. * what is happening in your scene
  106520. * @see http://doc.babylonjs.com/features/playground_debuglayer
  106521. * @param scene Defines the scene to inspect
  106522. */
  106523. constructor(scene: Scene);
  106524. /** Creates the inspector window. */
  106525. private _createInspector;
  106526. /**
  106527. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  106528. * @param entity defines the entity to select
  106529. * @param lineContainerTitle defines the specific block to highlight
  106530. */
  106531. select(entity: any, lineContainerTitle?: string): void;
  106532. /** Get the inspector from bundle or global */
  106533. private _getGlobalInspector;
  106534. /**
  106535. * Get if the inspector is visible or not.
  106536. * @returns true if visible otherwise, false
  106537. */
  106538. isVisible(): boolean;
  106539. /**
  106540. * Hide the inspector and close its window.
  106541. */
  106542. hide(): void;
  106543. /**
  106544. * Launch the debugLayer.
  106545. * @param config Define the configuration of the inspector
  106546. * @return a promise fulfilled when the debug layer is visible
  106547. */
  106548. show(config?: IInspectorOptions): Promise<DebugLayer>;
  106549. }
  106550. }
  106551. declare module BABYLON {
  106552. /**
  106553. * Class containing static functions to help procedurally build meshes
  106554. */
  106555. export class BoxBuilder {
  106556. /**
  106557. * Creates a box mesh
  106558. * * The parameter `size` sets the size (float) of each box side (default 1)
  106559. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  106560. * * 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)
  106561. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  106562. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106563. * * 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
  106564. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106565. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  106566. * @param name defines the name of the mesh
  106567. * @param options defines the options used to create the mesh
  106568. * @param scene defines the hosting scene
  106569. * @returns the box mesh
  106570. */
  106571. static CreateBox(name: string, options: {
  106572. size?: number;
  106573. width?: number;
  106574. height?: number;
  106575. depth?: number;
  106576. faceUV?: Vector4[];
  106577. faceColors?: Color4[];
  106578. sideOrientation?: number;
  106579. frontUVs?: Vector4;
  106580. backUVs?: Vector4;
  106581. wrap?: boolean;
  106582. topBaseAt?: number;
  106583. bottomBaseAt?: number;
  106584. updatable?: boolean;
  106585. }, scene?: Nullable<Scene>): Mesh;
  106586. }
  106587. }
  106588. declare module BABYLON {
  106589. /**
  106590. * Class containing static functions to help procedurally build meshes
  106591. */
  106592. export class SphereBuilder {
  106593. /**
  106594. * Creates a sphere mesh
  106595. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  106596. * * 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`)
  106597. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  106598. * * 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
  106599. * * 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)
  106600. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106601. * * 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
  106602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106603. * @param name defines the name of the mesh
  106604. * @param options defines the options used to create the mesh
  106605. * @param scene defines the hosting scene
  106606. * @returns the sphere mesh
  106607. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  106608. */
  106609. static CreateSphere(name: string, options: {
  106610. segments?: number;
  106611. diameter?: number;
  106612. diameterX?: number;
  106613. diameterY?: number;
  106614. diameterZ?: number;
  106615. arc?: number;
  106616. slice?: number;
  106617. sideOrientation?: number;
  106618. frontUVs?: Vector4;
  106619. backUVs?: Vector4;
  106620. updatable?: boolean;
  106621. }, scene: any): Mesh;
  106622. }
  106623. }
  106624. declare module BABYLON.Debug {
  106625. /**
  106626. * Used to show the physics impostor around the specific mesh
  106627. */
  106628. export class PhysicsViewer {
  106629. /** @hidden */
  106630. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  106631. /** @hidden */
  106632. protected _meshes: Array<Nullable<AbstractMesh>>;
  106633. /** @hidden */
  106634. protected _scene: Nullable<Scene>;
  106635. /** @hidden */
  106636. protected _numMeshes: number;
  106637. /** @hidden */
  106638. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  106639. private _renderFunction;
  106640. private _utilityLayer;
  106641. private _debugBoxMesh;
  106642. private _debugSphereMesh;
  106643. private _debugCylinderMesh;
  106644. private _debugMaterial;
  106645. private _debugMeshMeshes;
  106646. /**
  106647. * Creates a new PhysicsViewer
  106648. * @param scene defines the hosting scene
  106649. */
  106650. constructor(scene: Scene);
  106651. /** @hidden */
  106652. protected _updateDebugMeshes(): void;
  106653. /**
  106654. * Renders a specified physic impostor
  106655. * @param impostor defines the impostor to render
  106656. * @param targetMesh defines the mesh represented by the impostor
  106657. * @returns the new debug mesh used to render the impostor
  106658. */
  106659. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  106660. /**
  106661. * Hides a specified physic impostor
  106662. * @param impostor defines the impostor to hide
  106663. */
  106664. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  106665. private _getDebugMaterial;
  106666. private _getDebugBoxMesh;
  106667. private _getDebugSphereMesh;
  106668. private _getDebugCylinderMesh;
  106669. private _getDebugMeshMesh;
  106670. private _getDebugMesh;
  106671. /** Releases all resources */
  106672. dispose(): void;
  106673. }
  106674. }
  106675. declare module BABYLON {
  106676. /**
  106677. * Class containing static functions to help procedurally build meshes
  106678. */
  106679. export class LinesBuilder {
  106680. /**
  106681. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  106682. * * 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
  106683. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  106684. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  106685. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  106686. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  106687. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  106688. * * 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
  106689. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  106690. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106691. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  106692. * @param name defines the name of the new line system
  106693. * @param options defines the options used to create the line system
  106694. * @param scene defines the hosting scene
  106695. * @returns a new line system mesh
  106696. */
  106697. static CreateLineSystem(name: string, options: {
  106698. lines: Vector3[][];
  106699. updatable?: boolean;
  106700. instance?: Nullable<LinesMesh>;
  106701. colors?: Nullable<Color4[][]>;
  106702. useVertexAlpha?: boolean;
  106703. }, scene: Nullable<Scene>): LinesMesh;
  106704. /**
  106705. * Creates a line mesh
  106706. * 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
  106707. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106708. * * The parameter `points` is an array successive Vector3
  106709. * * 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
  106710. * * The optional parameter `colors` is an array of successive Color4, one per line point
  106711. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  106712. * * When updating an instance, remember that only point positions can change, not the number of points
  106713. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106714. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  106715. * @param name defines the name of the new line system
  106716. * @param options defines the options used to create the line system
  106717. * @param scene defines the hosting scene
  106718. * @returns a new line mesh
  106719. */
  106720. static CreateLines(name: string, options: {
  106721. points: Vector3[];
  106722. updatable?: boolean;
  106723. instance?: Nullable<LinesMesh>;
  106724. colors?: Color4[];
  106725. useVertexAlpha?: boolean;
  106726. }, scene?: Nullable<Scene>): LinesMesh;
  106727. /**
  106728. * Creates a dashed line mesh
  106729. * * 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
  106730. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  106731. * * The parameter `points` is an array successive Vector3
  106732. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  106733. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  106734. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  106735. * * 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
  106736. * * When updating an instance, remember that only point positions can change, not the number of points
  106737. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106738. * @param name defines the name of the mesh
  106739. * @param options defines the options used to create the mesh
  106740. * @param scene defines the hosting scene
  106741. * @returns the dashed line mesh
  106742. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  106743. */
  106744. static CreateDashedLines(name: string, options: {
  106745. points: Vector3[];
  106746. dashSize?: number;
  106747. gapSize?: number;
  106748. dashNb?: number;
  106749. updatable?: boolean;
  106750. instance?: LinesMesh;
  106751. }, scene?: Nullable<Scene>): LinesMesh;
  106752. }
  106753. }
  106754. declare module BABYLON {
  106755. /**
  106756. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106757. * in order to better appreciate the issue one might have.
  106758. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106759. */
  106760. export class RayHelper {
  106761. /**
  106762. * Defines the ray we are currently tryin to visualize.
  106763. */
  106764. ray: Nullable<Ray>;
  106765. private _renderPoints;
  106766. private _renderLine;
  106767. private _renderFunction;
  106768. private _scene;
  106769. private _updateToMeshFunction;
  106770. private _attachedToMesh;
  106771. private _meshSpaceDirection;
  106772. private _meshSpaceOrigin;
  106773. /**
  106774. * Helper function to create a colored helper in a scene in one line.
  106775. * @param ray Defines the ray we are currently tryin to visualize
  106776. * @param scene Defines the scene the ray is used in
  106777. * @param color Defines the color we want to see the ray in
  106778. * @returns The newly created ray helper.
  106779. */
  106780. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  106781. /**
  106782. * Instantiate a new ray helper.
  106783. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  106784. * in order to better appreciate the issue one might have.
  106785. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  106786. * @param ray Defines the ray we are currently tryin to visualize
  106787. */
  106788. constructor(ray: Ray);
  106789. /**
  106790. * Shows the ray we are willing to debug.
  106791. * @param scene Defines the scene the ray needs to be rendered in
  106792. * @param color Defines the color the ray needs to be rendered in
  106793. */
  106794. show(scene: Scene, color?: Color3): void;
  106795. /**
  106796. * Hides the ray we are debugging.
  106797. */
  106798. hide(): void;
  106799. private _render;
  106800. /**
  106801. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  106802. * @param mesh Defines the mesh we want the helper attached to
  106803. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  106804. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  106805. * @param length Defines the length of the ray
  106806. */
  106807. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  106808. /**
  106809. * Detach the ray helper from the mesh it has previously been attached to.
  106810. */
  106811. detachFromMesh(): void;
  106812. private _updateToMesh;
  106813. /**
  106814. * Dispose the helper and release its associated resources.
  106815. */
  106816. dispose(): void;
  106817. }
  106818. }
  106819. declare module BABYLON.Debug {
  106820. /**
  106821. * Class used to render a debug view of a given skeleton
  106822. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  106823. */
  106824. export class SkeletonViewer {
  106825. /** defines the skeleton to render */
  106826. skeleton: Skeleton;
  106827. /** defines the mesh attached to the skeleton */
  106828. mesh: AbstractMesh;
  106829. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106830. autoUpdateBonesMatrices: boolean;
  106831. /** defines the rendering group id to use with the viewer */
  106832. renderingGroupId: number;
  106833. /** Gets or sets the color used to render the skeleton */
  106834. color: Color3;
  106835. private _scene;
  106836. private _debugLines;
  106837. private _debugMesh;
  106838. private _isEnabled;
  106839. private _renderFunction;
  106840. private _utilityLayer;
  106841. /**
  106842. * Returns the mesh used to render the bones
  106843. */
  106844. readonly debugMesh: Nullable<LinesMesh>;
  106845. /**
  106846. * Creates a new SkeletonViewer
  106847. * @param skeleton defines the skeleton to render
  106848. * @param mesh defines the mesh attached to the skeleton
  106849. * @param scene defines the hosting scene
  106850. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  106851. * @param renderingGroupId defines the rendering group id to use with the viewer
  106852. */
  106853. constructor(
  106854. /** defines the skeleton to render */
  106855. skeleton: Skeleton,
  106856. /** defines the mesh attached to the skeleton */
  106857. mesh: AbstractMesh, scene: Scene,
  106858. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  106859. autoUpdateBonesMatrices?: boolean,
  106860. /** defines the rendering group id to use with the viewer */
  106861. renderingGroupId?: number);
  106862. /** Gets or sets a boolean indicating if the viewer is enabled */
  106863. isEnabled: boolean;
  106864. private _getBonePosition;
  106865. private _getLinesForBonesWithLength;
  106866. private _getLinesForBonesNoLength;
  106867. /** Update the viewer to sync with current skeleton state */
  106868. update(): void;
  106869. /** Release associated resources */
  106870. dispose(): void;
  106871. }
  106872. }
  106873. declare module BABYLON {
  106874. /**
  106875. * Options to create the null engine
  106876. */
  106877. export class NullEngineOptions {
  106878. /**
  106879. * Render width (Default: 512)
  106880. */
  106881. renderWidth: number;
  106882. /**
  106883. * Render height (Default: 256)
  106884. */
  106885. renderHeight: number;
  106886. /**
  106887. * Texture size (Default: 512)
  106888. */
  106889. textureSize: number;
  106890. /**
  106891. * If delta time between frames should be constant
  106892. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106893. */
  106894. deterministicLockstep: boolean;
  106895. /**
  106896. * Maximum about of steps between frames (Default: 4)
  106897. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106898. */
  106899. lockstepMaxSteps: number;
  106900. }
  106901. /**
  106902. * The null engine class provides support for headless version of babylon.js.
  106903. * This can be used in server side scenario or for testing purposes
  106904. */
  106905. export class NullEngine extends Engine {
  106906. private _options;
  106907. /**
  106908. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  106909. */
  106910. isDeterministicLockStep(): boolean;
  106911. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  106912. getLockstepMaxSteps(): number;
  106913. /**
  106914. * Sets hardware scaling, used to save performance if needed
  106915. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  106916. */
  106917. getHardwareScalingLevel(): number;
  106918. constructor(options?: NullEngineOptions);
  106919. createVertexBuffer(vertices: FloatArray): DataBuffer;
  106920. createIndexBuffer(indices: IndicesArray): DataBuffer;
  106921. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  106922. getRenderWidth(useScreen?: boolean): number;
  106923. getRenderHeight(useScreen?: boolean): number;
  106924. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  106925. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  106926. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  106927. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  106928. bindSamplers(effect: Effect): void;
  106929. enableEffect(effect: Effect): void;
  106930. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  106931. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  106932. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  106933. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  106934. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  106935. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  106936. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  106937. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  106938. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  106939. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  106940. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  106941. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  106942. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  106943. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  106944. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106945. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  106946. setFloat(uniform: WebGLUniformLocation, value: number): void;
  106947. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  106948. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  106949. setBool(uniform: WebGLUniformLocation, bool: number): void;
  106950. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  106951. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  106952. bindBuffers(vertexBuffers: {
  106953. [key: string]: VertexBuffer;
  106954. }, indexBuffer: DataBuffer, effect: Effect): void;
  106955. wipeCaches(bruteForce?: boolean): void;
  106956. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  106957. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  106958. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  106959. /** @hidden */
  106960. _createTexture(): WebGLTexture;
  106961. /** @hidden */
  106962. _releaseTexture(texture: InternalTexture): void;
  106963. 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;
  106964. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  106965. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  106966. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  106967. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  106968. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  106969. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  106970. areAllEffectsReady(): boolean;
  106971. /**
  106972. * @hidden
  106973. * Get the current error code of the webGL context
  106974. * @returns the error code
  106975. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  106976. */
  106977. getError(): number;
  106978. /** @hidden */
  106979. _getUnpackAlignement(): number;
  106980. /** @hidden */
  106981. _unpackFlipY(value: boolean): void;
  106982. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  106983. /**
  106984. * Updates a dynamic vertex buffer.
  106985. * @param vertexBuffer the vertex buffer to update
  106986. * @param data the data used to update the vertex buffer
  106987. * @param byteOffset the byte offset of the data (optional)
  106988. * @param byteLength the byte length of the data (optional)
  106989. */
  106990. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  106991. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  106992. /** @hidden */
  106993. _bindTexture(channel: number, texture: InternalTexture): void;
  106994. /** @hidden */
  106995. _releaseBuffer(buffer: DataBuffer): boolean;
  106996. releaseEffects(): void;
  106997. displayLoadingUI(): void;
  106998. hideLoadingUI(): void;
  106999. /** @hidden */
  107000. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107001. /** @hidden */
  107002. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107003. /** @hidden */
  107004. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  107005. /** @hidden */
  107006. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  107007. }
  107008. }
  107009. declare module BABYLON {
  107010. /** @hidden */
  107011. export class _OcclusionDataStorage {
  107012. /** @hidden */
  107013. occlusionInternalRetryCounter: number;
  107014. /** @hidden */
  107015. isOcclusionQueryInProgress: boolean;
  107016. /** @hidden */
  107017. isOccluded: boolean;
  107018. /** @hidden */
  107019. occlusionRetryCount: number;
  107020. /** @hidden */
  107021. occlusionType: number;
  107022. /** @hidden */
  107023. occlusionQueryAlgorithmType: number;
  107024. }
  107025. interface Engine {
  107026. /**
  107027. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  107028. * @return the new query
  107029. */
  107030. createQuery(): WebGLQuery;
  107031. /**
  107032. * Delete and release a webGL query
  107033. * @param query defines the query to delete
  107034. * @return the current engine
  107035. */
  107036. deleteQuery(query: WebGLQuery): Engine;
  107037. /**
  107038. * Check if a given query has resolved and got its value
  107039. * @param query defines the query to check
  107040. * @returns true if the query got its value
  107041. */
  107042. isQueryResultAvailable(query: WebGLQuery): boolean;
  107043. /**
  107044. * Gets the value of a given query
  107045. * @param query defines the query to check
  107046. * @returns the value of the query
  107047. */
  107048. getQueryResult(query: WebGLQuery): number;
  107049. /**
  107050. * Initiates an occlusion query
  107051. * @param algorithmType defines the algorithm to use
  107052. * @param query defines the query to use
  107053. * @returns the current engine
  107054. * @see http://doc.babylonjs.com/features/occlusionquery
  107055. */
  107056. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  107057. /**
  107058. * Ends an occlusion query
  107059. * @see http://doc.babylonjs.com/features/occlusionquery
  107060. * @param algorithmType defines the algorithm to use
  107061. * @returns the current engine
  107062. */
  107063. endOcclusionQuery(algorithmType: number): Engine;
  107064. /**
  107065. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  107066. * Please note that only one query can be issued at a time
  107067. * @returns a time token used to track the time span
  107068. */
  107069. startTimeQuery(): Nullable<_TimeToken>;
  107070. /**
  107071. * Ends a time query
  107072. * @param token defines the token used to measure the time span
  107073. * @returns the time spent (in ns)
  107074. */
  107075. endTimeQuery(token: _TimeToken): int;
  107076. /** @hidden */
  107077. _currentNonTimestampToken: Nullable<_TimeToken>;
  107078. /** @hidden */
  107079. _createTimeQuery(): WebGLQuery;
  107080. /** @hidden */
  107081. _deleteTimeQuery(query: WebGLQuery): void;
  107082. /** @hidden */
  107083. _getGlAlgorithmType(algorithmType: number): number;
  107084. /** @hidden */
  107085. _getTimeQueryResult(query: WebGLQuery): any;
  107086. /** @hidden */
  107087. _getTimeQueryAvailability(query: WebGLQuery): any;
  107088. }
  107089. interface AbstractMesh {
  107090. /**
  107091. * Backing filed
  107092. * @hidden
  107093. */
  107094. __occlusionDataStorage: _OcclusionDataStorage;
  107095. /**
  107096. * Access property
  107097. * @hidden
  107098. */
  107099. _occlusionDataStorage: _OcclusionDataStorage;
  107100. /**
  107101. * 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.
  107102. * The default value is -1 which means don't break the query and wait till the result
  107103. * @see http://doc.babylonjs.com/features/occlusionquery
  107104. */
  107105. occlusionRetryCount: number;
  107106. /**
  107107. * 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:
  107108. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  107109. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  107110. * * 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.
  107111. * @see http://doc.babylonjs.com/features/occlusionquery
  107112. */
  107113. occlusionType: number;
  107114. /**
  107115. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  107116. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  107117. * * 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.
  107118. * @see http://doc.babylonjs.com/features/occlusionquery
  107119. */
  107120. occlusionQueryAlgorithmType: number;
  107121. /**
  107122. * 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
  107123. * @see http://doc.babylonjs.com/features/occlusionquery
  107124. */
  107125. isOccluded: boolean;
  107126. /**
  107127. * Flag to check the progress status of the query
  107128. * @see http://doc.babylonjs.com/features/occlusionquery
  107129. */
  107130. isOcclusionQueryInProgress: boolean;
  107131. }
  107132. }
  107133. declare module BABYLON {
  107134. /** @hidden */
  107135. export var _forceTransformFeedbackToBundle: boolean;
  107136. interface Engine {
  107137. /**
  107138. * Creates a webGL transform feedback object
  107139. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  107140. * @returns the webGL transform feedback object
  107141. */
  107142. createTransformFeedback(): WebGLTransformFeedback;
  107143. /**
  107144. * Delete a webGL transform feedback object
  107145. * @param value defines the webGL transform feedback object to delete
  107146. */
  107147. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  107148. /**
  107149. * Bind a webGL transform feedback object to the webgl context
  107150. * @param value defines the webGL transform feedback object to bind
  107151. */
  107152. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  107153. /**
  107154. * Begins a transform feedback operation
  107155. * @param usePoints defines if points or triangles must be used
  107156. */
  107157. beginTransformFeedback(usePoints: boolean): void;
  107158. /**
  107159. * Ends a transform feedback operation
  107160. */
  107161. endTransformFeedback(): void;
  107162. /**
  107163. * Specify the varyings to use with transform feedback
  107164. * @param program defines the associated webGL program
  107165. * @param value defines the list of strings representing the varying names
  107166. */
  107167. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  107168. /**
  107169. * Bind a webGL buffer for a transform feedback operation
  107170. * @param value defines the webGL buffer to bind
  107171. */
  107172. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  107173. }
  107174. }
  107175. declare module BABYLON {
  107176. /**
  107177. * Creation options of the multi render target texture.
  107178. */
  107179. export interface IMultiRenderTargetOptions {
  107180. /**
  107181. * Define if the texture needs to create mip maps after render.
  107182. */
  107183. generateMipMaps?: boolean;
  107184. /**
  107185. * Define the types of all the draw buffers we want to create
  107186. */
  107187. types?: number[];
  107188. /**
  107189. * Define the sampling modes of all the draw buffers we want to create
  107190. */
  107191. samplingModes?: number[];
  107192. /**
  107193. * Define if a depth buffer is required
  107194. */
  107195. generateDepthBuffer?: boolean;
  107196. /**
  107197. * Define if a stencil buffer is required
  107198. */
  107199. generateStencilBuffer?: boolean;
  107200. /**
  107201. * Define if a depth texture is required instead of a depth buffer
  107202. */
  107203. generateDepthTexture?: boolean;
  107204. /**
  107205. * Define the number of desired draw buffers
  107206. */
  107207. textureCount?: number;
  107208. /**
  107209. * Define if aspect ratio should be adapted to the texture or stay the scene one
  107210. */
  107211. doNotChangeAspectRatio?: boolean;
  107212. /**
  107213. * Define the default type of the buffers we are creating
  107214. */
  107215. defaultType?: number;
  107216. }
  107217. /**
  107218. * A multi render target, like a render target provides the ability to render to a texture.
  107219. * Unlike the render target, it can render to several draw buffers in one draw.
  107220. * This is specially interesting in deferred rendering or for any effects requiring more than
  107221. * just one color from a single pass.
  107222. */
  107223. export class MultiRenderTarget extends RenderTargetTexture {
  107224. private _internalTextures;
  107225. private _textures;
  107226. private _multiRenderTargetOptions;
  107227. /**
  107228. * Get if draw buffers are currently supported by the used hardware and browser.
  107229. */
  107230. readonly isSupported: boolean;
  107231. /**
  107232. * Get the list of textures generated by the multi render target.
  107233. */
  107234. readonly textures: Texture[];
  107235. /**
  107236. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  107237. */
  107238. readonly depthTexture: Texture;
  107239. /**
  107240. * Set the wrapping mode on U of all the textures we are rendering to.
  107241. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107242. */
  107243. wrapU: number;
  107244. /**
  107245. * Set the wrapping mode on V of all the textures we are rendering to.
  107246. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  107247. */
  107248. wrapV: number;
  107249. /**
  107250. * Instantiate a new multi render target texture.
  107251. * A multi render target, like a render target provides the ability to render to a texture.
  107252. * Unlike the render target, it can render to several draw buffers in one draw.
  107253. * This is specially interesting in deferred rendering or for any effects requiring more than
  107254. * just one color from a single pass.
  107255. * @param name Define the name of the texture
  107256. * @param size Define the size of the buffers to render to
  107257. * @param count Define the number of target we are rendering into
  107258. * @param scene Define the scene the texture belongs to
  107259. * @param options Define the options used to create the multi render target
  107260. */
  107261. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  107262. /** @hidden */
  107263. _rebuild(): void;
  107264. private _createInternalTextures;
  107265. private _createTextures;
  107266. /**
  107267. * Define the number of samples used if MSAA is enabled.
  107268. */
  107269. samples: number;
  107270. /**
  107271. * Resize all the textures in the multi render target.
  107272. * Be carrefull as it will recreate all the data in the new texture.
  107273. * @param size Define the new size
  107274. */
  107275. resize(size: any): void;
  107276. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  107277. /**
  107278. * Dispose the render targets and their associated resources
  107279. */
  107280. dispose(): void;
  107281. /**
  107282. * Release all the underlying texture used as draw buffers.
  107283. */
  107284. releaseInternalTextures(): void;
  107285. }
  107286. }
  107287. declare module BABYLON {
  107288. interface Engine {
  107289. /**
  107290. * Unbind a list of render target textures from the webGL context
  107291. * This is used only when drawBuffer extension or webGL2 are active
  107292. * @param textures defines the render target textures to unbind
  107293. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  107294. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  107295. */
  107296. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  107297. /**
  107298. * Create a multi render target texture
  107299. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  107300. * @param size defines the size of the texture
  107301. * @param options defines the creation options
  107302. * @returns the cube texture as an InternalTexture
  107303. */
  107304. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  107305. /**
  107306. * Update the sample count for a given multiple render target texture
  107307. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  107308. * @param textures defines the textures to update
  107309. * @param samples defines the sample count to set
  107310. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  107311. */
  107312. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  107313. }
  107314. }
  107315. declare module BABYLON {
  107316. /**
  107317. * Gather the list of clipboard event types as constants.
  107318. */
  107319. export class ClipboardEventTypes {
  107320. /**
  107321. * The clipboard event is fired when a copy command is active (pressed).
  107322. */
  107323. static readonly COPY: number;
  107324. /**
  107325. * The clipboard event is fired when a cut command is active (pressed).
  107326. */
  107327. static readonly CUT: number;
  107328. /**
  107329. * The clipboard event is fired when a paste command is active (pressed).
  107330. */
  107331. static readonly PASTE: number;
  107332. }
  107333. /**
  107334. * This class is used to store clipboard related info for the onClipboardObservable event.
  107335. */
  107336. export class ClipboardInfo {
  107337. /**
  107338. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107339. */
  107340. type: number;
  107341. /**
  107342. * Defines the related dom event
  107343. */
  107344. event: ClipboardEvent;
  107345. /**
  107346. *Creates an instance of ClipboardInfo.
  107347. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  107348. * @param event Defines the related dom event
  107349. */
  107350. constructor(
  107351. /**
  107352. * Defines the type of event (BABYLON.ClipboardEventTypes)
  107353. */
  107354. type: number,
  107355. /**
  107356. * Defines the related dom event
  107357. */
  107358. event: ClipboardEvent);
  107359. /**
  107360. * Get the clipboard event's type from the keycode.
  107361. * @param keyCode Defines the keyCode for the current keyboard event.
  107362. * @return {number}
  107363. */
  107364. static GetTypeFromCharacter(keyCode: number): number;
  107365. }
  107366. }
  107367. declare module BABYLON {
  107368. /**
  107369. * Google Daydream controller
  107370. */
  107371. export class DaydreamController extends WebVRController {
  107372. /**
  107373. * Base Url for the controller model.
  107374. */
  107375. static MODEL_BASE_URL: string;
  107376. /**
  107377. * File name for the controller model.
  107378. */
  107379. static MODEL_FILENAME: string;
  107380. /**
  107381. * Gamepad Id prefix used to identify Daydream Controller.
  107382. */
  107383. static readonly GAMEPAD_ID_PREFIX: string;
  107384. /**
  107385. * Creates a new DaydreamController from a gamepad
  107386. * @param vrGamepad the gamepad that the controller should be created from
  107387. */
  107388. constructor(vrGamepad: any);
  107389. /**
  107390. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107391. * @param scene scene in which to add meshes
  107392. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107393. */
  107394. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107395. /**
  107396. * Called once for each button that changed state since the last frame
  107397. * @param buttonIdx Which button index changed
  107398. * @param state New state of the button
  107399. * @param changes Which properties on the state changed since last frame
  107400. */
  107401. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107402. }
  107403. }
  107404. declare module BABYLON {
  107405. /**
  107406. * Gear VR Controller
  107407. */
  107408. export class GearVRController extends WebVRController {
  107409. /**
  107410. * Base Url for the controller model.
  107411. */
  107412. static MODEL_BASE_URL: string;
  107413. /**
  107414. * File name for the controller model.
  107415. */
  107416. static MODEL_FILENAME: string;
  107417. /**
  107418. * Gamepad Id prefix used to identify this controller.
  107419. */
  107420. static readonly GAMEPAD_ID_PREFIX: string;
  107421. private readonly _buttonIndexToObservableNameMap;
  107422. /**
  107423. * Creates a new GearVRController from a gamepad
  107424. * @param vrGamepad the gamepad that the controller should be created from
  107425. */
  107426. constructor(vrGamepad: any);
  107427. /**
  107428. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107429. * @param scene scene in which to add meshes
  107430. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107431. */
  107432. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107433. /**
  107434. * Called once for each button that changed state since the last frame
  107435. * @param buttonIdx Which button index changed
  107436. * @param state New state of the button
  107437. * @param changes Which properties on the state changed since last frame
  107438. */
  107439. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107440. }
  107441. }
  107442. declare module BABYLON {
  107443. /**
  107444. * Class containing static functions to help procedurally build meshes
  107445. */
  107446. export class PolyhedronBuilder {
  107447. /**
  107448. * Creates a polyhedron mesh
  107449. * * 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
  107450. * * The parameter `size` (positive float, default 1) sets the polygon size
  107451. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  107452. * * 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`
  107453. * * 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
  107454. * * 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)`)
  107455. * * 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
  107456. * * 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
  107457. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107458. * * 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
  107459. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107460. * @param name defines the name of the mesh
  107461. * @param options defines the options used to create the mesh
  107462. * @param scene defines the hosting scene
  107463. * @returns the polyhedron mesh
  107464. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  107465. */
  107466. static CreatePolyhedron(name: string, options: {
  107467. type?: number;
  107468. size?: number;
  107469. sizeX?: number;
  107470. sizeY?: number;
  107471. sizeZ?: number;
  107472. custom?: any;
  107473. faceUV?: Vector4[];
  107474. faceColors?: Color4[];
  107475. flat?: boolean;
  107476. updatable?: boolean;
  107477. sideOrientation?: number;
  107478. frontUVs?: Vector4;
  107479. backUVs?: Vector4;
  107480. }, scene?: Nullable<Scene>): Mesh;
  107481. }
  107482. }
  107483. declare module BABYLON {
  107484. /**
  107485. * Gizmo that enables scaling a mesh along 3 axis
  107486. */
  107487. export class ScaleGizmo extends Gizmo {
  107488. /**
  107489. * Internal gizmo used for interactions on the x axis
  107490. */
  107491. xGizmo: AxisScaleGizmo;
  107492. /**
  107493. * Internal gizmo used for interactions on the y axis
  107494. */
  107495. yGizmo: AxisScaleGizmo;
  107496. /**
  107497. * Internal gizmo used for interactions on the z axis
  107498. */
  107499. zGizmo: AxisScaleGizmo;
  107500. /**
  107501. * Internal gizmo used to scale all axis equally
  107502. */
  107503. uniformScaleGizmo: AxisScaleGizmo;
  107504. private _meshAttached;
  107505. private _updateGizmoRotationToMatchAttachedMesh;
  107506. private _snapDistance;
  107507. private _scaleRatio;
  107508. private _uniformScalingMesh;
  107509. private _octahedron;
  107510. /** Fires an event when any of it's sub gizmos are dragged */
  107511. onDragStartObservable: Observable<unknown>;
  107512. /** Fires an event when any of it's sub gizmos are released from dragging */
  107513. onDragEndObservable: Observable<unknown>;
  107514. attachedMesh: Nullable<AbstractMesh>;
  107515. /**
  107516. * Creates a ScaleGizmo
  107517. * @param gizmoLayer The utility layer the gizmo will be added to
  107518. */
  107519. constructor(gizmoLayer?: UtilityLayerRenderer);
  107520. updateGizmoRotationToMatchAttachedMesh: boolean;
  107521. /**
  107522. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107523. */
  107524. snapDistance: number;
  107525. /**
  107526. * Ratio for the scale of the gizmo (Default: 1)
  107527. */
  107528. scaleRatio: number;
  107529. /**
  107530. * Disposes of the gizmo
  107531. */
  107532. dispose(): void;
  107533. }
  107534. }
  107535. declare module BABYLON {
  107536. /**
  107537. * Single axis scale gizmo
  107538. */
  107539. export class AxisScaleGizmo extends Gizmo {
  107540. /**
  107541. * Drag behavior responsible for the gizmos dragging interactions
  107542. */
  107543. dragBehavior: PointerDragBehavior;
  107544. private _pointerObserver;
  107545. /**
  107546. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107547. */
  107548. snapDistance: number;
  107549. /**
  107550. * Event that fires each time the gizmo snaps to a new location.
  107551. * * snapDistance is the the change in distance
  107552. */
  107553. onSnapObservable: Observable<{
  107554. snapDistance: number;
  107555. }>;
  107556. /**
  107557. * If the scaling operation should be done on all axis (default: false)
  107558. */
  107559. uniformScaling: boolean;
  107560. private _isEnabled;
  107561. private _parent;
  107562. private _arrow;
  107563. private _coloredMaterial;
  107564. private _hoverMaterial;
  107565. /**
  107566. * Creates an AxisScaleGizmo
  107567. * @param gizmoLayer The utility layer the gizmo will be added to
  107568. * @param dragAxis The axis which the gizmo will be able to scale on
  107569. * @param color The color of the gizmo
  107570. */
  107571. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  107572. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107573. /**
  107574. * If the gizmo is enabled
  107575. */
  107576. isEnabled: boolean;
  107577. /**
  107578. * Disposes of the gizmo
  107579. */
  107580. dispose(): void;
  107581. /**
  107582. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107583. * @param mesh The mesh to replace the default mesh of the gizmo
  107584. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  107585. */
  107586. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  107587. }
  107588. }
  107589. declare module BABYLON {
  107590. /**
  107591. * Bounding box gizmo
  107592. */
  107593. export class BoundingBoxGizmo extends Gizmo {
  107594. private _lineBoundingBox;
  107595. private _rotateSpheresParent;
  107596. private _scaleBoxesParent;
  107597. private _boundingDimensions;
  107598. private _renderObserver;
  107599. private _pointerObserver;
  107600. private _scaleDragSpeed;
  107601. private _tmpQuaternion;
  107602. private _tmpVector;
  107603. private _tmpRotationMatrix;
  107604. /**
  107605. * 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)
  107606. */
  107607. ignoreChildren: boolean;
  107608. /**
  107609. * 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)
  107610. */
  107611. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  107612. /**
  107613. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  107614. */
  107615. rotationSphereSize: number;
  107616. /**
  107617. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  107618. */
  107619. scaleBoxSize: number;
  107620. /**
  107621. * 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)
  107622. */
  107623. fixedDragMeshScreenSize: boolean;
  107624. /**
  107625. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  107626. */
  107627. fixedDragMeshScreenSizeDistanceFactor: number;
  107628. /**
  107629. * Fired when a rotation sphere or scale box is dragged
  107630. */
  107631. onDragStartObservable: Observable<{}>;
  107632. /**
  107633. * Fired when a scale box is dragged
  107634. */
  107635. onScaleBoxDragObservable: Observable<{}>;
  107636. /**
  107637. * Fired when a scale box drag is ended
  107638. */
  107639. onScaleBoxDragEndObservable: Observable<{}>;
  107640. /**
  107641. * Fired when a rotation sphere is dragged
  107642. */
  107643. onRotationSphereDragObservable: Observable<{}>;
  107644. /**
  107645. * Fired when a rotation sphere drag is ended
  107646. */
  107647. onRotationSphereDragEndObservable: Observable<{}>;
  107648. /**
  107649. * 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)
  107650. */
  107651. scalePivot: Nullable<Vector3>;
  107652. /**
  107653. * Mesh used as a pivot to rotate the attached mesh
  107654. */
  107655. private _anchorMesh;
  107656. private _existingMeshScale;
  107657. private _dragMesh;
  107658. private pointerDragBehavior;
  107659. private coloredMaterial;
  107660. private hoverColoredMaterial;
  107661. /**
  107662. * Sets the color of the bounding box gizmo
  107663. * @param color the color to set
  107664. */
  107665. setColor(color: Color3): void;
  107666. /**
  107667. * Creates an BoundingBoxGizmo
  107668. * @param gizmoLayer The utility layer the gizmo will be added to
  107669. * @param color The color of the gizmo
  107670. */
  107671. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  107672. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107673. private _selectNode;
  107674. /**
  107675. * Updates the bounding box information for the Gizmo
  107676. */
  107677. updateBoundingBox(): void;
  107678. private _updateRotationSpheres;
  107679. private _updateScaleBoxes;
  107680. /**
  107681. * Enables rotation on the specified axis and disables rotation on the others
  107682. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  107683. */
  107684. setEnabledRotationAxis(axis: string): void;
  107685. /**
  107686. * Enables/disables scaling
  107687. * @param enable if scaling should be enabled
  107688. */
  107689. setEnabledScaling(enable: boolean): void;
  107690. private _updateDummy;
  107691. /**
  107692. * Enables a pointer drag behavior on the bounding box of the gizmo
  107693. */
  107694. enableDragBehavior(): void;
  107695. /**
  107696. * Disposes of the gizmo
  107697. */
  107698. dispose(): void;
  107699. /**
  107700. * 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)
  107701. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  107702. * @returns the bounding box mesh with the passed in mesh as a child
  107703. */
  107704. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  107705. /**
  107706. * CustomMeshes are not supported by this gizmo
  107707. * @param mesh The mesh to replace the default mesh of the gizmo
  107708. */
  107709. setCustomMesh(mesh: Mesh): void;
  107710. }
  107711. }
  107712. declare module BABYLON {
  107713. /**
  107714. * Single plane rotation gizmo
  107715. */
  107716. export class PlaneRotationGizmo extends Gizmo {
  107717. /**
  107718. * Drag behavior responsible for the gizmos dragging interactions
  107719. */
  107720. dragBehavior: PointerDragBehavior;
  107721. private _pointerObserver;
  107722. /**
  107723. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  107724. */
  107725. snapDistance: number;
  107726. /**
  107727. * Event that fires each time the gizmo snaps to a new location.
  107728. * * snapDistance is the the change in distance
  107729. */
  107730. onSnapObservable: Observable<{
  107731. snapDistance: number;
  107732. }>;
  107733. private _isEnabled;
  107734. private _parent;
  107735. /**
  107736. * Creates a PlaneRotationGizmo
  107737. * @param gizmoLayer The utility layer the gizmo will be added to
  107738. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  107739. * @param color The color of the gizmo
  107740. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107741. */
  107742. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>);
  107743. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107744. /**
  107745. * If the gizmo is enabled
  107746. */
  107747. isEnabled: boolean;
  107748. /**
  107749. * Disposes of the gizmo
  107750. */
  107751. dispose(): void;
  107752. }
  107753. }
  107754. declare module BABYLON {
  107755. /**
  107756. * Gizmo that enables rotating a mesh along 3 axis
  107757. */
  107758. export class RotationGizmo extends Gizmo {
  107759. /**
  107760. * Internal gizmo used for interactions on the x axis
  107761. */
  107762. xGizmo: PlaneRotationGizmo;
  107763. /**
  107764. * Internal gizmo used for interactions on the y axis
  107765. */
  107766. yGizmo: PlaneRotationGizmo;
  107767. /**
  107768. * Internal gizmo used for interactions on the z axis
  107769. */
  107770. zGizmo: PlaneRotationGizmo;
  107771. /** Fires an event when any of it's sub gizmos are dragged */
  107772. onDragStartObservable: Observable<unknown>;
  107773. /** Fires an event when any of it's sub gizmos are released from dragging */
  107774. onDragEndObservable: Observable<unknown>;
  107775. private _meshAttached;
  107776. attachedMesh: Nullable<AbstractMesh>;
  107777. /**
  107778. * Creates a RotationGizmo
  107779. * @param gizmoLayer The utility layer the gizmo will be added to
  107780. * @param tessellation Amount of tessellation to be used when creating rotation circles
  107781. */
  107782. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
  107783. updateGizmoRotationToMatchAttachedMesh: boolean;
  107784. /**
  107785. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107786. */
  107787. snapDistance: number;
  107788. /**
  107789. * Ratio for the scale of the gizmo (Default: 1)
  107790. */
  107791. scaleRatio: number;
  107792. /**
  107793. * Disposes of the gizmo
  107794. */
  107795. dispose(): void;
  107796. /**
  107797. * CustomMeshes are not supported by this gizmo
  107798. * @param mesh The mesh to replace the default mesh of the gizmo
  107799. */
  107800. setCustomMesh(mesh: Mesh): void;
  107801. }
  107802. }
  107803. declare module BABYLON {
  107804. /**
  107805. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  107806. */
  107807. export class GizmoManager implements IDisposable {
  107808. private scene;
  107809. /**
  107810. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  107811. */
  107812. gizmos: {
  107813. positionGizmo: Nullable<PositionGizmo>;
  107814. rotationGizmo: Nullable<RotationGizmo>;
  107815. scaleGizmo: Nullable<ScaleGizmo>;
  107816. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  107817. };
  107818. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  107819. clearGizmoOnEmptyPointerEvent: boolean;
  107820. /** Fires an event when the manager is attached to a mesh */
  107821. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  107822. private _gizmosEnabled;
  107823. private _pointerObserver;
  107824. private _attachedMesh;
  107825. private _boundingBoxColor;
  107826. private _defaultUtilityLayer;
  107827. private _defaultKeepDepthUtilityLayer;
  107828. /**
  107829. * When bounding box gizmo is enabled, this can be used to track drag/end events
  107830. */
  107831. boundingBoxDragBehavior: SixDofDragBehavior;
  107832. /**
  107833. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  107834. */
  107835. attachableMeshes: Nullable<Array<AbstractMesh>>;
  107836. /**
  107837. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  107838. */
  107839. usePointerToAttachGizmos: boolean;
  107840. /**
  107841. * Utility layer that the bounding box gizmo belongs to
  107842. */
  107843. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  107844. /**
  107845. * Utility layer that all gizmos besides bounding box belong to
  107846. */
  107847. readonly utilityLayer: UtilityLayerRenderer;
  107848. /**
  107849. * Instatiates a gizmo manager
  107850. * @param scene the scene to overlay the gizmos on top of
  107851. */
  107852. constructor(scene: Scene);
  107853. /**
  107854. * Attaches a set of gizmos to the specified mesh
  107855. * @param mesh The mesh the gizmo's should be attached to
  107856. */
  107857. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  107858. /**
  107859. * If the position gizmo is enabled
  107860. */
  107861. positionGizmoEnabled: boolean;
  107862. /**
  107863. * If the rotation gizmo is enabled
  107864. */
  107865. rotationGizmoEnabled: boolean;
  107866. /**
  107867. * If the scale gizmo is enabled
  107868. */
  107869. scaleGizmoEnabled: boolean;
  107870. /**
  107871. * If the boundingBox gizmo is enabled
  107872. */
  107873. boundingBoxGizmoEnabled: boolean;
  107874. /**
  107875. * Disposes of the gizmo manager
  107876. */
  107877. dispose(): void;
  107878. }
  107879. }
  107880. declare module BABYLON {
  107881. /**
  107882. * A directional light is defined by a direction (what a surprise!).
  107883. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  107884. * 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.
  107885. * Documentation: https://doc.babylonjs.com/babylon101/lights
  107886. */
  107887. export class DirectionalLight extends ShadowLight {
  107888. private _shadowFrustumSize;
  107889. /**
  107890. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  107891. */
  107892. /**
  107893. * Specifies a fix frustum size for the shadow generation.
  107894. */
  107895. shadowFrustumSize: number;
  107896. private _shadowOrthoScale;
  107897. /**
  107898. * Gets the shadow projection scale against the optimal computed one.
  107899. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107900. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107901. */
  107902. /**
  107903. * Sets the shadow projection scale against the optimal computed one.
  107904. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  107905. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  107906. */
  107907. shadowOrthoScale: number;
  107908. /**
  107909. * Automatically compute the projection matrix to best fit (including all the casters)
  107910. * on each frame.
  107911. */
  107912. autoUpdateExtends: boolean;
  107913. private _orthoLeft;
  107914. private _orthoRight;
  107915. private _orthoTop;
  107916. private _orthoBottom;
  107917. /**
  107918. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  107919. * The directional light is emitted from everywhere in the given direction.
  107920. * It can cast shadows.
  107921. * Documentation : https://doc.babylonjs.com/babylon101/lights
  107922. * @param name The friendly name of the light
  107923. * @param direction The direction of the light
  107924. * @param scene The scene the light belongs to
  107925. */
  107926. constructor(name: string, direction: Vector3, scene: Scene);
  107927. /**
  107928. * Returns the string "DirectionalLight".
  107929. * @return The class name
  107930. */
  107931. getClassName(): string;
  107932. /**
  107933. * Returns the integer 1.
  107934. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  107935. */
  107936. getTypeID(): number;
  107937. /**
  107938. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  107939. * Returns the DirectionalLight Shadow projection matrix.
  107940. */
  107941. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107942. /**
  107943. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  107944. * Returns the DirectionalLight Shadow projection matrix.
  107945. */
  107946. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  107947. /**
  107948. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  107949. * Returns the DirectionalLight Shadow projection matrix.
  107950. */
  107951. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  107952. protected _buildUniformLayout(): void;
  107953. /**
  107954. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  107955. * @param effect The effect to update
  107956. * @param lightIndex The index of the light in the effect to update
  107957. * @returns The directional light
  107958. */
  107959. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  107960. /**
  107961. * Gets the minZ used for shadow according to both the scene and the light.
  107962. *
  107963. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107964. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107965. * @param activeCamera The camera we are returning the min for
  107966. * @returns the depth min z
  107967. */
  107968. getDepthMinZ(activeCamera: Camera): number;
  107969. /**
  107970. * Gets the maxZ used for shadow according to both the scene and the light.
  107971. *
  107972. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  107973. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  107974. * @param activeCamera The camera we are returning the max for
  107975. * @returns the depth max z
  107976. */
  107977. getDepthMaxZ(activeCamera: Camera): number;
  107978. /**
  107979. * Prepares the list of defines specific to the light type.
  107980. * @param defines the list of defines
  107981. * @param lightIndex defines the index of the light for the effect
  107982. */
  107983. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  107984. }
  107985. }
  107986. declare module BABYLON {
  107987. /**
  107988. * Class containing static functions to help procedurally build meshes
  107989. */
  107990. export class HemisphereBuilder {
  107991. /**
  107992. * Creates a hemisphere mesh
  107993. * @param name defines the name of the mesh
  107994. * @param options defines the options used to create the mesh
  107995. * @param scene defines the hosting scene
  107996. * @returns the hemisphere mesh
  107997. */
  107998. static CreateHemisphere(name: string, options: {
  107999. segments?: number;
  108000. diameter?: number;
  108001. sideOrientation?: number;
  108002. }, scene: any): Mesh;
  108003. }
  108004. }
  108005. declare module BABYLON {
  108006. /**
  108007. * A spot light is defined by a position, a direction, an angle, and an exponent.
  108008. * These values define a cone of light starting from the position, emitting toward the direction.
  108009. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  108010. * and the exponent defines the speed of the decay of the light with distance (reach).
  108011. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108012. */
  108013. export class SpotLight extends ShadowLight {
  108014. private _angle;
  108015. private _innerAngle;
  108016. private _cosHalfAngle;
  108017. private _lightAngleScale;
  108018. private _lightAngleOffset;
  108019. /**
  108020. * Gets the cone angle of the spot light in Radians.
  108021. */
  108022. /**
  108023. * Sets the cone angle of the spot light in Radians.
  108024. */
  108025. angle: number;
  108026. /**
  108027. * Only used in gltf falloff mode, this defines the angle where
  108028. * the directional falloff will start before cutting at angle which could be seen
  108029. * as outer angle.
  108030. */
  108031. /**
  108032. * Only used in gltf falloff mode, this defines the angle where
  108033. * the directional falloff will start before cutting at angle which could be seen
  108034. * as outer angle.
  108035. */
  108036. innerAngle: number;
  108037. private _shadowAngleScale;
  108038. /**
  108039. * Allows scaling the angle of the light for shadow generation only.
  108040. */
  108041. /**
  108042. * Allows scaling the angle of the light for shadow generation only.
  108043. */
  108044. shadowAngleScale: number;
  108045. /**
  108046. * The light decay speed with the distance from the emission spot.
  108047. */
  108048. exponent: number;
  108049. private _projectionTextureMatrix;
  108050. /**
  108051. * Allows reading the projecton texture
  108052. */
  108053. readonly projectionTextureMatrix: Matrix;
  108054. protected _projectionTextureLightNear: number;
  108055. /**
  108056. * Gets the near clip of the Spotlight for texture projection.
  108057. */
  108058. /**
  108059. * Sets the near clip of the Spotlight for texture projection.
  108060. */
  108061. projectionTextureLightNear: number;
  108062. protected _projectionTextureLightFar: number;
  108063. /**
  108064. * Gets the far clip of the Spotlight for texture projection.
  108065. */
  108066. /**
  108067. * Sets the far clip of the Spotlight for texture projection.
  108068. */
  108069. projectionTextureLightFar: number;
  108070. protected _projectionTextureUpDirection: Vector3;
  108071. /**
  108072. * Gets the Up vector of the Spotlight for texture projection.
  108073. */
  108074. /**
  108075. * Sets the Up vector of the Spotlight for texture projection.
  108076. */
  108077. projectionTextureUpDirection: Vector3;
  108078. private _projectionTexture;
  108079. /**
  108080. * Gets the projection texture of the light.
  108081. */
  108082. /**
  108083. * Sets the projection texture of the light.
  108084. */
  108085. projectionTexture: Nullable<BaseTexture>;
  108086. private _projectionTextureViewLightDirty;
  108087. private _projectionTextureProjectionLightDirty;
  108088. private _projectionTextureDirty;
  108089. private _projectionTextureViewTargetVector;
  108090. private _projectionTextureViewLightMatrix;
  108091. private _projectionTextureProjectionLightMatrix;
  108092. private _projectionTextureScalingMatrix;
  108093. /**
  108094. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  108095. * It can cast shadows.
  108096. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108097. * @param name The light friendly name
  108098. * @param position The position of the spot light in the scene
  108099. * @param direction The direction of the light in the scene
  108100. * @param angle The cone angle of the light in Radians
  108101. * @param exponent The light decay speed with the distance from the emission spot
  108102. * @param scene The scene the lights belongs to
  108103. */
  108104. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  108105. /**
  108106. * Returns the string "SpotLight".
  108107. * @returns the class name
  108108. */
  108109. getClassName(): string;
  108110. /**
  108111. * Returns the integer 2.
  108112. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108113. */
  108114. getTypeID(): number;
  108115. /**
  108116. * Overrides the direction setter to recompute the projection texture view light Matrix.
  108117. */
  108118. protected _setDirection(value: Vector3): void;
  108119. /**
  108120. * Overrides the position setter to recompute the projection texture view light Matrix.
  108121. */
  108122. protected _setPosition(value: Vector3): void;
  108123. /**
  108124. * 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.
  108125. * Returns the SpotLight.
  108126. */
  108127. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108128. protected _computeProjectionTextureViewLightMatrix(): void;
  108129. protected _computeProjectionTextureProjectionLightMatrix(): void;
  108130. /**
  108131. * Main function for light texture projection matrix computing.
  108132. */
  108133. protected _computeProjectionTextureMatrix(): void;
  108134. protected _buildUniformLayout(): void;
  108135. private _computeAngleValues;
  108136. /**
  108137. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  108138. * @param effect The effect to update
  108139. * @param lightIndex The index of the light in the effect to update
  108140. * @returns The spot light
  108141. */
  108142. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  108143. /**
  108144. * Disposes the light and the associated resources.
  108145. */
  108146. dispose(): void;
  108147. /**
  108148. * Prepares the list of defines specific to the light type.
  108149. * @param defines the list of defines
  108150. * @param lightIndex defines the index of the light for the effect
  108151. */
  108152. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108153. }
  108154. }
  108155. declare module BABYLON {
  108156. /**
  108157. * Gizmo that enables viewing a light
  108158. */
  108159. export class LightGizmo extends Gizmo {
  108160. private _lightMesh;
  108161. private _material;
  108162. private cachedPosition;
  108163. private cachedForward;
  108164. /**
  108165. * Creates a LightGizmo
  108166. * @param gizmoLayer The utility layer the gizmo will be added to
  108167. */
  108168. constructor(gizmoLayer?: UtilityLayerRenderer);
  108169. private _light;
  108170. /**
  108171. * The light that the gizmo is attached to
  108172. */
  108173. light: Nullable<Light>;
  108174. /**
  108175. * @hidden
  108176. * Updates the gizmo to match the attached mesh's position/rotation
  108177. */
  108178. protected _update(): void;
  108179. private static _Scale;
  108180. /**
  108181. * Creates the lines for a light mesh
  108182. */
  108183. private static _createLightLines;
  108184. /**
  108185. * Disposes of the light gizmo
  108186. */
  108187. dispose(): void;
  108188. private static _CreateHemisphericLightMesh;
  108189. private static _CreatePointLightMesh;
  108190. private static _CreateSpotLightMesh;
  108191. private static _CreateDirectionalLightMesh;
  108192. }
  108193. }
  108194. declare module BABYLON {
  108195. /** @hidden */
  108196. export var backgroundFragmentDeclaration: {
  108197. name: string;
  108198. shader: string;
  108199. };
  108200. }
  108201. declare module BABYLON {
  108202. /** @hidden */
  108203. export var backgroundUboDeclaration: {
  108204. name: string;
  108205. shader: string;
  108206. };
  108207. }
  108208. declare module BABYLON {
  108209. /** @hidden */
  108210. export var backgroundPixelShader: {
  108211. name: string;
  108212. shader: string;
  108213. };
  108214. }
  108215. declare module BABYLON {
  108216. /** @hidden */
  108217. export var backgroundVertexDeclaration: {
  108218. name: string;
  108219. shader: string;
  108220. };
  108221. }
  108222. declare module BABYLON {
  108223. /** @hidden */
  108224. export var backgroundVertexShader: {
  108225. name: string;
  108226. shader: string;
  108227. };
  108228. }
  108229. declare module BABYLON {
  108230. /**
  108231. * Background material used to create an efficient environement around your scene.
  108232. */
  108233. export class BackgroundMaterial extends PushMaterial {
  108234. /**
  108235. * Standard reflectance value at parallel view angle.
  108236. */
  108237. static StandardReflectance0: number;
  108238. /**
  108239. * Standard reflectance value at grazing angle.
  108240. */
  108241. static StandardReflectance90: number;
  108242. protected _primaryColor: Color3;
  108243. /**
  108244. * Key light Color (multiply against the environement texture)
  108245. */
  108246. primaryColor: Color3;
  108247. protected __perceptualColor: Nullable<Color3>;
  108248. /**
  108249. * Experimental Internal Use Only.
  108250. *
  108251. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  108252. * This acts as a helper to set the primary color to a more "human friendly" value.
  108253. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  108254. * output color as close as possible from the chosen value.
  108255. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  108256. * part of lighting setup.)
  108257. */
  108258. _perceptualColor: Nullable<Color3>;
  108259. protected _primaryColorShadowLevel: float;
  108260. /**
  108261. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  108262. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  108263. */
  108264. primaryColorShadowLevel: float;
  108265. protected _primaryColorHighlightLevel: float;
  108266. /**
  108267. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  108268. * The primary color is used at the level chosen to define what the white area would look.
  108269. */
  108270. primaryColorHighlightLevel: float;
  108271. protected _reflectionTexture: Nullable<BaseTexture>;
  108272. /**
  108273. * Reflection Texture used in the material.
  108274. * Should be author in a specific way for the best result (refer to the documentation).
  108275. */
  108276. reflectionTexture: Nullable<BaseTexture>;
  108277. protected _reflectionBlur: float;
  108278. /**
  108279. * Reflection Texture level of blur.
  108280. *
  108281. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  108282. * texture twice.
  108283. */
  108284. reflectionBlur: float;
  108285. protected _diffuseTexture: Nullable<BaseTexture>;
  108286. /**
  108287. * Diffuse Texture used in the material.
  108288. * Should be author in a specific way for the best result (refer to the documentation).
  108289. */
  108290. diffuseTexture: Nullable<BaseTexture>;
  108291. protected _shadowLights: Nullable<IShadowLight[]>;
  108292. /**
  108293. * Specify the list of lights casting shadow on the material.
  108294. * All scene shadow lights will be included if null.
  108295. */
  108296. shadowLights: Nullable<IShadowLight[]>;
  108297. protected _shadowLevel: float;
  108298. /**
  108299. * Helps adjusting the shadow to a softer level if required.
  108300. * 0 means black shadows and 1 means no shadows.
  108301. */
  108302. shadowLevel: float;
  108303. protected _sceneCenter: Vector3;
  108304. /**
  108305. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  108306. * It is usually zero but might be interesting to modify according to your setup.
  108307. */
  108308. sceneCenter: Vector3;
  108309. protected _opacityFresnel: boolean;
  108310. /**
  108311. * This helps specifying that the material is falling off to the sky box at grazing angle.
  108312. * This helps ensuring a nice transition when the camera goes under the ground.
  108313. */
  108314. opacityFresnel: boolean;
  108315. protected _reflectionFresnel: boolean;
  108316. /**
  108317. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  108318. * This helps adding a mirror texture on the ground.
  108319. */
  108320. reflectionFresnel: boolean;
  108321. protected _reflectionFalloffDistance: number;
  108322. /**
  108323. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  108324. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  108325. */
  108326. reflectionFalloffDistance: number;
  108327. protected _reflectionAmount: number;
  108328. /**
  108329. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  108330. */
  108331. reflectionAmount: number;
  108332. protected _reflectionReflectance0: number;
  108333. /**
  108334. * This specifies the weight of the reflection at grazing angle.
  108335. */
  108336. reflectionReflectance0: number;
  108337. protected _reflectionReflectance90: number;
  108338. /**
  108339. * This specifies the weight of the reflection at a perpendicular point of view.
  108340. */
  108341. reflectionReflectance90: number;
  108342. /**
  108343. * Sets the reflection reflectance fresnel values according to the default standard
  108344. * empirically know to work well :-)
  108345. */
  108346. reflectionStandardFresnelWeight: number;
  108347. protected _useRGBColor: boolean;
  108348. /**
  108349. * Helps to directly use the maps channels instead of their level.
  108350. */
  108351. useRGBColor: boolean;
  108352. protected _enableNoise: boolean;
  108353. /**
  108354. * This helps reducing the banding effect that could occur on the background.
  108355. */
  108356. enableNoise: boolean;
  108357. /**
  108358. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108359. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  108360. * Recommended to be keep at 1.0 except for special cases.
  108361. */
  108362. fovMultiplier: number;
  108363. private _fovMultiplier;
  108364. /**
  108365. * Enable the FOV adjustment feature controlled by fovMultiplier.
  108366. */
  108367. useEquirectangularFOV: boolean;
  108368. private _maxSimultaneousLights;
  108369. /**
  108370. * Number of Simultaneous lights allowed on the material.
  108371. */
  108372. maxSimultaneousLights: int;
  108373. /**
  108374. * Default configuration related to image processing available in the Background Material.
  108375. */
  108376. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108377. /**
  108378. * Keep track of the image processing observer to allow dispose and replace.
  108379. */
  108380. private _imageProcessingObserver;
  108381. /**
  108382. * Attaches a new image processing configuration to the PBR Material.
  108383. * @param configuration (if null the scene configuration will be use)
  108384. */
  108385. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108386. /**
  108387. * Gets the image processing configuration used either in this material.
  108388. */
  108389. /**
  108390. * Sets the Default image processing configuration used either in the this material.
  108391. *
  108392. * If sets to null, the scene one is in use.
  108393. */
  108394. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  108395. /**
  108396. * Gets wether the color curves effect is enabled.
  108397. */
  108398. /**
  108399. * Sets wether the color curves effect is enabled.
  108400. */
  108401. cameraColorCurvesEnabled: boolean;
  108402. /**
  108403. * Gets wether the color grading effect is enabled.
  108404. */
  108405. /**
  108406. * Gets wether the color grading effect is enabled.
  108407. */
  108408. cameraColorGradingEnabled: boolean;
  108409. /**
  108410. * Gets wether tonemapping is enabled or not.
  108411. */
  108412. /**
  108413. * Sets wether tonemapping is enabled or not
  108414. */
  108415. cameraToneMappingEnabled: boolean;
  108416. /**
  108417. * The camera exposure used on this material.
  108418. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108419. * This corresponds to a photographic exposure.
  108420. */
  108421. /**
  108422. * The camera exposure used on this material.
  108423. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108424. * This corresponds to a photographic exposure.
  108425. */
  108426. cameraExposure: float;
  108427. /**
  108428. * Gets The camera contrast used on this material.
  108429. */
  108430. /**
  108431. * Sets The camera contrast used on this material.
  108432. */
  108433. cameraContrast: float;
  108434. /**
  108435. * Gets the Color Grading 2D Lookup Texture.
  108436. */
  108437. /**
  108438. * Sets the Color Grading 2D Lookup Texture.
  108439. */
  108440. cameraColorGradingTexture: Nullable<BaseTexture>;
  108441. /**
  108442. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108443. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108444. * 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;
  108445. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108446. */
  108447. /**
  108448. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108449. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108450. * 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;
  108451. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108452. */
  108453. cameraColorCurves: Nullable<ColorCurves>;
  108454. /**
  108455. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  108456. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  108457. */
  108458. switchToBGR: boolean;
  108459. private _renderTargets;
  108460. private _reflectionControls;
  108461. private _white;
  108462. private _primaryShadowColor;
  108463. private _primaryHighlightColor;
  108464. /**
  108465. * Instantiates a Background Material in the given scene
  108466. * @param name The friendly name of the material
  108467. * @param scene The scene to add the material to
  108468. */
  108469. constructor(name: string, scene: Scene);
  108470. /**
  108471. * Gets a boolean indicating that current material needs to register RTT
  108472. */
  108473. readonly hasRenderTargetTextures: boolean;
  108474. /**
  108475. * The entire material has been created in order to prevent overdraw.
  108476. * @returns false
  108477. */
  108478. needAlphaTesting(): boolean;
  108479. /**
  108480. * The entire material has been created in order to prevent overdraw.
  108481. * @returns true if blending is enable
  108482. */
  108483. needAlphaBlending(): boolean;
  108484. /**
  108485. * Checks wether the material is ready to be rendered for a given mesh.
  108486. * @param mesh The mesh to render
  108487. * @param subMesh The submesh to check against
  108488. * @param useInstances Specify wether or not the material is used with instances
  108489. * @returns true if all the dependencies are ready (Textures, Effects...)
  108490. */
  108491. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108492. /**
  108493. * Compute the primary color according to the chosen perceptual color.
  108494. */
  108495. private _computePrimaryColorFromPerceptualColor;
  108496. /**
  108497. * Compute the highlights and shadow colors according to their chosen levels.
  108498. */
  108499. private _computePrimaryColors;
  108500. /**
  108501. * Build the uniform buffer used in the material.
  108502. */
  108503. buildUniformLayout(): void;
  108504. /**
  108505. * Unbind the material.
  108506. */
  108507. unbind(): void;
  108508. /**
  108509. * Bind only the world matrix to the material.
  108510. * @param world The world matrix to bind.
  108511. */
  108512. bindOnlyWorldMatrix(world: Matrix): void;
  108513. /**
  108514. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  108515. * @param world The world matrix to bind.
  108516. * @param subMesh The submesh to bind for.
  108517. */
  108518. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108519. /**
  108520. * Dispose the material.
  108521. * @param forceDisposeEffect Force disposal of the associated effect.
  108522. * @param forceDisposeTextures Force disposal of the associated textures.
  108523. */
  108524. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  108525. /**
  108526. * Clones the material.
  108527. * @param name The cloned name.
  108528. * @returns The cloned material.
  108529. */
  108530. clone(name: string): BackgroundMaterial;
  108531. /**
  108532. * Serializes the current material to its JSON representation.
  108533. * @returns The JSON representation.
  108534. */
  108535. serialize(): any;
  108536. /**
  108537. * Gets the class name of the material
  108538. * @returns "BackgroundMaterial"
  108539. */
  108540. getClassName(): string;
  108541. /**
  108542. * Parse a JSON input to create back a background material.
  108543. * @param source The JSON data to parse
  108544. * @param scene The scene to create the parsed material in
  108545. * @param rootUrl The root url of the assets the material depends upon
  108546. * @returns the instantiated BackgroundMaterial.
  108547. */
  108548. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  108549. }
  108550. }
  108551. declare module BABYLON {
  108552. /**
  108553. * Represents the different options available during the creation of
  108554. * a Environment helper.
  108555. *
  108556. * This can control the default ground, skybox and image processing setup of your scene.
  108557. */
  108558. export interface IEnvironmentHelperOptions {
  108559. /**
  108560. * Specifies wether or not to create a ground.
  108561. * True by default.
  108562. */
  108563. createGround: boolean;
  108564. /**
  108565. * Specifies the ground size.
  108566. * 15 by default.
  108567. */
  108568. groundSize: number;
  108569. /**
  108570. * The texture used on the ground for the main color.
  108571. * Comes from the BabylonJS CDN by default.
  108572. *
  108573. * Remarks: Can be either a texture or a url.
  108574. */
  108575. groundTexture: string | BaseTexture;
  108576. /**
  108577. * The color mixed in the ground texture by default.
  108578. * BabylonJS clearColor by default.
  108579. */
  108580. groundColor: Color3;
  108581. /**
  108582. * Specifies the ground opacity.
  108583. * 1 by default.
  108584. */
  108585. groundOpacity: number;
  108586. /**
  108587. * Enables the ground to receive shadows.
  108588. * True by default.
  108589. */
  108590. enableGroundShadow: boolean;
  108591. /**
  108592. * Helps preventing the shadow to be fully black on the ground.
  108593. * 0.5 by default.
  108594. */
  108595. groundShadowLevel: number;
  108596. /**
  108597. * Creates a mirror texture attach to the ground.
  108598. * false by default.
  108599. */
  108600. enableGroundMirror: boolean;
  108601. /**
  108602. * Specifies the ground mirror size ratio.
  108603. * 0.3 by default as the default kernel is 64.
  108604. */
  108605. groundMirrorSizeRatio: number;
  108606. /**
  108607. * Specifies the ground mirror blur kernel size.
  108608. * 64 by default.
  108609. */
  108610. groundMirrorBlurKernel: number;
  108611. /**
  108612. * Specifies the ground mirror visibility amount.
  108613. * 1 by default
  108614. */
  108615. groundMirrorAmount: number;
  108616. /**
  108617. * Specifies the ground mirror reflectance weight.
  108618. * This uses the standard weight of the background material to setup the fresnel effect
  108619. * of the mirror.
  108620. * 1 by default.
  108621. */
  108622. groundMirrorFresnelWeight: number;
  108623. /**
  108624. * Specifies the ground mirror Falloff distance.
  108625. * This can helps reducing the size of the reflection.
  108626. * 0 by Default.
  108627. */
  108628. groundMirrorFallOffDistance: number;
  108629. /**
  108630. * Specifies the ground mirror texture type.
  108631. * Unsigned Int by Default.
  108632. */
  108633. groundMirrorTextureType: number;
  108634. /**
  108635. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  108636. * the shown objects.
  108637. */
  108638. groundYBias: number;
  108639. /**
  108640. * Specifies wether or not to create a skybox.
  108641. * True by default.
  108642. */
  108643. createSkybox: boolean;
  108644. /**
  108645. * Specifies the skybox size.
  108646. * 20 by default.
  108647. */
  108648. skyboxSize: number;
  108649. /**
  108650. * The texture used on the skybox for the main color.
  108651. * Comes from the BabylonJS CDN by default.
  108652. *
  108653. * Remarks: Can be either a texture or a url.
  108654. */
  108655. skyboxTexture: string | BaseTexture;
  108656. /**
  108657. * The color mixed in the skybox texture by default.
  108658. * BabylonJS clearColor by default.
  108659. */
  108660. skyboxColor: Color3;
  108661. /**
  108662. * The background rotation around the Y axis of the scene.
  108663. * This helps aligning the key lights of your scene with the background.
  108664. * 0 by default.
  108665. */
  108666. backgroundYRotation: number;
  108667. /**
  108668. * Compute automatically the size of the elements to best fit with the scene.
  108669. */
  108670. sizeAuto: boolean;
  108671. /**
  108672. * Default position of the rootMesh if autoSize is not true.
  108673. */
  108674. rootPosition: Vector3;
  108675. /**
  108676. * Sets up the image processing in the scene.
  108677. * true by default.
  108678. */
  108679. setupImageProcessing: boolean;
  108680. /**
  108681. * The texture used as your environment texture in the scene.
  108682. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  108683. *
  108684. * Remarks: Can be either a texture or a url.
  108685. */
  108686. environmentTexture: string | BaseTexture;
  108687. /**
  108688. * The value of the exposure to apply to the scene.
  108689. * 0.6 by default if setupImageProcessing is true.
  108690. */
  108691. cameraExposure: number;
  108692. /**
  108693. * The value of the contrast to apply to the scene.
  108694. * 1.6 by default if setupImageProcessing is true.
  108695. */
  108696. cameraContrast: number;
  108697. /**
  108698. * Specifies wether or not tonemapping should be enabled in the scene.
  108699. * true by default if setupImageProcessing is true.
  108700. */
  108701. toneMappingEnabled: boolean;
  108702. }
  108703. /**
  108704. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  108705. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  108706. * It also helps with the default setup of your imageProcessing configuration.
  108707. */
  108708. export class EnvironmentHelper {
  108709. /**
  108710. * Default ground texture URL.
  108711. */
  108712. private static _groundTextureCDNUrl;
  108713. /**
  108714. * Default skybox texture URL.
  108715. */
  108716. private static _skyboxTextureCDNUrl;
  108717. /**
  108718. * Default environment texture URL.
  108719. */
  108720. private static _environmentTextureCDNUrl;
  108721. /**
  108722. * Creates the default options for the helper.
  108723. */
  108724. private static _getDefaultOptions;
  108725. private _rootMesh;
  108726. /**
  108727. * Gets the root mesh created by the helper.
  108728. */
  108729. readonly rootMesh: Mesh;
  108730. private _skybox;
  108731. /**
  108732. * Gets the skybox created by the helper.
  108733. */
  108734. readonly skybox: Nullable<Mesh>;
  108735. private _skyboxTexture;
  108736. /**
  108737. * Gets the skybox texture created by the helper.
  108738. */
  108739. readonly skyboxTexture: Nullable<BaseTexture>;
  108740. private _skyboxMaterial;
  108741. /**
  108742. * Gets the skybox material created by the helper.
  108743. */
  108744. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  108745. private _ground;
  108746. /**
  108747. * Gets the ground mesh created by the helper.
  108748. */
  108749. readonly ground: Nullable<Mesh>;
  108750. private _groundTexture;
  108751. /**
  108752. * Gets the ground texture created by the helper.
  108753. */
  108754. readonly groundTexture: Nullable<BaseTexture>;
  108755. private _groundMirror;
  108756. /**
  108757. * Gets the ground mirror created by the helper.
  108758. */
  108759. readonly groundMirror: Nullable<MirrorTexture>;
  108760. /**
  108761. * Gets the ground mirror render list to helps pushing the meshes
  108762. * you wish in the ground reflection.
  108763. */
  108764. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  108765. private _groundMaterial;
  108766. /**
  108767. * Gets the ground material created by the helper.
  108768. */
  108769. readonly groundMaterial: Nullable<BackgroundMaterial>;
  108770. /**
  108771. * Stores the creation options.
  108772. */
  108773. private readonly _scene;
  108774. private _options;
  108775. /**
  108776. * This observable will be notified with any error during the creation of the environment,
  108777. * mainly texture creation errors.
  108778. */
  108779. onErrorObservable: Observable<{
  108780. message?: string;
  108781. exception?: any;
  108782. }>;
  108783. /**
  108784. * constructor
  108785. * @param options Defines the options we want to customize the helper
  108786. * @param scene The scene to add the material to
  108787. */
  108788. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  108789. /**
  108790. * Updates the background according to the new options
  108791. * @param options
  108792. */
  108793. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  108794. /**
  108795. * Sets the primary color of all the available elements.
  108796. * @param color the main color to affect to the ground and the background
  108797. */
  108798. setMainColor(color: Color3): void;
  108799. /**
  108800. * Setup the image processing according to the specified options.
  108801. */
  108802. private _setupImageProcessing;
  108803. /**
  108804. * Setup the environment texture according to the specified options.
  108805. */
  108806. private _setupEnvironmentTexture;
  108807. /**
  108808. * Setup the background according to the specified options.
  108809. */
  108810. private _setupBackground;
  108811. /**
  108812. * Get the scene sizes according to the setup.
  108813. */
  108814. private _getSceneSize;
  108815. /**
  108816. * Setup the ground according to the specified options.
  108817. */
  108818. private _setupGround;
  108819. /**
  108820. * Setup the ground material according to the specified options.
  108821. */
  108822. private _setupGroundMaterial;
  108823. /**
  108824. * Setup the ground diffuse texture according to the specified options.
  108825. */
  108826. private _setupGroundDiffuseTexture;
  108827. /**
  108828. * Setup the ground mirror texture according to the specified options.
  108829. */
  108830. private _setupGroundMirrorTexture;
  108831. /**
  108832. * Setup the ground to receive the mirror texture.
  108833. */
  108834. private _setupMirrorInGroundMaterial;
  108835. /**
  108836. * Setup the skybox according to the specified options.
  108837. */
  108838. private _setupSkybox;
  108839. /**
  108840. * Setup the skybox material according to the specified options.
  108841. */
  108842. private _setupSkyboxMaterial;
  108843. /**
  108844. * Setup the skybox reflection texture according to the specified options.
  108845. */
  108846. private _setupSkyboxReflectionTexture;
  108847. private _errorHandler;
  108848. /**
  108849. * Dispose all the elements created by the Helper.
  108850. */
  108851. dispose(): void;
  108852. }
  108853. }
  108854. declare module BABYLON {
  108855. /**
  108856. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  108857. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  108858. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  108859. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  108860. */
  108861. export class PhotoDome extends TransformNode {
  108862. /**
  108863. * Define the image as a Monoscopic panoramic 360 image.
  108864. */
  108865. static readonly MODE_MONOSCOPIC: number;
  108866. /**
  108867. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108868. */
  108869. static readonly MODE_TOPBOTTOM: number;
  108870. /**
  108871. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108872. */
  108873. static readonly MODE_SIDEBYSIDE: number;
  108874. private _useDirectMapping;
  108875. /**
  108876. * The texture being displayed on the sphere
  108877. */
  108878. protected _photoTexture: Texture;
  108879. /**
  108880. * Gets or sets the texture being displayed on the sphere
  108881. */
  108882. photoTexture: Texture;
  108883. /**
  108884. * Observable raised when an error occured while loading the 360 image
  108885. */
  108886. onLoadErrorObservable: Observable<string>;
  108887. /**
  108888. * The skybox material
  108889. */
  108890. protected _material: BackgroundMaterial;
  108891. /**
  108892. * The surface used for the skybox
  108893. */
  108894. protected _mesh: Mesh;
  108895. /**
  108896. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  108897. * Also see the options.resolution property.
  108898. */
  108899. fovMultiplier: number;
  108900. private _imageMode;
  108901. /**
  108902. * Gets or set the current video mode for the video. It can be:
  108903. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  108904. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  108905. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  108906. */
  108907. imageMode: number;
  108908. /**
  108909. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  108910. * @param name Element's name, child elements will append suffixes for their own names.
  108911. * @param urlsOfPhoto defines the url of the photo to display
  108912. * @param options defines an object containing optional or exposed sub element properties
  108913. * @param onError defines a callback called when an error occured while loading the texture
  108914. */
  108915. constructor(name: string, urlOfPhoto: string, options: {
  108916. resolution?: number;
  108917. size?: number;
  108918. useDirectMapping?: boolean;
  108919. faceForward?: boolean;
  108920. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  108921. private _onBeforeCameraRenderObserver;
  108922. private _changeImageMode;
  108923. /**
  108924. * Releases resources associated with this node.
  108925. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  108926. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  108927. */
  108928. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  108929. }
  108930. }
  108931. declare module BABYLON {
  108932. /** @hidden */
  108933. export var rgbdDecodePixelShader: {
  108934. name: string;
  108935. shader: string;
  108936. };
  108937. }
  108938. declare module BABYLON {
  108939. /**
  108940. * Class used to host texture specific utilities
  108941. */
  108942. export class BRDFTextureTools {
  108943. /**
  108944. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  108945. * @param texture the texture to expand.
  108946. */
  108947. private static _ExpandDefaultBRDFTexture;
  108948. /**
  108949. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  108950. * @param scene defines the hosting scene
  108951. * @returns the environment BRDF texture
  108952. */
  108953. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  108954. private static _environmentBRDFBase64Texture;
  108955. }
  108956. }
  108957. declare module BABYLON {
  108958. /**
  108959. * @hidden
  108960. */
  108961. export interface IMaterialClearCoatDefines {
  108962. CLEARCOAT: boolean;
  108963. CLEARCOAT_DEFAULTIOR: boolean;
  108964. CLEARCOAT_TEXTURE: boolean;
  108965. CLEARCOAT_TEXTUREDIRECTUV: number;
  108966. CLEARCOAT_BUMP: boolean;
  108967. CLEARCOAT_BUMPDIRECTUV: number;
  108968. CLEARCOAT_TINT: boolean;
  108969. CLEARCOAT_TINT_TEXTURE: boolean;
  108970. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  108971. /** @hidden */
  108972. _areTexturesDirty: boolean;
  108973. }
  108974. /**
  108975. * Define the code related to the clear coat parameters of the pbr material.
  108976. */
  108977. export class PBRClearCoatConfiguration {
  108978. /**
  108979. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  108980. * The default fits with a polyurethane material.
  108981. */
  108982. private static readonly _DefaultIndexOfRefraction;
  108983. private _isEnabled;
  108984. /**
  108985. * Defines if the clear coat is enabled in the material.
  108986. */
  108987. isEnabled: boolean;
  108988. /**
  108989. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  108990. */
  108991. intensity: number;
  108992. /**
  108993. * Defines the clear coat layer roughness.
  108994. */
  108995. roughness: number;
  108996. private _indexOfRefraction;
  108997. /**
  108998. * Defines the index of refraction of the clear coat.
  108999. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109000. * The default fits with a polyurethane material.
  109001. * Changing the default value is more performance intensive.
  109002. */
  109003. indexOfRefraction: number;
  109004. private _texture;
  109005. /**
  109006. * Stores the clear coat values in a texture.
  109007. */
  109008. texture: Nullable<BaseTexture>;
  109009. private _bumpTexture;
  109010. /**
  109011. * Define the clear coat specific bump texture.
  109012. */
  109013. bumpTexture: Nullable<BaseTexture>;
  109014. private _isTintEnabled;
  109015. /**
  109016. * Defines if the clear coat tint is enabled in the material.
  109017. */
  109018. isTintEnabled: boolean;
  109019. /**
  109020. * Defines the clear coat tint of the material.
  109021. * This is only use if tint is enabled
  109022. */
  109023. tintColor: Color3;
  109024. /**
  109025. * Defines the distance at which the tint color should be found in the
  109026. * clear coat media.
  109027. * This is only use if tint is enabled
  109028. */
  109029. tintColorAtDistance: number;
  109030. /**
  109031. * Defines the clear coat layer thickness.
  109032. * This is only use if tint is enabled
  109033. */
  109034. tintThickness: number;
  109035. private _tintTexture;
  109036. /**
  109037. * Stores the clear tint values in a texture.
  109038. * rgb is tint
  109039. * a is a thickness factor
  109040. */
  109041. tintTexture: Nullable<BaseTexture>;
  109042. /** @hidden */
  109043. private _internalMarkAllSubMeshesAsTexturesDirty;
  109044. /** @hidden */
  109045. _markAllSubMeshesAsTexturesDirty(): void;
  109046. /**
  109047. * Instantiate a new istance of clear coat configuration.
  109048. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109049. */
  109050. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109051. /**
  109052. * Gets wehter the submesh is ready to be used or not.
  109053. * @param defines the list of "defines" to update.
  109054. * @param scene defines the scene the material belongs to.
  109055. * @param engine defines the engine the material belongs to.
  109056. * @param disableBumpMap defines wether the material disables bump or not.
  109057. * @returns - boolean indicating that the submesh is ready or not.
  109058. */
  109059. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  109060. /**
  109061. * Checks to see if a texture is used in the material.
  109062. * @param defines the list of "defines" to update.
  109063. * @param scene defines the scene to the material belongs to.
  109064. */
  109065. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  109066. /**
  109067. * Binds the material data.
  109068. * @param uniformBuffer defines the Uniform buffer to fill in.
  109069. * @param scene defines the scene the material belongs to.
  109070. * @param engine defines the engine the material belongs to.
  109071. * @param disableBumpMap defines wether the material disables bump or not.
  109072. * @param isFrozen defines wether the material is frozen or not.
  109073. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  109074. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  109075. */
  109076. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  109077. /**
  109078. * Checks to see if a texture is used in the material.
  109079. * @param texture - Base texture to use.
  109080. * @returns - Boolean specifying if a texture is used in the material.
  109081. */
  109082. hasTexture(texture: BaseTexture): boolean;
  109083. /**
  109084. * Returns an array of the actively used textures.
  109085. * @param activeTextures Array of BaseTextures
  109086. */
  109087. getActiveTextures(activeTextures: BaseTexture[]): void;
  109088. /**
  109089. * Returns the animatable textures.
  109090. * @param animatables Array of animatable textures.
  109091. */
  109092. getAnimatables(animatables: IAnimatable[]): void;
  109093. /**
  109094. * Disposes the resources of the material.
  109095. * @param forceDisposeTextures - Forces the disposal of all textures.
  109096. */
  109097. dispose(forceDisposeTextures?: boolean): void;
  109098. /**
  109099. * Get the current class name of the texture useful for serialization or dynamic coding.
  109100. * @returns "PBRClearCoatConfiguration"
  109101. */
  109102. getClassName(): string;
  109103. /**
  109104. * Add fallbacks to the effect fallbacks list.
  109105. * @param defines defines the Base texture to use.
  109106. * @param fallbacks defines the current fallback list.
  109107. * @param currentRank defines the current fallback rank.
  109108. * @returns the new fallback rank.
  109109. */
  109110. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109111. /**
  109112. * Add the required uniforms to the current list.
  109113. * @param uniforms defines the current uniform list.
  109114. */
  109115. static AddUniforms(uniforms: string[]): void;
  109116. /**
  109117. * Add the required samplers to the current list.
  109118. * @param samplers defines the current sampler list.
  109119. */
  109120. static AddSamplers(samplers: string[]): void;
  109121. /**
  109122. * Add the required uniforms to the current buffer.
  109123. * @param uniformBuffer defines the current uniform buffer.
  109124. */
  109125. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109126. /**
  109127. * Makes a duplicate of the current configuration into another one.
  109128. * @param clearCoatConfiguration define the config where to copy the info
  109129. */
  109130. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  109131. /**
  109132. * Serializes this clear coat configuration.
  109133. * @returns - An object with the serialized config.
  109134. */
  109135. serialize(): any;
  109136. /**
  109137. * Parses a anisotropy Configuration from a serialized object.
  109138. * @param source - Serialized object.
  109139. * @param scene Defines the scene we are parsing for
  109140. * @param rootUrl Defines the rootUrl to load from
  109141. */
  109142. parse(source: any, scene: Scene, rootUrl: string): void;
  109143. }
  109144. }
  109145. declare module BABYLON {
  109146. /**
  109147. * @hidden
  109148. */
  109149. export interface IMaterialAnisotropicDefines {
  109150. ANISOTROPIC: boolean;
  109151. ANISOTROPIC_TEXTURE: boolean;
  109152. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109153. MAINUV1: boolean;
  109154. _areTexturesDirty: boolean;
  109155. _needUVs: boolean;
  109156. }
  109157. /**
  109158. * Define the code related to the anisotropic parameters of the pbr material.
  109159. */
  109160. export class PBRAnisotropicConfiguration {
  109161. private _isEnabled;
  109162. /**
  109163. * Defines if the anisotropy is enabled in the material.
  109164. */
  109165. isEnabled: boolean;
  109166. /**
  109167. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  109168. */
  109169. intensity: number;
  109170. /**
  109171. * Defines if the effect is along the tangents, bitangents or in between.
  109172. * By default, the effect is "strectching" the highlights along the tangents.
  109173. */
  109174. direction: Vector2;
  109175. private _texture;
  109176. /**
  109177. * Stores the anisotropy values in a texture.
  109178. * rg is direction (like normal from -1 to 1)
  109179. * b is a intensity
  109180. */
  109181. texture: Nullable<BaseTexture>;
  109182. /** @hidden */
  109183. private _internalMarkAllSubMeshesAsTexturesDirty;
  109184. /** @hidden */
  109185. _markAllSubMeshesAsTexturesDirty(): void;
  109186. /**
  109187. * Instantiate a new istance of anisotropy configuration.
  109188. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109189. */
  109190. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109191. /**
  109192. * Specifies that the submesh is ready to be used.
  109193. * @param defines the list of "defines" to update.
  109194. * @param scene defines the scene the material belongs to.
  109195. * @returns - boolean indicating that the submesh is ready or not.
  109196. */
  109197. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  109198. /**
  109199. * Checks to see if a texture is used in the material.
  109200. * @param defines the list of "defines" to update.
  109201. * @param mesh the mesh we are preparing the defines for.
  109202. * @param scene defines the scene the material belongs to.
  109203. */
  109204. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  109205. /**
  109206. * Binds the material data.
  109207. * @param uniformBuffer defines the Uniform buffer to fill in.
  109208. * @param scene defines the scene the material belongs to.
  109209. * @param isFrozen defines wether the material is frozen or not.
  109210. */
  109211. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109212. /**
  109213. * Checks to see if a texture is used in the material.
  109214. * @param texture - Base texture to use.
  109215. * @returns - Boolean specifying if a texture is used in the material.
  109216. */
  109217. hasTexture(texture: BaseTexture): boolean;
  109218. /**
  109219. * Returns an array of the actively used textures.
  109220. * @param activeTextures Array of BaseTextures
  109221. */
  109222. getActiveTextures(activeTextures: BaseTexture[]): void;
  109223. /**
  109224. * Returns the animatable textures.
  109225. * @param animatables Array of animatable textures.
  109226. */
  109227. getAnimatables(animatables: IAnimatable[]): void;
  109228. /**
  109229. * Disposes the resources of the material.
  109230. * @param forceDisposeTextures - Forces the disposal of all textures.
  109231. */
  109232. dispose(forceDisposeTextures?: boolean): void;
  109233. /**
  109234. * Get the current class name of the texture useful for serialization or dynamic coding.
  109235. * @returns "PBRAnisotropicConfiguration"
  109236. */
  109237. getClassName(): string;
  109238. /**
  109239. * Add fallbacks to the effect fallbacks list.
  109240. * @param defines defines the Base texture to use.
  109241. * @param fallbacks defines the current fallback list.
  109242. * @param currentRank defines the current fallback rank.
  109243. * @returns the new fallback rank.
  109244. */
  109245. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109246. /**
  109247. * Add the required uniforms to the current list.
  109248. * @param uniforms defines the current uniform list.
  109249. */
  109250. static AddUniforms(uniforms: string[]): void;
  109251. /**
  109252. * Add the required uniforms to the current buffer.
  109253. * @param uniformBuffer defines the current uniform buffer.
  109254. */
  109255. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109256. /**
  109257. * Add the required samplers to the current list.
  109258. * @param samplers defines the current sampler list.
  109259. */
  109260. static AddSamplers(samplers: string[]): void;
  109261. /**
  109262. * Makes a duplicate of the current configuration into another one.
  109263. * @param anisotropicConfiguration define the config where to copy the info
  109264. */
  109265. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  109266. /**
  109267. * Serializes this anisotropy configuration.
  109268. * @returns - An object with the serialized config.
  109269. */
  109270. serialize(): any;
  109271. /**
  109272. * Parses a anisotropy Configuration from a serialized object.
  109273. * @param source - Serialized object.
  109274. * @param scene Defines the scene we are parsing for
  109275. * @param rootUrl Defines the rootUrl to load from
  109276. */
  109277. parse(source: any, scene: Scene, rootUrl: string): void;
  109278. }
  109279. }
  109280. declare module BABYLON {
  109281. /**
  109282. * @hidden
  109283. */
  109284. export interface IMaterialBRDFDefines {
  109285. BRDF_V_HEIGHT_CORRELATED: boolean;
  109286. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109287. SPHERICAL_HARMONICS: boolean;
  109288. /** @hidden */
  109289. _areMiscDirty: boolean;
  109290. }
  109291. /**
  109292. * Define the code related to the BRDF parameters of the pbr material.
  109293. */
  109294. export class PBRBRDFConfiguration {
  109295. /**
  109296. * Default value used for the energy conservation.
  109297. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109298. */
  109299. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  109300. /**
  109301. * Default value used for the Smith Visibility Height Correlated mode.
  109302. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  109303. */
  109304. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  109305. /**
  109306. * Default value used for the IBL diffuse part.
  109307. * This can help switching back to the polynomials mode globally which is a tiny bit
  109308. * less GPU intensive at the drawback of a lower quality.
  109309. */
  109310. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  109311. private _useEnergyConservation;
  109312. /**
  109313. * Defines if the material uses energy conservation.
  109314. */
  109315. useEnergyConservation: boolean;
  109316. private _useSmithVisibilityHeightCorrelated;
  109317. /**
  109318. * LEGACY Mode set to false
  109319. * Defines if the material uses height smith correlated visibility term.
  109320. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  109321. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  109322. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  109323. * Not relying on height correlated will also disable energy conservation.
  109324. */
  109325. useSmithVisibilityHeightCorrelated: boolean;
  109326. private _useSphericalHarmonics;
  109327. /**
  109328. * LEGACY Mode set to false
  109329. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  109330. * diffuse part of the IBL.
  109331. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  109332. * to the ground truth.
  109333. */
  109334. useSphericalHarmonics: boolean;
  109335. /** @hidden */
  109336. private _internalMarkAllSubMeshesAsMiscDirty;
  109337. /** @hidden */
  109338. _markAllSubMeshesAsMiscDirty(): void;
  109339. /**
  109340. * Instantiate a new istance of clear coat configuration.
  109341. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  109342. */
  109343. constructor(markAllSubMeshesAsMiscDirty: () => void);
  109344. /**
  109345. * Checks to see if a texture is used in the material.
  109346. * @param defines the list of "defines" to update.
  109347. */
  109348. prepareDefines(defines: IMaterialBRDFDefines): void;
  109349. /**
  109350. * Get the current class name of the texture useful for serialization or dynamic coding.
  109351. * @returns "PBRClearCoatConfiguration"
  109352. */
  109353. getClassName(): string;
  109354. /**
  109355. * Makes a duplicate of the current configuration into another one.
  109356. * @param brdfConfiguration define the config where to copy the info
  109357. */
  109358. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  109359. /**
  109360. * Serializes this BRDF configuration.
  109361. * @returns - An object with the serialized config.
  109362. */
  109363. serialize(): any;
  109364. /**
  109365. * Parses a anisotropy Configuration from a serialized object.
  109366. * @param source - Serialized object.
  109367. * @param scene Defines the scene we are parsing for
  109368. * @param rootUrl Defines the rootUrl to load from
  109369. */
  109370. parse(source: any, scene: Scene, rootUrl: string): void;
  109371. }
  109372. }
  109373. declare module BABYLON {
  109374. /**
  109375. * @hidden
  109376. */
  109377. export interface IMaterialSheenDefines {
  109378. SHEEN: boolean;
  109379. SHEEN_TEXTURE: boolean;
  109380. SHEEN_TEXTUREDIRECTUV: number;
  109381. SHEEN_LINKWITHALBEDO: boolean;
  109382. /** @hidden */
  109383. _areTexturesDirty: boolean;
  109384. }
  109385. /**
  109386. * Define the code related to the Sheen parameters of the pbr material.
  109387. */
  109388. export class PBRSheenConfiguration {
  109389. private _isEnabled;
  109390. /**
  109391. * Defines if the material uses sheen.
  109392. */
  109393. isEnabled: boolean;
  109394. private _linkSheenWithAlbedo;
  109395. /**
  109396. * Defines if the sheen is linked to the sheen color.
  109397. */
  109398. linkSheenWithAlbedo: boolean;
  109399. /**
  109400. * Defines the sheen intensity.
  109401. */
  109402. intensity: number;
  109403. /**
  109404. * Defines the sheen color.
  109405. */
  109406. color: Color3;
  109407. private _texture;
  109408. /**
  109409. * Stores the sheen tint values in a texture.
  109410. * rgb is tint
  109411. * a is a intensity
  109412. */
  109413. texture: Nullable<BaseTexture>;
  109414. /** @hidden */
  109415. private _internalMarkAllSubMeshesAsTexturesDirty;
  109416. /** @hidden */
  109417. _markAllSubMeshesAsTexturesDirty(): void;
  109418. /**
  109419. * Instantiate a new istance of clear coat configuration.
  109420. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109421. */
  109422. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109423. /**
  109424. * Specifies that the submesh is ready to be used.
  109425. * @param defines the list of "defines" to update.
  109426. * @param scene defines the scene the material belongs to.
  109427. * @returns - boolean indicating that the submesh is ready or not.
  109428. */
  109429. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  109430. /**
  109431. * Checks to see if a texture is used in the material.
  109432. * @param defines the list of "defines" to update.
  109433. * @param scene defines the scene the material belongs to.
  109434. */
  109435. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  109436. /**
  109437. * Binds the material data.
  109438. * @param uniformBuffer defines the Uniform buffer to fill in.
  109439. * @param scene defines the scene the material belongs to.
  109440. * @param isFrozen defines wether the material is frozen or not.
  109441. */
  109442. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  109443. /**
  109444. * Checks to see if a texture is used in the material.
  109445. * @param texture - Base texture to use.
  109446. * @returns - Boolean specifying if a texture is used in the material.
  109447. */
  109448. hasTexture(texture: BaseTexture): boolean;
  109449. /**
  109450. * Returns an array of the actively used textures.
  109451. * @param activeTextures Array of BaseTextures
  109452. */
  109453. getActiveTextures(activeTextures: BaseTexture[]): void;
  109454. /**
  109455. * Returns the animatable textures.
  109456. * @param animatables Array of animatable textures.
  109457. */
  109458. getAnimatables(animatables: IAnimatable[]): void;
  109459. /**
  109460. * Disposes the resources of the material.
  109461. * @param forceDisposeTextures - Forces the disposal of all textures.
  109462. */
  109463. dispose(forceDisposeTextures?: boolean): void;
  109464. /**
  109465. * Get the current class name of the texture useful for serialization or dynamic coding.
  109466. * @returns "PBRSheenConfiguration"
  109467. */
  109468. getClassName(): string;
  109469. /**
  109470. * Add fallbacks to the effect fallbacks list.
  109471. * @param defines defines the Base texture to use.
  109472. * @param fallbacks defines the current fallback list.
  109473. * @param currentRank defines the current fallback rank.
  109474. * @returns the new fallback rank.
  109475. */
  109476. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109477. /**
  109478. * Add the required uniforms to the current list.
  109479. * @param uniforms defines the current uniform list.
  109480. */
  109481. static AddUniforms(uniforms: string[]): void;
  109482. /**
  109483. * Add the required uniforms to the current buffer.
  109484. * @param uniformBuffer defines the current uniform buffer.
  109485. */
  109486. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109487. /**
  109488. * Add the required samplers to the current list.
  109489. * @param samplers defines the current sampler list.
  109490. */
  109491. static AddSamplers(samplers: string[]): void;
  109492. /**
  109493. * Makes a duplicate of the current configuration into another one.
  109494. * @param sheenConfiguration define the config where to copy the info
  109495. */
  109496. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  109497. /**
  109498. * Serializes this BRDF configuration.
  109499. * @returns - An object with the serialized config.
  109500. */
  109501. serialize(): any;
  109502. /**
  109503. * Parses a anisotropy Configuration from a serialized object.
  109504. * @param source - Serialized object.
  109505. * @param scene Defines the scene we are parsing for
  109506. * @param rootUrl Defines the rootUrl to load from
  109507. */
  109508. parse(source: any, scene: Scene, rootUrl: string): void;
  109509. }
  109510. }
  109511. declare module BABYLON {
  109512. /**
  109513. * @hidden
  109514. */
  109515. export interface IMaterialSubSurfaceDefines {
  109516. SUBSURFACE: boolean;
  109517. SS_REFRACTION: boolean;
  109518. SS_TRANSLUCENCY: boolean;
  109519. SS_SCATERRING: boolean;
  109520. SS_THICKNESSANDMASK_TEXTURE: boolean;
  109521. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  109522. SS_REFRACTIONMAP_3D: boolean;
  109523. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  109524. SS_LODINREFRACTIONALPHA: boolean;
  109525. SS_GAMMAREFRACTION: boolean;
  109526. SS_RGBDREFRACTION: boolean;
  109527. SS_LINEARSPECULARREFRACTION: boolean;
  109528. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  109529. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  109530. /** @hidden */
  109531. _areTexturesDirty: boolean;
  109532. }
  109533. /**
  109534. * Define the code related to the sub surface parameters of the pbr material.
  109535. */
  109536. export class PBRSubSurfaceConfiguration {
  109537. private _isRefractionEnabled;
  109538. /**
  109539. * Defines if the refraction is enabled in the material.
  109540. */
  109541. isRefractionEnabled: boolean;
  109542. private _isTranslucencyEnabled;
  109543. /**
  109544. * Defines if the translucency is enabled in the material.
  109545. */
  109546. isTranslucencyEnabled: boolean;
  109547. private _isScatteringEnabled;
  109548. /**
  109549. * Defines the refraction intensity of the material.
  109550. * The refraction when enabled replaces the Diffuse part of the material.
  109551. * The intensity helps transitionning between diffuse and refraction.
  109552. */
  109553. refractionIntensity: number;
  109554. /**
  109555. * Defines the translucency intensity of the material.
  109556. * When translucency has been enabled, this defines how much of the "translucency"
  109557. * is addded to the diffuse part of the material.
  109558. */
  109559. translucencyIntensity: number;
  109560. /**
  109561. * Defines the scattering intensity of the material.
  109562. * When scattering has been enabled, this defines how much of the "scattered light"
  109563. * is addded to the diffuse part of the material.
  109564. */
  109565. scatteringIntensity: number;
  109566. private _thicknessTexture;
  109567. /**
  109568. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  109569. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  109570. * 0 would mean minimumThickness
  109571. * 1 would mean maximumThickness
  109572. * The other channels might be use as a mask to vary the different effects intensity.
  109573. */
  109574. thicknessTexture: Nullable<BaseTexture>;
  109575. private _refractionTexture;
  109576. /**
  109577. * Defines the texture to use for refraction.
  109578. */
  109579. refractionTexture: Nullable<BaseTexture>;
  109580. private _indexOfRefraction;
  109581. /**
  109582. * Defines the index of refraction used in the material.
  109583. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  109584. */
  109585. indexOfRefraction: number;
  109586. private _invertRefractionY;
  109587. /**
  109588. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  109589. */
  109590. invertRefractionY: boolean;
  109591. private _linkRefractionWithTransparency;
  109592. /**
  109593. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  109594. * Materials half opaque for instance using refraction could benefit from this control.
  109595. */
  109596. linkRefractionWithTransparency: boolean;
  109597. /**
  109598. * Defines the minimum thickness stored in the thickness map.
  109599. * If no thickness map is defined, this value will be used to simulate thickness.
  109600. */
  109601. minimumThickness: number;
  109602. /**
  109603. * Defines the maximum thickness stored in the thickness map.
  109604. */
  109605. maximumThickness: number;
  109606. /**
  109607. * Defines the volume tint of the material.
  109608. * This is used for both translucency and scattering.
  109609. */
  109610. tintColor: Color3;
  109611. /**
  109612. * Defines the distance at which the tint color should be found in the media.
  109613. * This is used for refraction only.
  109614. */
  109615. tintColorAtDistance: number;
  109616. /**
  109617. * Defines how far each channel transmit through the media.
  109618. * It is defined as a color to simplify it selection.
  109619. */
  109620. diffusionDistance: Color3;
  109621. private _useMaskFromThicknessTexture;
  109622. /**
  109623. * Stores the intensity of the different subsurface effects in the thickness texture.
  109624. * * the green channel is the translucency intensity.
  109625. * * the blue channel is the scattering intensity.
  109626. * * the alpha channel is the refraction intensity.
  109627. */
  109628. useMaskFromThicknessTexture: boolean;
  109629. /** @hidden */
  109630. private _internalMarkAllSubMeshesAsTexturesDirty;
  109631. /** @hidden */
  109632. _markAllSubMeshesAsTexturesDirty(): void;
  109633. /**
  109634. * Instantiate a new istance of sub surface configuration.
  109635. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  109636. */
  109637. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  109638. /**
  109639. * Gets wehter the submesh is ready to be used or not.
  109640. * @param defines the list of "defines" to update.
  109641. * @param scene defines the scene the material belongs to.
  109642. * @returns - boolean indicating that the submesh is ready or not.
  109643. */
  109644. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  109645. /**
  109646. * Checks to see if a texture is used in the material.
  109647. * @param defines the list of "defines" to update.
  109648. * @param scene defines the scene to the material belongs to.
  109649. */
  109650. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  109651. /**
  109652. * Binds the material data.
  109653. * @param uniformBuffer defines the Uniform buffer to fill in.
  109654. * @param scene defines the scene the material belongs to.
  109655. * @param engine defines the engine the material belongs to.
  109656. * @param isFrozen defines wether the material is frozen or not.
  109657. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  109658. */
  109659. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  109660. /**
  109661. * Unbinds the material from the mesh.
  109662. * @param activeEffect defines the effect that should be unbound from.
  109663. * @returns true if unbound, otherwise false
  109664. */
  109665. unbind(activeEffect: Effect): boolean;
  109666. /**
  109667. * Returns the texture used for refraction or null if none is used.
  109668. * @param scene defines the scene the material belongs to.
  109669. * @returns - Refraction texture if present. If no refraction texture and refraction
  109670. * is linked with transparency, returns environment texture. Otherwise, returns null.
  109671. */
  109672. private _getRefractionTexture;
  109673. /**
  109674. * Returns true if alpha blending should be disabled.
  109675. */
  109676. readonly disableAlphaBlending: boolean;
  109677. /**
  109678. * Fills the list of render target textures.
  109679. * @param renderTargets the list of render targets to update
  109680. */
  109681. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  109682. /**
  109683. * Checks to see if a texture is used in the material.
  109684. * @param texture - Base texture to use.
  109685. * @returns - Boolean specifying if a texture is used in the material.
  109686. */
  109687. hasTexture(texture: BaseTexture): boolean;
  109688. /**
  109689. * Gets a boolean indicating that current material needs to register RTT
  109690. * @returns true if this uses a render target otherwise false.
  109691. */
  109692. hasRenderTargetTextures(): boolean;
  109693. /**
  109694. * Returns an array of the actively used textures.
  109695. * @param activeTextures Array of BaseTextures
  109696. */
  109697. getActiveTextures(activeTextures: BaseTexture[]): void;
  109698. /**
  109699. * Returns the animatable textures.
  109700. * @param animatables Array of animatable textures.
  109701. */
  109702. getAnimatables(animatables: IAnimatable[]): void;
  109703. /**
  109704. * Disposes the resources of the material.
  109705. * @param forceDisposeTextures - Forces the disposal of all textures.
  109706. */
  109707. dispose(forceDisposeTextures?: boolean): void;
  109708. /**
  109709. * Get the current class name of the texture useful for serialization or dynamic coding.
  109710. * @returns "PBRSubSurfaceConfiguration"
  109711. */
  109712. getClassName(): string;
  109713. /**
  109714. * Add fallbacks to the effect fallbacks list.
  109715. * @param defines defines the Base texture to use.
  109716. * @param fallbacks defines the current fallback list.
  109717. * @param currentRank defines the current fallback rank.
  109718. * @returns the new fallback rank.
  109719. */
  109720. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  109721. /**
  109722. * Add the required uniforms to the current list.
  109723. * @param uniforms defines the current uniform list.
  109724. */
  109725. static AddUniforms(uniforms: string[]): void;
  109726. /**
  109727. * Add the required samplers to the current list.
  109728. * @param samplers defines the current sampler list.
  109729. */
  109730. static AddSamplers(samplers: string[]): void;
  109731. /**
  109732. * Add the required uniforms to the current buffer.
  109733. * @param uniformBuffer defines the current uniform buffer.
  109734. */
  109735. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  109736. /**
  109737. * Makes a duplicate of the current configuration into another one.
  109738. * @param configuration define the config where to copy the info
  109739. */
  109740. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  109741. /**
  109742. * Serializes this Sub Surface configuration.
  109743. * @returns - An object with the serialized config.
  109744. */
  109745. serialize(): any;
  109746. /**
  109747. * Parses a anisotropy Configuration from a serialized object.
  109748. * @param source - Serialized object.
  109749. * @param scene Defines the scene we are parsing for
  109750. * @param rootUrl Defines the rootUrl to load from
  109751. */
  109752. parse(source: any, scene: Scene, rootUrl: string): void;
  109753. }
  109754. }
  109755. declare module BABYLON {
  109756. /** @hidden */
  109757. export var pbrFragmentDeclaration: {
  109758. name: string;
  109759. shader: string;
  109760. };
  109761. }
  109762. declare module BABYLON {
  109763. /** @hidden */
  109764. export var pbrUboDeclaration: {
  109765. name: string;
  109766. shader: string;
  109767. };
  109768. }
  109769. declare module BABYLON {
  109770. /** @hidden */
  109771. export var pbrFragmentExtraDeclaration: {
  109772. name: string;
  109773. shader: string;
  109774. };
  109775. }
  109776. declare module BABYLON {
  109777. /** @hidden */
  109778. export var pbrFragmentSamplersDeclaration: {
  109779. name: string;
  109780. shader: string;
  109781. };
  109782. }
  109783. declare module BABYLON {
  109784. /** @hidden */
  109785. export var pbrHelperFunctions: {
  109786. name: string;
  109787. shader: string;
  109788. };
  109789. }
  109790. declare module BABYLON {
  109791. /** @hidden */
  109792. export var harmonicsFunctions: {
  109793. name: string;
  109794. shader: string;
  109795. };
  109796. }
  109797. declare module BABYLON {
  109798. /** @hidden */
  109799. export var pbrDirectLightingSetupFunctions: {
  109800. name: string;
  109801. shader: string;
  109802. };
  109803. }
  109804. declare module BABYLON {
  109805. /** @hidden */
  109806. export var pbrDirectLightingFalloffFunctions: {
  109807. name: string;
  109808. shader: string;
  109809. };
  109810. }
  109811. declare module BABYLON {
  109812. /** @hidden */
  109813. export var pbrBRDFFunctions: {
  109814. name: string;
  109815. shader: string;
  109816. };
  109817. }
  109818. declare module BABYLON {
  109819. /** @hidden */
  109820. export var pbrDirectLightingFunctions: {
  109821. name: string;
  109822. shader: string;
  109823. };
  109824. }
  109825. declare module BABYLON {
  109826. /** @hidden */
  109827. export var pbrIBLFunctions: {
  109828. name: string;
  109829. shader: string;
  109830. };
  109831. }
  109832. declare module BABYLON {
  109833. /** @hidden */
  109834. export var pbrDebug: {
  109835. name: string;
  109836. shader: string;
  109837. };
  109838. }
  109839. declare module BABYLON {
  109840. /** @hidden */
  109841. export var pbrPixelShader: {
  109842. name: string;
  109843. shader: string;
  109844. };
  109845. }
  109846. declare module BABYLON {
  109847. /** @hidden */
  109848. export var pbrVertexDeclaration: {
  109849. name: string;
  109850. shader: string;
  109851. };
  109852. }
  109853. declare module BABYLON {
  109854. /** @hidden */
  109855. export var pbrVertexShader: {
  109856. name: string;
  109857. shader: string;
  109858. };
  109859. }
  109860. declare module BABYLON {
  109861. /**
  109862. * Manages the defines for the PBR Material.
  109863. * @hidden
  109864. */
  109865. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  109866. PBR: boolean;
  109867. MAINUV1: boolean;
  109868. MAINUV2: boolean;
  109869. UV1: boolean;
  109870. UV2: boolean;
  109871. ALBEDO: boolean;
  109872. ALBEDODIRECTUV: number;
  109873. VERTEXCOLOR: boolean;
  109874. AMBIENT: boolean;
  109875. AMBIENTDIRECTUV: number;
  109876. AMBIENTINGRAYSCALE: boolean;
  109877. OPACITY: boolean;
  109878. VERTEXALPHA: boolean;
  109879. OPACITYDIRECTUV: number;
  109880. OPACITYRGB: boolean;
  109881. ALPHATEST: boolean;
  109882. DEPTHPREPASS: boolean;
  109883. ALPHABLEND: boolean;
  109884. ALPHAFROMALBEDO: boolean;
  109885. ALPHATESTVALUE: string;
  109886. SPECULAROVERALPHA: boolean;
  109887. RADIANCEOVERALPHA: boolean;
  109888. ALPHAFRESNEL: boolean;
  109889. LINEARALPHAFRESNEL: boolean;
  109890. PREMULTIPLYALPHA: boolean;
  109891. EMISSIVE: boolean;
  109892. EMISSIVEDIRECTUV: number;
  109893. REFLECTIVITY: boolean;
  109894. REFLECTIVITYDIRECTUV: number;
  109895. SPECULARTERM: boolean;
  109896. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  109897. MICROSURFACEAUTOMATIC: boolean;
  109898. LODBASEDMICROSFURACE: boolean;
  109899. MICROSURFACEMAP: boolean;
  109900. MICROSURFACEMAPDIRECTUV: number;
  109901. METALLICWORKFLOW: boolean;
  109902. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  109903. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  109904. METALLNESSSTOREINMETALMAPBLUE: boolean;
  109905. AOSTOREINMETALMAPRED: boolean;
  109906. ENVIRONMENTBRDF: boolean;
  109907. ENVIRONMENTBRDF_RGBD: boolean;
  109908. NORMAL: boolean;
  109909. TANGENT: boolean;
  109910. BUMP: boolean;
  109911. BUMPDIRECTUV: number;
  109912. OBJECTSPACE_NORMALMAP: boolean;
  109913. PARALLAX: boolean;
  109914. PARALLAXOCCLUSION: boolean;
  109915. NORMALXYSCALE: boolean;
  109916. LIGHTMAP: boolean;
  109917. LIGHTMAPDIRECTUV: number;
  109918. USELIGHTMAPASSHADOWMAP: boolean;
  109919. GAMMALIGHTMAP: boolean;
  109920. REFLECTION: boolean;
  109921. REFLECTIONMAP_3D: boolean;
  109922. REFLECTIONMAP_SPHERICAL: boolean;
  109923. REFLECTIONMAP_PLANAR: boolean;
  109924. REFLECTIONMAP_CUBIC: boolean;
  109925. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  109926. REFLECTIONMAP_PROJECTION: boolean;
  109927. REFLECTIONMAP_SKYBOX: boolean;
  109928. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  109929. REFLECTIONMAP_EXPLICIT: boolean;
  109930. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  109931. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  109932. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  109933. INVERTCUBICMAP: boolean;
  109934. USESPHERICALFROMREFLECTIONMAP: boolean;
  109935. USEIRRADIANCEMAP: boolean;
  109936. SPHERICAL_HARMONICS: boolean;
  109937. USESPHERICALINVERTEX: boolean;
  109938. REFLECTIONMAP_OPPOSITEZ: boolean;
  109939. LODINREFLECTIONALPHA: boolean;
  109940. GAMMAREFLECTION: boolean;
  109941. RGBDREFLECTION: boolean;
  109942. LINEARSPECULARREFLECTION: boolean;
  109943. RADIANCEOCCLUSION: boolean;
  109944. HORIZONOCCLUSION: boolean;
  109945. INSTANCES: boolean;
  109946. NUM_BONE_INFLUENCERS: number;
  109947. BonesPerMesh: number;
  109948. BONETEXTURE: boolean;
  109949. NONUNIFORMSCALING: boolean;
  109950. MORPHTARGETS: boolean;
  109951. MORPHTARGETS_NORMAL: boolean;
  109952. MORPHTARGETS_TANGENT: boolean;
  109953. MORPHTARGETS_UV: boolean;
  109954. NUM_MORPH_INFLUENCERS: number;
  109955. IMAGEPROCESSING: boolean;
  109956. VIGNETTE: boolean;
  109957. VIGNETTEBLENDMODEMULTIPLY: boolean;
  109958. VIGNETTEBLENDMODEOPAQUE: boolean;
  109959. TONEMAPPING: boolean;
  109960. TONEMAPPING_ACES: boolean;
  109961. CONTRAST: boolean;
  109962. COLORCURVES: boolean;
  109963. COLORGRADING: boolean;
  109964. COLORGRADING3D: boolean;
  109965. SAMPLER3DGREENDEPTH: boolean;
  109966. SAMPLER3DBGRMAP: boolean;
  109967. IMAGEPROCESSINGPOSTPROCESS: boolean;
  109968. EXPOSURE: boolean;
  109969. MULTIVIEW: boolean;
  109970. USEPHYSICALLIGHTFALLOFF: boolean;
  109971. USEGLTFLIGHTFALLOFF: boolean;
  109972. TWOSIDEDLIGHTING: boolean;
  109973. SHADOWFLOAT: boolean;
  109974. CLIPPLANE: boolean;
  109975. CLIPPLANE2: boolean;
  109976. CLIPPLANE3: boolean;
  109977. CLIPPLANE4: boolean;
  109978. POINTSIZE: boolean;
  109979. FOG: boolean;
  109980. LOGARITHMICDEPTH: boolean;
  109981. FORCENORMALFORWARD: boolean;
  109982. SPECULARAA: boolean;
  109983. CLEARCOAT: boolean;
  109984. CLEARCOAT_DEFAULTIOR: boolean;
  109985. CLEARCOAT_TEXTURE: boolean;
  109986. CLEARCOAT_TEXTUREDIRECTUV: number;
  109987. CLEARCOAT_BUMP: boolean;
  109988. CLEARCOAT_BUMPDIRECTUV: number;
  109989. CLEARCOAT_TINT: boolean;
  109990. CLEARCOAT_TINT_TEXTURE: boolean;
  109991. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109992. ANISOTROPIC: boolean;
  109993. ANISOTROPIC_TEXTURE: boolean;
  109994. ANISOTROPIC_TEXTUREDIRECTUV: number;
  109995. BRDF_V_HEIGHT_CORRELATED: boolean;
  109996. MS_BRDF_ENERGY_CONSERVATION: boolean;
  109997. SHEEN: boolean;
  109998. SHEEN_TEXTURE: boolean;
  109999. SHEEN_TEXTUREDIRECTUV: number;
  110000. SHEEN_LINKWITHALBEDO: boolean;
  110001. SUBSURFACE: boolean;
  110002. SS_REFRACTION: boolean;
  110003. SS_TRANSLUCENCY: boolean;
  110004. SS_SCATERRING: boolean;
  110005. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110006. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110007. SS_REFRACTIONMAP_3D: boolean;
  110008. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110009. SS_LODINREFRACTIONALPHA: boolean;
  110010. SS_GAMMAREFRACTION: boolean;
  110011. SS_RGBDREFRACTION: boolean;
  110012. SS_LINEARSPECULARREFRACTION: boolean;
  110013. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110014. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110015. UNLIT: boolean;
  110016. DEBUGMODE: number;
  110017. /**
  110018. * Initializes the PBR Material defines.
  110019. */
  110020. constructor();
  110021. /**
  110022. * Resets the PBR Material defines.
  110023. */
  110024. reset(): void;
  110025. }
  110026. /**
  110027. * The Physically based material base class of BJS.
  110028. *
  110029. * This offers the main features of a standard PBR material.
  110030. * For more information, please refer to the documentation :
  110031. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110032. */
  110033. export abstract class PBRBaseMaterial extends PushMaterial {
  110034. /**
  110035. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110036. */
  110037. static readonly PBRMATERIAL_OPAQUE: number;
  110038. /**
  110039. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110040. */
  110041. static readonly PBRMATERIAL_ALPHATEST: number;
  110042. /**
  110043. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110044. */
  110045. static readonly PBRMATERIAL_ALPHABLEND: number;
  110046. /**
  110047. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110048. * They are also discarded below the alpha cutoff threshold to improve performances.
  110049. */
  110050. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110051. /**
  110052. * Defines the default value of how much AO map is occluding the analytical lights
  110053. * (point spot...).
  110054. */
  110055. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110056. /**
  110057. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  110058. */
  110059. static readonly LIGHTFALLOFF_PHYSICAL: number;
  110060. /**
  110061. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  110062. * to enhance interoperability with other engines.
  110063. */
  110064. static readonly LIGHTFALLOFF_GLTF: number;
  110065. /**
  110066. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  110067. * to enhance interoperability with other materials.
  110068. */
  110069. static readonly LIGHTFALLOFF_STANDARD: number;
  110070. /**
  110071. * Intensity of the direct lights e.g. the four lights available in your scene.
  110072. * This impacts both the direct diffuse and specular highlights.
  110073. */
  110074. protected _directIntensity: number;
  110075. /**
  110076. * Intensity of the emissive part of the material.
  110077. * This helps controlling the emissive effect without modifying the emissive color.
  110078. */
  110079. protected _emissiveIntensity: number;
  110080. /**
  110081. * Intensity of the environment e.g. how much the environment will light the object
  110082. * either through harmonics for rough material or through the refelction for shiny ones.
  110083. */
  110084. protected _environmentIntensity: number;
  110085. /**
  110086. * This is a special control allowing the reduction of the specular highlights coming from the
  110087. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110088. */
  110089. protected _specularIntensity: number;
  110090. /**
  110091. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  110092. */
  110093. private _lightingInfos;
  110094. /**
  110095. * Debug Control allowing disabling the bump map on this material.
  110096. */
  110097. protected _disableBumpMap: boolean;
  110098. /**
  110099. * AKA Diffuse Texture in standard nomenclature.
  110100. */
  110101. protected _albedoTexture: Nullable<BaseTexture>;
  110102. /**
  110103. * AKA Occlusion Texture in other nomenclature.
  110104. */
  110105. protected _ambientTexture: Nullable<BaseTexture>;
  110106. /**
  110107. * AKA Occlusion Texture Intensity in other nomenclature.
  110108. */
  110109. protected _ambientTextureStrength: number;
  110110. /**
  110111. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110112. * 1 means it completely occludes it
  110113. * 0 mean it has no impact
  110114. */
  110115. protected _ambientTextureImpactOnAnalyticalLights: number;
  110116. /**
  110117. * Stores the alpha values in a texture.
  110118. */
  110119. protected _opacityTexture: Nullable<BaseTexture>;
  110120. /**
  110121. * Stores the reflection values in a texture.
  110122. */
  110123. protected _reflectionTexture: Nullable<BaseTexture>;
  110124. /**
  110125. * Stores the emissive values in a texture.
  110126. */
  110127. protected _emissiveTexture: Nullable<BaseTexture>;
  110128. /**
  110129. * AKA Specular texture in other nomenclature.
  110130. */
  110131. protected _reflectivityTexture: Nullable<BaseTexture>;
  110132. /**
  110133. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110134. */
  110135. protected _metallicTexture: Nullable<BaseTexture>;
  110136. /**
  110137. * Specifies the metallic scalar of the metallic/roughness workflow.
  110138. * Can also be used to scale the metalness values of the metallic texture.
  110139. */
  110140. protected _metallic: Nullable<number>;
  110141. /**
  110142. * Specifies the roughness scalar of the metallic/roughness workflow.
  110143. * Can also be used to scale the roughness values of the metallic texture.
  110144. */
  110145. protected _roughness: Nullable<number>;
  110146. /**
  110147. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110148. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110149. */
  110150. protected _microSurfaceTexture: Nullable<BaseTexture>;
  110151. /**
  110152. * Stores surface normal data used to displace a mesh in a texture.
  110153. */
  110154. protected _bumpTexture: Nullable<BaseTexture>;
  110155. /**
  110156. * Stores the pre-calculated light information of a mesh in a texture.
  110157. */
  110158. protected _lightmapTexture: Nullable<BaseTexture>;
  110159. /**
  110160. * The color of a material in ambient lighting.
  110161. */
  110162. protected _ambientColor: Color3;
  110163. /**
  110164. * AKA Diffuse Color in other nomenclature.
  110165. */
  110166. protected _albedoColor: Color3;
  110167. /**
  110168. * AKA Specular Color in other nomenclature.
  110169. */
  110170. protected _reflectivityColor: Color3;
  110171. /**
  110172. * The color applied when light is reflected from a material.
  110173. */
  110174. protected _reflectionColor: Color3;
  110175. /**
  110176. * The color applied when light is emitted from a material.
  110177. */
  110178. protected _emissiveColor: Color3;
  110179. /**
  110180. * AKA Glossiness in other nomenclature.
  110181. */
  110182. protected _microSurface: number;
  110183. /**
  110184. * Specifies that the material will use the light map as a show map.
  110185. */
  110186. protected _useLightmapAsShadowmap: boolean;
  110187. /**
  110188. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110189. * makes the reflect vector face the model (under horizon).
  110190. */
  110191. protected _useHorizonOcclusion: boolean;
  110192. /**
  110193. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110194. * too much the area relying on ambient texture to define their ambient occlusion.
  110195. */
  110196. protected _useRadianceOcclusion: boolean;
  110197. /**
  110198. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110199. */
  110200. protected _useAlphaFromAlbedoTexture: boolean;
  110201. /**
  110202. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  110203. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110204. */
  110205. protected _useSpecularOverAlpha: boolean;
  110206. /**
  110207. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110208. */
  110209. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110210. /**
  110211. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110212. */
  110213. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  110214. /**
  110215. * Specifies if the metallic texture contains the roughness information in its green channel.
  110216. */
  110217. protected _useRoughnessFromMetallicTextureGreen: boolean;
  110218. /**
  110219. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110220. */
  110221. protected _useMetallnessFromMetallicTextureBlue: boolean;
  110222. /**
  110223. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110224. */
  110225. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  110226. /**
  110227. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110228. */
  110229. protected _useAmbientInGrayScale: boolean;
  110230. /**
  110231. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110232. * The material will try to infer what glossiness each pixel should be.
  110233. */
  110234. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  110235. /**
  110236. * Defines the falloff type used in this material.
  110237. * It by default is Physical.
  110238. */
  110239. protected _lightFalloff: number;
  110240. /**
  110241. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110242. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110243. */
  110244. protected _useRadianceOverAlpha: boolean;
  110245. /**
  110246. * Allows using an object space normal map (instead of tangent space).
  110247. */
  110248. protected _useObjectSpaceNormalMap: boolean;
  110249. /**
  110250. * Allows using the bump map in parallax mode.
  110251. */
  110252. protected _useParallax: boolean;
  110253. /**
  110254. * Allows using the bump map in parallax occlusion mode.
  110255. */
  110256. protected _useParallaxOcclusion: boolean;
  110257. /**
  110258. * Controls the scale bias of the parallax mode.
  110259. */
  110260. protected _parallaxScaleBias: number;
  110261. /**
  110262. * If sets to true, disables all the lights affecting the material.
  110263. */
  110264. protected _disableLighting: boolean;
  110265. /**
  110266. * Number of Simultaneous lights allowed on the material.
  110267. */
  110268. protected _maxSimultaneousLights: number;
  110269. /**
  110270. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110271. */
  110272. protected _invertNormalMapX: boolean;
  110273. /**
  110274. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110275. */
  110276. protected _invertNormalMapY: boolean;
  110277. /**
  110278. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110279. */
  110280. protected _twoSidedLighting: boolean;
  110281. /**
  110282. * Defines the alpha limits in alpha test mode.
  110283. */
  110284. protected _alphaCutOff: number;
  110285. /**
  110286. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110287. */
  110288. protected _forceAlphaTest: boolean;
  110289. /**
  110290. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110291. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110292. */
  110293. protected _useAlphaFresnel: boolean;
  110294. /**
  110295. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110296. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110297. */
  110298. protected _useLinearAlphaFresnel: boolean;
  110299. /**
  110300. * The transparency mode of the material.
  110301. */
  110302. protected _transparencyMode: Nullable<number>;
  110303. /**
  110304. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  110305. * from cos thetav and roughness:
  110306. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  110307. */
  110308. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  110309. /**
  110310. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110311. */
  110312. protected _forceIrradianceInFragment: boolean;
  110313. /**
  110314. * Force normal to face away from face.
  110315. */
  110316. protected _forceNormalForward: boolean;
  110317. /**
  110318. * Enables specular anti aliasing in the PBR shader.
  110319. * It will both interacts on the Geometry for analytical and IBL lighting.
  110320. * It also prefilter the roughness map based on the bump values.
  110321. */
  110322. protected _enableSpecularAntiAliasing: boolean;
  110323. /**
  110324. * Default configuration related to image processing available in the PBR Material.
  110325. */
  110326. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110327. /**
  110328. * Keep track of the image processing observer to allow dispose and replace.
  110329. */
  110330. private _imageProcessingObserver;
  110331. /**
  110332. * Attaches a new image processing configuration to the PBR Material.
  110333. * @param configuration
  110334. */
  110335. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110336. /**
  110337. * Stores the available render targets.
  110338. */
  110339. private _renderTargets;
  110340. /**
  110341. * Sets the global ambient color for the material used in lighting calculations.
  110342. */
  110343. private _globalAmbientColor;
  110344. /**
  110345. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  110346. */
  110347. private _useLogarithmicDepth;
  110348. /**
  110349. * If set to true, no lighting calculations will be applied.
  110350. */
  110351. private _unlit;
  110352. private _debugMode;
  110353. /**
  110354. * @hidden
  110355. * This is reserved for the inspector.
  110356. * Defines the material debug mode.
  110357. * It helps seeing only some components of the material while troubleshooting.
  110358. */
  110359. debugMode: number;
  110360. /**
  110361. * @hidden
  110362. * This is reserved for the inspector.
  110363. * Specify from where on screen the debug mode should start.
  110364. * The value goes from -1 (full screen) to 1 (not visible)
  110365. * It helps with side by side comparison against the final render
  110366. * This defaults to -1
  110367. */
  110368. private debugLimit;
  110369. /**
  110370. * @hidden
  110371. * This is reserved for the inspector.
  110372. * As the default viewing range might not be enough (if the ambient is really small for instance)
  110373. * You can use the factor to better multiply the final value.
  110374. */
  110375. private debugFactor;
  110376. /**
  110377. * Defines the clear coat layer parameters for the material.
  110378. */
  110379. readonly clearCoat: PBRClearCoatConfiguration;
  110380. /**
  110381. * Defines the anisotropic parameters for the material.
  110382. */
  110383. readonly anisotropy: PBRAnisotropicConfiguration;
  110384. /**
  110385. * Defines the BRDF parameters for the material.
  110386. */
  110387. readonly brdf: PBRBRDFConfiguration;
  110388. /**
  110389. * Defines the Sheen parameters for the material.
  110390. */
  110391. readonly sheen: PBRSheenConfiguration;
  110392. /**
  110393. * Defines the SubSurface parameters for the material.
  110394. */
  110395. readonly subSurface: PBRSubSurfaceConfiguration;
  110396. /**
  110397. * Custom callback helping to override the default shader used in the material.
  110398. */
  110399. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  110400. /**
  110401. * Instantiates a new PBRMaterial instance.
  110402. *
  110403. * @param name The material name
  110404. * @param scene The scene the material will be use in.
  110405. */
  110406. constructor(name: string, scene: Scene);
  110407. /**
  110408. * Gets a boolean indicating that current material needs to register RTT
  110409. */
  110410. readonly hasRenderTargetTextures: boolean;
  110411. /**
  110412. * Gets the name of the material class.
  110413. */
  110414. getClassName(): string;
  110415. /**
  110416. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110417. */
  110418. /**
  110419. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  110420. */
  110421. useLogarithmicDepth: boolean;
  110422. /**
  110423. * Gets the current transparency mode.
  110424. */
  110425. /**
  110426. * Sets the transparency mode of the material.
  110427. *
  110428. * | Value | Type | Description |
  110429. * | ----- | ----------------------------------- | ----------- |
  110430. * | 0 | OPAQUE | |
  110431. * | 1 | ALPHATEST | |
  110432. * | 2 | ALPHABLEND | |
  110433. * | 3 | ALPHATESTANDBLEND | |
  110434. *
  110435. */
  110436. transparencyMode: Nullable<number>;
  110437. /**
  110438. * Returns true if alpha blending should be disabled.
  110439. */
  110440. private readonly _disableAlphaBlending;
  110441. /**
  110442. * Specifies whether or not this material should be rendered in alpha blend mode.
  110443. */
  110444. needAlphaBlending(): boolean;
  110445. /**
  110446. * Specifies if the mesh will require alpha blending.
  110447. * @param mesh - BJS mesh.
  110448. */
  110449. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  110450. /**
  110451. * Specifies whether or not this material should be rendered in alpha test mode.
  110452. */
  110453. needAlphaTesting(): boolean;
  110454. /**
  110455. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  110456. */
  110457. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  110458. /**
  110459. * Gets the texture used for the alpha test.
  110460. */
  110461. getAlphaTestTexture(): Nullable<BaseTexture>;
  110462. /**
  110463. * Specifies that the submesh is ready to be used.
  110464. * @param mesh - BJS mesh.
  110465. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  110466. * @param useInstances - Specifies that instances should be used.
  110467. * @returns - boolean indicating that the submesh is ready or not.
  110468. */
  110469. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110470. /**
  110471. * Specifies if the material uses metallic roughness workflow.
  110472. * @returns boolean specifiying if the material uses metallic roughness workflow.
  110473. */
  110474. isMetallicWorkflow(): boolean;
  110475. private _prepareEffect;
  110476. private _prepareDefines;
  110477. /**
  110478. * Force shader compilation
  110479. */
  110480. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  110481. clipPlane: boolean;
  110482. }>): void;
  110483. /**
  110484. * Initializes the uniform buffer layout for the shader.
  110485. */
  110486. buildUniformLayout(): void;
  110487. /**
  110488. * Unbinds the material from the mesh
  110489. */
  110490. unbind(): void;
  110491. /**
  110492. * Binds the submesh data.
  110493. * @param world - The world matrix.
  110494. * @param mesh - The BJS mesh.
  110495. * @param subMesh - A submesh of the BJS mesh.
  110496. */
  110497. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110498. /**
  110499. * Returns the animatable textures.
  110500. * @returns - Array of animatable textures.
  110501. */
  110502. getAnimatables(): IAnimatable[];
  110503. /**
  110504. * Returns the texture used for reflections.
  110505. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  110506. */
  110507. private _getReflectionTexture;
  110508. /**
  110509. * Returns an array of the actively used textures.
  110510. * @returns - Array of BaseTextures
  110511. */
  110512. getActiveTextures(): BaseTexture[];
  110513. /**
  110514. * Checks to see if a texture is used in the material.
  110515. * @param texture - Base texture to use.
  110516. * @returns - Boolean specifying if a texture is used in the material.
  110517. */
  110518. hasTexture(texture: BaseTexture): boolean;
  110519. /**
  110520. * Disposes the resources of the material.
  110521. * @param forceDisposeEffect - Forces the disposal of effects.
  110522. * @param forceDisposeTextures - Forces the disposal of all textures.
  110523. */
  110524. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110525. }
  110526. }
  110527. declare module BABYLON {
  110528. /**
  110529. * The Physically based material of BJS.
  110530. *
  110531. * This offers the main features of a standard PBR material.
  110532. * For more information, please refer to the documentation :
  110533. * https://doc.babylonjs.com/how_to/physically_based_rendering
  110534. */
  110535. export class PBRMaterial extends PBRBaseMaterial {
  110536. /**
  110537. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  110538. */
  110539. static readonly PBRMATERIAL_OPAQUE: number;
  110540. /**
  110541. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  110542. */
  110543. static readonly PBRMATERIAL_ALPHATEST: number;
  110544. /**
  110545. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110546. */
  110547. static readonly PBRMATERIAL_ALPHABLEND: number;
  110548. /**
  110549. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  110550. * They are also discarded below the alpha cutoff threshold to improve performances.
  110551. */
  110552. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  110553. /**
  110554. * Defines the default value of how much AO map is occluding the analytical lights
  110555. * (point spot...).
  110556. */
  110557. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  110558. /**
  110559. * Intensity of the direct lights e.g. the four lights available in your scene.
  110560. * This impacts both the direct diffuse and specular highlights.
  110561. */
  110562. directIntensity: number;
  110563. /**
  110564. * Intensity of the emissive part of the material.
  110565. * This helps controlling the emissive effect without modifying the emissive color.
  110566. */
  110567. emissiveIntensity: number;
  110568. /**
  110569. * Intensity of the environment e.g. how much the environment will light the object
  110570. * either through harmonics for rough material or through the refelction for shiny ones.
  110571. */
  110572. environmentIntensity: number;
  110573. /**
  110574. * This is a special control allowing the reduction of the specular highlights coming from the
  110575. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  110576. */
  110577. specularIntensity: number;
  110578. /**
  110579. * Debug Control allowing disabling the bump map on this material.
  110580. */
  110581. disableBumpMap: boolean;
  110582. /**
  110583. * AKA Diffuse Texture in standard nomenclature.
  110584. */
  110585. albedoTexture: BaseTexture;
  110586. /**
  110587. * AKA Occlusion Texture in other nomenclature.
  110588. */
  110589. ambientTexture: BaseTexture;
  110590. /**
  110591. * AKA Occlusion Texture Intensity in other nomenclature.
  110592. */
  110593. ambientTextureStrength: number;
  110594. /**
  110595. * Defines how much the AO map is occluding the analytical lights (point spot...).
  110596. * 1 means it completely occludes it
  110597. * 0 mean it has no impact
  110598. */
  110599. ambientTextureImpactOnAnalyticalLights: number;
  110600. /**
  110601. * Stores the alpha values in a texture.
  110602. */
  110603. opacityTexture: BaseTexture;
  110604. /**
  110605. * Stores the reflection values in a texture.
  110606. */
  110607. reflectionTexture: Nullable<BaseTexture>;
  110608. /**
  110609. * Stores the emissive values in a texture.
  110610. */
  110611. emissiveTexture: BaseTexture;
  110612. /**
  110613. * AKA Specular texture in other nomenclature.
  110614. */
  110615. reflectivityTexture: BaseTexture;
  110616. /**
  110617. * Used to switch from specular/glossiness to metallic/roughness workflow.
  110618. */
  110619. metallicTexture: BaseTexture;
  110620. /**
  110621. * Specifies the metallic scalar of the metallic/roughness workflow.
  110622. * Can also be used to scale the metalness values of the metallic texture.
  110623. */
  110624. metallic: Nullable<number>;
  110625. /**
  110626. * Specifies the roughness scalar of the metallic/roughness workflow.
  110627. * Can also be used to scale the roughness values of the metallic texture.
  110628. */
  110629. roughness: Nullable<number>;
  110630. /**
  110631. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  110632. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  110633. */
  110634. microSurfaceTexture: BaseTexture;
  110635. /**
  110636. * Stores surface normal data used to displace a mesh in a texture.
  110637. */
  110638. bumpTexture: BaseTexture;
  110639. /**
  110640. * Stores the pre-calculated light information of a mesh in a texture.
  110641. */
  110642. lightmapTexture: BaseTexture;
  110643. /**
  110644. * Stores the refracted light information in a texture.
  110645. */
  110646. refractionTexture: Nullable<BaseTexture>;
  110647. /**
  110648. * The color of a material in ambient lighting.
  110649. */
  110650. ambientColor: Color3;
  110651. /**
  110652. * AKA Diffuse Color in other nomenclature.
  110653. */
  110654. albedoColor: Color3;
  110655. /**
  110656. * AKA Specular Color in other nomenclature.
  110657. */
  110658. reflectivityColor: Color3;
  110659. /**
  110660. * The color reflected from the material.
  110661. */
  110662. reflectionColor: Color3;
  110663. /**
  110664. * The color emitted from the material.
  110665. */
  110666. emissiveColor: Color3;
  110667. /**
  110668. * AKA Glossiness in other nomenclature.
  110669. */
  110670. microSurface: number;
  110671. /**
  110672. * source material index of refraction (IOR)' / 'destination material IOR.
  110673. */
  110674. indexOfRefraction: number;
  110675. /**
  110676. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110677. */
  110678. invertRefractionY: boolean;
  110679. /**
  110680. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110681. * Materials half opaque for instance using refraction could benefit from this control.
  110682. */
  110683. linkRefractionWithTransparency: boolean;
  110684. /**
  110685. * If true, the light map contains occlusion information instead of lighting info.
  110686. */
  110687. useLightmapAsShadowmap: boolean;
  110688. /**
  110689. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  110690. */
  110691. useAlphaFromAlbedoTexture: boolean;
  110692. /**
  110693. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  110694. */
  110695. forceAlphaTest: boolean;
  110696. /**
  110697. * Defines the alpha limits in alpha test mode.
  110698. */
  110699. alphaCutOff: number;
  110700. /**
  110701. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  110702. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  110703. */
  110704. useSpecularOverAlpha: boolean;
  110705. /**
  110706. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  110707. */
  110708. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  110709. /**
  110710. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  110711. */
  110712. useRoughnessFromMetallicTextureAlpha: boolean;
  110713. /**
  110714. * Specifies if the metallic texture contains the roughness information in its green channel.
  110715. */
  110716. useRoughnessFromMetallicTextureGreen: boolean;
  110717. /**
  110718. * Specifies if the metallic texture contains the metallness information in its blue channel.
  110719. */
  110720. useMetallnessFromMetallicTextureBlue: boolean;
  110721. /**
  110722. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  110723. */
  110724. useAmbientOcclusionFromMetallicTextureRed: boolean;
  110725. /**
  110726. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  110727. */
  110728. useAmbientInGrayScale: boolean;
  110729. /**
  110730. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  110731. * The material will try to infer what glossiness each pixel should be.
  110732. */
  110733. useAutoMicroSurfaceFromReflectivityMap: boolean;
  110734. /**
  110735. * BJS is using an harcoded light falloff based on a manually sets up range.
  110736. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110737. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110738. */
  110739. /**
  110740. * BJS is using an harcoded light falloff based on a manually sets up range.
  110741. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  110742. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  110743. */
  110744. usePhysicalLightFalloff: boolean;
  110745. /**
  110746. * In order to support the falloff compatibility with gltf, a special mode has been added
  110747. * to reproduce the gltf light falloff.
  110748. */
  110749. /**
  110750. * In order to support the falloff compatibility with gltf, a special mode has been added
  110751. * to reproduce the gltf light falloff.
  110752. */
  110753. useGLTFLightFalloff: boolean;
  110754. /**
  110755. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  110756. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  110757. */
  110758. useRadianceOverAlpha: boolean;
  110759. /**
  110760. * Allows using an object space normal map (instead of tangent space).
  110761. */
  110762. useObjectSpaceNormalMap: boolean;
  110763. /**
  110764. * Allows using the bump map in parallax mode.
  110765. */
  110766. useParallax: boolean;
  110767. /**
  110768. * Allows using the bump map in parallax occlusion mode.
  110769. */
  110770. useParallaxOcclusion: boolean;
  110771. /**
  110772. * Controls the scale bias of the parallax mode.
  110773. */
  110774. parallaxScaleBias: number;
  110775. /**
  110776. * If sets to true, disables all the lights affecting the material.
  110777. */
  110778. disableLighting: boolean;
  110779. /**
  110780. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  110781. */
  110782. forceIrradianceInFragment: boolean;
  110783. /**
  110784. * Number of Simultaneous lights allowed on the material.
  110785. */
  110786. maxSimultaneousLights: number;
  110787. /**
  110788. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  110789. */
  110790. invertNormalMapX: boolean;
  110791. /**
  110792. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  110793. */
  110794. invertNormalMapY: boolean;
  110795. /**
  110796. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  110797. */
  110798. twoSidedLighting: boolean;
  110799. /**
  110800. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110801. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  110802. */
  110803. useAlphaFresnel: boolean;
  110804. /**
  110805. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  110806. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  110807. */
  110808. useLinearAlphaFresnel: boolean;
  110809. /**
  110810. * Let user defines the brdf lookup texture used for IBL.
  110811. * A default 8bit version is embedded but you could point at :
  110812. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  110813. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  110814. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  110815. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  110816. */
  110817. environmentBRDFTexture: Nullable<BaseTexture>;
  110818. /**
  110819. * Force normal to face away from face.
  110820. */
  110821. forceNormalForward: boolean;
  110822. /**
  110823. * Enables specular anti aliasing in the PBR shader.
  110824. * It will both interacts on the Geometry for analytical and IBL lighting.
  110825. * It also prefilter the roughness map based on the bump values.
  110826. */
  110827. enableSpecularAntiAliasing: boolean;
  110828. /**
  110829. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  110830. * makes the reflect vector face the model (under horizon).
  110831. */
  110832. useHorizonOcclusion: boolean;
  110833. /**
  110834. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  110835. * too much the area relying on ambient texture to define their ambient occlusion.
  110836. */
  110837. useRadianceOcclusion: boolean;
  110838. /**
  110839. * If set to true, no lighting calculations will be applied.
  110840. */
  110841. unlit: boolean;
  110842. /**
  110843. * Gets the image processing configuration used either in this material.
  110844. */
  110845. /**
  110846. * Sets the Default image processing configuration used either in the this material.
  110847. *
  110848. * If sets to null, the scene one is in use.
  110849. */
  110850. imageProcessingConfiguration: ImageProcessingConfiguration;
  110851. /**
  110852. * Gets wether the color curves effect is enabled.
  110853. */
  110854. /**
  110855. * Sets wether the color curves effect is enabled.
  110856. */
  110857. cameraColorCurvesEnabled: boolean;
  110858. /**
  110859. * Gets wether the color grading effect is enabled.
  110860. */
  110861. /**
  110862. * Gets wether the color grading effect is enabled.
  110863. */
  110864. cameraColorGradingEnabled: boolean;
  110865. /**
  110866. * Gets wether tonemapping is enabled or not.
  110867. */
  110868. /**
  110869. * Sets wether tonemapping is enabled or not
  110870. */
  110871. cameraToneMappingEnabled: boolean;
  110872. /**
  110873. * The camera exposure used on this material.
  110874. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110875. * This corresponds to a photographic exposure.
  110876. */
  110877. /**
  110878. * The camera exposure used on this material.
  110879. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110880. * This corresponds to a photographic exposure.
  110881. */
  110882. cameraExposure: number;
  110883. /**
  110884. * Gets The camera contrast used on this material.
  110885. */
  110886. /**
  110887. * Sets The camera contrast used on this material.
  110888. */
  110889. cameraContrast: number;
  110890. /**
  110891. * Gets the Color Grading 2D Lookup Texture.
  110892. */
  110893. /**
  110894. * Sets the Color Grading 2D Lookup Texture.
  110895. */
  110896. cameraColorGradingTexture: Nullable<BaseTexture>;
  110897. /**
  110898. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110899. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110900. * 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;
  110901. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110902. */
  110903. /**
  110904. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110905. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110906. * 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;
  110907. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110908. */
  110909. cameraColorCurves: Nullable<ColorCurves>;
  110910. /**
  110911. * Instantiates a new PBRMaterial instance.
  110912. *
  110913. * @param name The material name
  110914. * @param scene The scene the material will be use in.
  110915. */
  110916. constructor(name: string, scene: Scene);
  110917. /**
  110918. * Returns the name of this material class.
  110919. */
  110920. getClassName(): string;
  110921. /**
  110922. * Makes a duplicate of the current material.
  110923. * @param name - name to use for the new material.
  110924. */
  110925. clone(name: string): PBRMaterial;
  110926. /**
  110927. * Serializes this PBR Material.
  110928. * @returns - An object with the serialized material.
  110929. */
  110930. serialize(): any;
  110931. /**
  110932. * Parses a PBR Material from a serialized object.
  110933. * @param source - Serialized object.
  110934. * @param scene - BJS scene instance.
  110935. * @param rootUrl - url for the scene object
  110936. * @returns - PBRMaterial
  110937. */
  110938. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  110939. }
  110940. }
  110941. declare module BABYLON {
  110942. /**
  110943. * Direct draw surface info
  110944. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  110945. */
  110946. export interface DDSInfo {
  110947. /**
  110948. * Width of the texture
  110949. */
  110950. width: number;
  110951. /**
  110952. * Width of the texture
  110953. */
  110954. height: number;
  110955. /**
  110956. * Number of Mipmaps for the texture
  110957. * @see https://en.wikipedia.org/wiki/Mipmap
  110958. */
  110959. mipmapCount: number;
  110960. /**
  110961. * If the textures format is a known fourCC format
  110962. * @see https://www.fourcc.org/
  110963. */
  110964. isFourCC: boolean;
  110965. /**
  110966. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  110967. */
  110968. isRGB: boolean;
  110969. /**
  110970. * If the texture is a lumincance format
  110971. */
  110972. isLuminance: boolean;
  110973. /**
  110974. * If this is a cube texture
  110975. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  110976. */
  110977. isCube: boolean;
  110978. /**
  110979. * If the texture is a compressed format eg. FOURCC_DXT1
  110980. */
  110981. isCompressed: boolean;
  110982. /**
  110983. * The dxgiFormat of the texture
  110984. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  110985. */
  110986. dxgiFormat: number;
  110987. /**
  110988. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  110989. */
  110990. textureType: number;
  110991. /**
  110992. * Sphericle polynomial created for the dds texture
  110993. */
  110994. sphericalPolynomial?: SphericalPolynomial;
  110995. }
  110996. /**
  110997. * Class used to provide DDS decompression tools
  110998. */
  110999. export class DDSTools {
  111000. /**
  111001. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  111002. */
  111003. static StoreLODInAlphaChannel: boolean;
  111004. /**
  111005. * Gets DDS information from an array buffer
  111006. * @param arrayBuffer defines the array buffer to read data from
  111007. * @returns the DDS information
  111008. */
  111009. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  111010. private static _FloatView;
  111011. private static _Int32View;
  111012. private static _ToHalfFloat;
  111013. private static _FromHalfFloat;
  111014. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  111015. private static _GetHalfFloatRGBAArrayBuffer;
  111016. private static _GetFloatRGBAArrayBuffer;
  111017. private static _GetFloatAsUIntRGBAArrayBuffer;
  111018. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  111019. private static _GetRGBAArrayBuffer;
  111020. private static _ExtractLongWordOrder;
  111021. private static _GetRGBArrayBuffer;
  111022. private static _GetLuminanceArrayBuffer;
  111023. /**
  111024. * Uploads DDS Levels to a Babylon Texture
  111025. * @hidden
  111026. */
  111027. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  111028. }
  111029. interface Engine {
  111030. /**
  111031. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  111032. * @param rootUrl defines the url where the file to load is located
  111033. * @param scene defines the current scene
  111034. * @param lodScale defines scale to apply to the mip map selection
  111035. * @param lodOffset defines offset to apply to the mip map selection
  111036. * @param onLoad defines an optional callback raised when the texture is loaded
  111037. * @param onError defines an optional callback raised if there is an issue to load the texture
  111038. * @param format defines the format of the data
  111039. * @param forcedExtension defines the extension to use to pick the right loader
  111040. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  111041. * @returns the cube texture as an InternalTexture
  111042. */
  111043. 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;
  111044. }
  111045. }
  111046. declare module BABYLON {
  111047. /**
  111048. * Implementation of the DDS Texture Loader.
  111049. * @hidden
  111050. */
  111051. export class _DDSTextureLoader implements IInternalTextureLoader {
  111052. /**
  111053. * Defines wether the loader supports cascade loading the different faces.
  111054. */
  111055. readonly supportCascades: boolean;
  111056. /**
  111057. * This returns if the loader support the current file information.
  111058. * @param extension defines the file extension of the file being loaded
  111059. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111060. * @param fallback defines the fallback internal texture if any
  111061. * @param isBase64 defines whether the texture is encoded as a base64
  111062. * @param isBuffer defines whether the texture data are stored as a buffer
  111063. * @returns true if the loader can load the specified file
  111064. */
  111065. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111066. /**
  111067. * Transform the url before loading if required.
  111068. * @param rootUrl the url of the texture
  111069. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111070. * @returns the transformed texture
  111071. */
  111072. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111073. /**
  111074. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111075. * @param rootUrl the url of the texture
  111076. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111077. * @returns the fallback texture
  111078. */
  111079. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111080. /**
  111081. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111082. * @param data contains the texture data
  111083. * @param texture defines the BabylonJS internal texture
  111084. * @param createPolynomials will be true if polynomials have been requested
  111085. * @param onLoad defines the callback to trigger once the texture is ready
  111086. * @param onError defines the callback to trigger in case of error
  111087. */
  111088. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111089. /**
  111090. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111091. * @param data contains the texture data
  111092. * @param texture defines the BabylonJS internal texture
  111093. * @param callback defines the method to call once ready to upload
  111094. */
  111095. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111096. }
  111097. }
  111098. declare module BABYLON {
  111099. /** @hidden */
  111100. export var rgbdEncodePixelShader: {
  111101. name: string;
  111102. shader: string;
  111103. };
  111104. }
  111105. declare module BABYLON {
  111106. /**
  111107. * Raw texture data and descriptor sufficient for WebGL texture upload
  111108. */
  111109. export interface EnvironmentTextureInfo {
  111110. /**
  111111. * Version of the environment map
  111112. */
  111113. version: number;
  111114. /**
  111115. * Width of image
  111116. */
  111117. width: number;
  111118. /**
  111119. * Irradiance information stored in the file.
  111120. */
  111121. irradiance: any;
  111122. /**
  111123. * Specular information stored in the file.
  111124. */
  111125. specular: any;
  111126. }
  111127. /**
  111128. * Sets of helpers addressing the serialization and deserialization of environment texture
  111129. * stored in a BabylonJS env file.
  111130. * Those files are usually stored as .env files.
  111131. */
  111132. export class EnvironmentTextureTools {
  111133. /**
  111134. * Magic number identifying the env file.
  111135. */
  111136. private static _MagicBytes;
  111137. /**
  111138. * Gets the environment info from an env file.
  111139. * @param data The array buffer containing the .env bytes.
  111140. * @returns the environment file info (the json header) if successfully parsed.
  111141. */
  111142. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  111143. /**
  111144. * Creates an environment texture from a loaded cube texture.
  111145. * @param texture defines the cube texture to convert in env file
  111146. * @return a promise containing the environment data if succesfull.
  111147. */
  111148. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  111149. /**
  111150. * Creates a JSON representation of the spherical data.
  111151. * @param texture defines the texture containing the polynomials
  111152. * @return the JSON representation of the spherical info
  111153. */
  111154. private static _CreateEnvTextureIrradiance;
  111155. /**
  111156. * Uploads the texture info contained in the env file to the GPU.
  111157. * @param texture defines the internal texture to upload to
  111158. * @param arrayBuffer defines the buffer cotaining the data to load
  111159. * @param info defines the texture info retrieved through the GetEnvInfo method
  111160. * @returns a promise
  111161. */
  111162. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  111163. /**
  111164. * Uploads the levels of image data to the GPU.
  111165. * @param texture defines the internal texture to upload to
  111166. * @param imageData defines the array buffer views of image data [mipmap][face]
  111167. * @returns a promise
  111168. */
  111169. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  111170. /**
  111171. * Uploads spherical polynomials information to the texture.
  111172. * @param texture defines the texture we are trying to upload the information to
  111173. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  111174. */
  111175. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  111176. /** @hidden */
  111177. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  111178. }
  111179. }
  111180. declare module BABYLON {
  111181. /**
  111182. * Implementation of the ENV Texture Loader.
  111183. * @hidden
  111184. */
  111185. export class _ENVTextureLoader implements IInternalTextureLoader {
  111186. /**
  111187. * Defines wether the loader supports cascade loading the different faces.
  111188. */
  111189. readonly supportCascades: boolean;
  111190. /**
  111191. * This returns if the loader support the current file information.
  111192. * @param extension defines the file extension of the file being loaded
  111193. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111194. * @param fallback defines the fallback internal texture if any
  111195. * @param isBase64 defines whether the texture is encoded as a base64
  111196. * @param isBuffer defines whether the texture data are stored as a buffer
  111197. * @returns true if the loader can load the specified file
  111198. */
  111199. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111200. /**
  111201. * Transform the url before loading if required.
  111202. * @param rootUrl the url of the texture
  111203. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111204. * @returns the transformed texture
  111205. */
  111206. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111207. /**
  111208. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111209. * @param rootUrl the url of the texture
  111210. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111211. * @returns the fallback texture
  111212. */
  111213. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111214. /**
  111215. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111216. * @param data contains the texture data
  111217. * @param texture defines the BabylonJS internal texture
  111218. * @param createPolynomials will be true if polynomials have been requested
  111219. * @param onLoad defines the callback to trigger once the texture is ready
  111220. * @param onError defines the callback to trigger in case of error
  111221. */
  111222. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111223. /**
  111224. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111225. * @param data contains the texture data
  111226. * @param texture defines the BabylonJS internal texture
  111227. * @param callback defines the method to call once ready to upload
  111228. */
  111229. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  111230. }
  111231. }
  111232. declare module BABYLON {
  111233. /**
  111234. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  111235. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  111236. */
  111237. export class KhronosTextureContainer {
  111238. /** contents of the KTX container file */
  111239. arrayBuffer: any;
  111240. private static HEADER_LEN;
  111241. private static COMPRESSED_2D;
  111242. private static COMPRESSED_3D;
  111243. private static TEX_2D;
  111244. private static TEX_3D;
  111245. /**
  111246. * Gets the openGL type
  111247. */
  111248. glType: number;
  111249. /**
  111250. * Gets the openGL type size
  111251. */
  111252. glTypeSize: number;
  111253. /**
  111254. * Gets the openGL format
  111255. */
  111256. glFormat: number;
  111257. /**
  111258. * Gets the openGL internal format
  111259. */
  111260. glInternalFormat: number;
  111261. /**
  111262. * Gets the base internal format
  111263. */
  111264. glBaseInternalFormat: number;
  111265. /**
  111266. * Gets image width in pixel
  111267. */
  111268. pixelWidth: number;
  111269. /**
  111270. * Gets image height in pixel
  111271. */
  111272. pixelHeight: number;
  111273. /**
  111274. * Gets image depth in pixels
  111275. */
  111276. pixelDepth: number;
  111277. /**
  111278. * Gets the number of array elements
  111279. */
  111280. numberOfArrayElements: number;
  111281. /**
  111282. * Gets the number of faces
  111283. */
  111284. numberOfFaces: number;
  111285. /**
  111286. * Gets the number of mipmap levels
  111287. */
  111288. numberOfMipmapLevels: number;
  111289. /**
  111290. * Gets the bytes of key value data
  111291. */
  111292. bytesOfKeyValueData: number;
  111293. /**
  111294. * Gets the load type
  111295. */
  111296. loadType: number;
  111297. /**
  111298. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  111299. */
  111300. isInvalid: boolean;
  111301. /**
  111302. * Creates a new KhronosTextureContainer
  111303. * @param arrayBuffer contents of the KTX container file
  111304. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  111305. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  111306. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  111307. */
  111308. constructor(
  111309. /** contents of the KTX container file */
  111310. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  111311. /**
  111312. * Uploads KTX content to a Babylon Texture.
  111313. * It is assumed that the texture has already been created & is currently bound
  111314. * @hidden
  111315. */
  111316. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  111317. private _upload2DCompressedLevels;
  111318. }
  111319. }
  111320. declare module BABYLON {
  111321. /**
  111322. * Implementation of the KTX Texture Loader.
  111323. * @hidden
  111324. */
  111325. export class _KTXTextureLoader implements IInternalTextureLoader {
  111326. /**
  111327. * Defines wether the loader supports cascade loading the different faces.
  111328. */
  111329. readonly supportCascades: boolean;
  111330. /**
  111331. * This returns if the loader support the current file information.
  111332. * @param extension defines the file extension of the file being loaded
  111333. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111334. * @param fallback defines the fallback internal texture if any
  111335. * @param isBase64 defines whether the texture is encoded as a base64
  111336. * @param isBuffer defines whether the texture data are stored as a buffer
  111337. * @returns true if the loader can load the specified file
  111338. */
  111339. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  111340. /**
  111341. * Transform the url before loading if required.
  111342. * @param rootUrl the url of the texture
  111343. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111344. * @returns the transformed texture
  111345. */
  111346. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  111347. /**
  111348. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  111349. * @param rootUrl the url of the texture
  111350. * @param textureFormatInUse defines the current compressed format in use iun the engine
  111351. * @returns the fallback texture
  111352. */
  111353. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  111354. /**
  111355. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  111356. * @param data contains the texture data
  111357. * @param texture defines the BabylonJS internal texture
  111358. * @param createPolynomials will be true if polynomials have been requested
  111359. * @param onLoad defines the callback to trigger once the texture is ready
  111360. * @param onError defines the callback to trigger in case of error
  111361. */
  111362. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  111363. /**
  111364. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  111365. * @param data contains the texture data
  111366. * @param texture defines the BabylonJS internal texture
  111367. * @param callback defines the method to call once ready to upload
  111368. */
  111369. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  111370. }
  111371. }
  111372. declare module BABYLON {
  111373. /**
  111374. * Options for the default xr helper
  111375. */
  111376. export class WebXRDefaultExperienceOptions {
  111377. /**
  111378. * Floor meshes that should be used for teleporting
  111379. */
  111380. floorMeshes: Array<AbstractMesh>;
  111381. }
  111382. /**
  111383. * Default experience which provides a similar setup to the previous webVRExperience
  111384. */
  111385. export class WebXRDefaultExperience {
  111386. /**
  111387. * Base experience
  111388. */
  111389. baseExperience: WebXRExperienceHelper;
  111390. /**
  111391. * Input experience extension
  111392. */
  111393. input: WebXRInput;
  111394. /**
  111395. * Loads the controller models
  111396. */
  111397. controllerModelLoader: WebXRControllerModelLoader;
  111398. /**
  111399. * Enables laser pointer and selection
  111400. */
  111401. pointerSelection: WebXRControllerPointerSelection;
  111402. /**
  111403. * Enables teleportation
  111404. */
  111405. teleportation: WebXRControllerTeleportation;
  111406. /**
  111407. * Enables ui for enetering/exiting xr
  111408. */
  111409. enterExitUI: WebXREnterExitUI;
  111410. /**
  111411. * Default output canvas xr should render to
  111412. */
  111413. outputCanvas: WebXRManagedOutputCanvas;
  111414. /**
  111415. * Creates the default xr experience
  111416. * @param scene scene
  111417. * @param options options for basic configuration
  111418. * @returns resulting WebXRDefaultExperience
  111419. */
  111420. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111421. private constructor();
  111422. /**
  111423. * DIsposes of the experience helper
  111424. */
  111425. dispose(): void;
  111426. }
  111427. }
  111428. declare module BABYLON {
  111429. /** @hidden */
  111430. export var _forceSceneHelpersToBundle: boolean;
  111431. interface Scene {
  111432. /**
  111433. * Creates a default light for the scene.
  111434. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  111435. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  111436. */
  111437. createDefaultLight(replace?: boolean): void;
  111438. /**
  111439. * Creates a default camera for the scene.
  111440. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  111441. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111442. * @param replace has default false, when true replaces the active camera in the scene
  111443. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  111444. */
  111445. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111446. /**
  111447. * Creates a default camera and a default light.
  111448. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  111449. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  111450. * @param replace has the default false, when true replaces the active camera/light in the scene
  111451. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  111452. */
  111453. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  111454. /**
  111455. * Creates a new sky box
  111456. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  111457. * @param environmentTexture defines the texture to use as environment texture
  111458. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  111459. * @param scale defines the overall scale of the skybox
  111460. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  111461. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  111462. * @returns a new mesh holding the sky box
  111463. */
  111464. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  111465. /**
  111466. * Creates a new environment
  111467. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  111468. * @param options defines the options you can use to configure the environment
  111469. * @returns the new EnvironmentHelper
  111470. */
  111471. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  111472. /**
  111473. * Creates a new VREXperienceHelper
  111474. * @see http://doc.babylonjs.com/how_to/webvr_helper
  111475. * @param webVROptions defines the options used to create the new VREXperienceHelper
  111476. * @returns a new VREXperienceHelper
  111477. */
  111478. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  111479. /**
  111480. * Creates a new WebXRDefaultExperience
  111481. * @see http://doc.babylonjs.com/how_to/webxr
  111482. * @param options experience options
  111483. * @returns a promise for a new WebXRDefaultExperience
  111484. */
  111485. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  111486. }
  111487. }
  111488. declare module BABYLON {
  111489. /**
  111490. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  111491. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  111492. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  111493. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111494. */
  111495. export class VideoDome extends TransformNode {
  111496. /**
  111497. * Define the video source as a Monoscopic panoramic 360 video.
  111498. */
  111499. static readonly MODE_MONOSCOPIC: number;
  111500. /**
  111501. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111502. */
  111503. static readonly MODE_TOPBOTTOM: number;
  111504. /**
  111505. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111506. */
  111507. static readonly MODE_SIDEBYSIDE: number;
  111508. private _useDirectMapping;
  111509. /**
  111510. * The video texture being displayed on the sphere
  111511. */
  111512. protected _videoTexture: VideoTexture;
  111513. /**
  111514. * Gets the video texture being displayed on the sphere
  111515. */
  111516. readonly videoTexture: VideoTexture;
  111517. /**
  111518. * The skybox material
  111519. */
  111520. protected _material: BackgroundMaterial;
  111521. /**
  111522. * The surface used for the skybox
  111523. */
  111524. protected _mesh: Mesh;
  111525. /**
  111526. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111527. * Also see the options.resolution property.
  111528. */
  111529. fovMultiplier: number;
  111530. private _videoMode;
  111531. /**
  111532. * Gets or set the current video mode for the video. It can be:
  111533. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  111534. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  111535. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  111536. */
  111537. videoMode: number;
  111538. /**
  111539. * Oberserver used in Stereoscopic VR Mode.
  111540. */
  111541. private _onBeforeCameraRenderObserver;
  111542. /**
  111543. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  111544. * @param name Element's name, child elements will append suffixes for their own names.
  111545. * @param urlsOrVideo defines the url(s) or the video element to use
  111546. * @param options An object containing optional or exposed sub element properties
  111547. */
  111548. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  111549. resolution?: number;
  111550. clickToPlay?: boolean;
  111551. autoPlay?: boolean;
  111552. loop?: boolean;
  111553. size?: number;
  111554. poster?: string;
  111555. faceForward?: boolean;
  111556. useDirectMapping?: boolean;
  111557. }, scene: Scene);
  111558. private _changeVideoMode;
  111559. /**
  111560. * Releases resources associated with this node.
  111561. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111562. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111563. */
  111564. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111565. }
  111566. }
  111567. declare module BABYLON {
  111568. /**
  111569. * This class can be used to get instrumentation data from a Babylon engine
  111570. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111571. */
  111572. export class EngineInstrumentation implements IDisposable {
  111573. /**
  111574. * Define the instrumented engine.
  111575. */
  111576. engine: Engine;
  111577. private _captureGPUFrameTime;
  111578. private _gpuFrameTimeToken;
  111579. private _gpuFrameTime;
  111580. private _captureShaderCompilationTime;
  111581. private _shaderCompilationTime;
  111582. private _onBeginFrameObserver;
  111583. private _onEndFrameObserver;
  111584. private _onBeforeShaderCompilationObserver;
  111585. private _onAfterShaderCompilationObserver;
  111586. /**
  111587. * Gets the perf counter used for GPU frame time
  111588. */
  111589. readonly gpuFrameTimeCounter: PerfCounter;
  111590. /**
  111591. * Gets the GPU frame time capture status
  111592. */
  111593. /**
  111594. * Enable or disable the GPU frame time capture
  111595. */
  111596. captureGPUFrameTime: boolean;
  111597. /**
  111598. * Gets the perf counter used for shader compilation time
  111599. */
  111600. readonly shaderCompilationTimeCounter: PerfCounter;
  111601. /**
  111602. * Gets the shader compilation time capture status
  111603. */
  111604. /**
  111605. * Enable or disable the shader compilation time capture
  111606. */
  111607. captureShaderCompilationTime: boolean;
  111608. /**
  111609. * Instantiates a new engine instrumentation.
  111610. * This class can be used to get instrumentation data from a Babylon engine
  111611. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  111612. * @param engine Defines the engine to instrument
  111613. */
  111614. constructor(
  111615. /**
  111616. * Define the instrumented engine.
  111617. */
  111618. engine: Engine);
  111619. /**
  111620. * Dispose and release associated resources.
  111621. */
  111622. dispose(): void;
  111623. }
  111624. }
  111625. declare module BABYLON {
  111626. /**
  111627. * This class can be used to get instrumentation data from a Babylon engine
  111628. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111629. */
  111630. export class SceneInstrumentation implements IDisposable {
  111631. /**
  111632. * Defines the scene to instrument
  111633. */
  111634. scene: Scene;
  111635. private _captureActiveMeshesEvaluationTime;
  111636. private _activeMeshesEvaluationTime;
  111637. private _captureRenderTargetsRenderTime;
  111638. private _renderTargetsRenderTime;
  111639. private _captureFrameTime;
  111640. private _frameTime;
  111641. private _captureRenderTime;
  111642. private _renderTime;
  111643. private _captureInterFrameTime;
  111644. private _interFrameTime;
  111645. private _captureParticlesRenderTime;
  111646. private _particlesRenderTime;
  111647. private _captureSpritesRenderTime;
  111648. private _spritesRenderTime;
  111649. private _capturePhysicsTime;
  111650. private _physicsTime;
  111651. private _captureAnimationsTime;
  111652. private _animationsTime;
  111653. private _captureCameraRenderTime;
  111654. private _cameraRenderTime;
  111655. private _onBeforeActiveMeshesEvaluationObserver;
  111656. private _onAfterActiveMeshesEvaluationObserver;
  111657. private _onBeforeRenderTargetsRenderObserver;
  111658. private _onAfterRenderTargetsRenderObserver;
  111659. private _onAfterRenderObserver;
  111660. private _onBeforeDrawPhaseObserver;
  111661. private _onAfterDrawPhaseObserver;
  111662. private _onBeforeAnimationsObserver;
  111663. private _onBeforeParticlesRenderingObserver;
  111664. private _onAfterParticlesRenderingObserver;
  111665. private _onBeforeSpritesRenderingObserver;
  111666. private _onAfterSpritesRenderingObserver;
  111667. private _onBeforePhysicsObserver;
  111668. private _onAfterPhysicsObserver;
  111669. private _onAfterAnimationsObserver;
  111670. private _onBeforeCameraRenderObserver;
  111671. private _onAfterCameraRenderObserver;
  111672. /**
  111673. * Gets the perf counter used for active meshes evaluation time
  111674. */
  111675. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  111676. /**
  111677. * Gets the active meshes evaluation time capture status
  111678. */
  111679. /**
  111680. * Enable or disable the active meshes evaluation time capture
  111681. */
  111682. captureActiveMeshesEvaluationTime: boolean;
  111683. /**
  111684. * Gets the perf counter used for render targets render time
  111685. */
  111686. readonly renderTargetsRenderTimeCounter: PerfCounter;
  111687. /**
  111688. * Gets the render targets render time capture status
  111689. */
  111690. /**
  111691. * Enable or disable the render targets render time capture
  111692. */
  111693. captureRenderTargetsRenderTime: boolean;
  111694. /**
  111695. * Gets the perf counter used for particles render time
  111696. */
  111697. readonly particlesRenderTimeCounter: PerfCounter;
  111698. /**
  111699. * Gets the particles render time capture status
  111700. */
  111701. /**
  111702. * Enable or disable the particles render time capture
  111703. */
  111704. captureParticlesRenderTime: boolean;
  111705. /**
  111706. * Gets the perf counter used for sprites render time
  111707. */
  111708. readonly spritesRenderTimeCounter: PerfCounter;
  111709. /**
  111710. * Gets the sprites render time capture status
  111711. */
  111712. /**
  111713. * Enable or disable the sprites render time capture
  111714. */
  111715. captureSpritesRenderTime: boolean;
  111716. /**
  111717. * Gets the perf counter used for physics time
  111718. */
  111719. readonly physicsTimeCounter: PerfCounter;
  111720. /**
  111721. * Gets the physics time capture status
  111722. */
  111723. /**
  111724. * Enable or disable the physics time capture
  111725. */
  111726. capturePhysicsTime: boolean;
  111727. /**
  111728. * Gets the perf counter used for animations time
  111729. */
  111730. readonly animationsTimeCounter: PerfCounter;
  111731. /**
  111732. * Gets the animations time capture status
  111733. */
  111734. /**
  111735. * Enable or disable the animations time capture
  111736. */
  111737. captureAnimationsTime: boolean;
  111738. /**
  111739. * Gets the perf counter used for frame time capture
  111740. */
  111741. readonly frameTimeCounter: PerfCounter;
  111742. /**
  111743. * Gets the frame time capture status
  111744. */
  111745. /**
  111746. * Enable or disable the frame time capture
  111747. */
  111748. captureFrameTime: boolean;
  111749. /**
  111750. * Gets the perf counter used for inter-frames time capture
  111751. */
  111752. readonly interFrameTimeCounter: PerfCounter;
  111753. /**
  111754. * Gets the inter-frames time capture status
  111755. */
  111756. /**
  111757. * Enable or disable the inter-frames time capture
  111758. */
  111759. captureInterFrameTime: boolean;
  111760. /**
  111761. * Gets the perf counter used for render time capture
  111762. */
  111763. readonly renderTimeCounter: PerfCounter;
  111764. /**
  111765. * Gets the render time capture status
  111766. */
  111767. /**
  111768. * Enable or disable the render time capture
  111769. */
  111770. captureRenderTime: boolean;
  111771. /**
  111772. * Gets the perf counter used for camera render time capture
  111773. */
  111774. readonly cameraRenderTimeCounter: PerfCounter;
  111775. /**
  111776. * Gets the camera render time capture status
  111777. */
  111778. /**
  111779. * Enable or disable the camera render time capture
  111780. */
  111781. captureCameraRenderTime: boolean;
  111782. /**
  111783. * Gets the perf counter used for draw calls
  111784. */
  111785. readonly drawCallsCounter: PerfCounter;
  111786. /**
  111787. * Instantiates a new scene instrumentation.
  111788. * This class can be used to get instrumentation data from a Babylon engine
  111789. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  111790. * @param scene Defines the scene to instrument
  111791. */
  111792. constructor(
  111793. /**
  111794. * Defines the scene to instrument
  111795. */
  111796. scene: Scene);
  111797. /**
  111798. * Dispose and release associated resources.
  111799. */
  111800. dispose(): void;
  111801. }
  111802. }
  111803. declare module BABYLON {
  111804. /** @hidden */
  111805. export var glowMapGenerationPixelShader: {
  111806. name: string;
  111807. shader: string;
  111808. };
  111809. }
  111810. declare module BABYLON {
  111811. /** @hidden */
  111812. export var glowMapGenerationVertexShader: {
  111813. name: string;
  111814. shader: string;
  111815. };
  111816. }
  111817. declare module BABYLON {
  111818. /**
  111819. * Effect layer options. This helps customizing the behaviour
  111820. * of the effect layer.
  111821. */
  111822. export interface IEffectLayerOptions {
  111823. /**
  111824. * Multiplication factor apply to the canvas size to compute the render target size
  111825. * used to generated the objects (the smaller the faster).
  111826. */
  111827. mainTextureRatio: number;
  111828. /**
  111829. * Enforces a fixed size texture to ensure effect stability across devices.
  111830. */
  111831. mainTextureFixedSize?: number;
  111832. /**
  111833. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  111834. */
  111835. alphaBlendingMode: number;
  111836. /**
  111837. * The camera attached to the layer.
  111838. */
  111839. camera: Nullable<Camera>;
  111840. /**
  111841. * The rendering group to draw the layer in.
  111842. */
  111843. renderingGroupId: number;
  111844. }
  111845. /**
  111846. * The effect layer Helps adding post process effect blended with the main pass.
  111847. *
  111848. * This can be for instance use to generate glow or higlight effects on the scene.
  111849. *
  111850. * The effect layer class can not be used directly and is intented to inherited from to be
  111851. * customized per effects.
  111852. */
  111853. export abstract class EffectLayer {
  111854. private _vertexBuffers;
  111855. private _indexBuffer;
  111856. private _cachedDefines;
  111857. private _effectLayerMapGenerationEffect;
  111858. private _effectLayerOptions;
  111859. private _mergeEffect;
  111860. protected _scene: Scene;
  111861. protected _engine: Engine;
  111862. protected _maxSize: number;
  111863. protected _mainTextureDesiredSize: ISize;
  111864. protected _mainTexture: RenderTargetTexture;
  111865. protected _shouldRender: boolean;
  111866. protected _postProcesses: PostProcess[];
  111867. protected _textures: BaseTexture[];
  111868. protected _emissiveTextureAndColor: {
  111869. texture: Nullable<BaseTexture>;
  111870. color: Color4;
  111871. };
  111872. /**
  111873. * The name of the layer
  111874. */
  111875. name: string;
  111876. /**
  111877. * The clear color of the texture used to generate the glow map.
  111878. */
  111879. neutralColor: Color4;
  111880. /**
  111881. * Specifies wether the highlight layer is enabled or not.
  111882. */
  111883. isEnabled: boolean;
  111884. /**
  111885. * Gets the camera attached to the layer.
  111886. */
  111887. readonly camera: Nullable<Camera>;
  111888. /**
  111889. * Gets the rendering group id the layer should render in.
  111890. */
  111891. renderingGroupId: number;
  111892. /**
  111893. * An event triggered when the effect layer has been disposed.
  111894. */
  111895. onDisposeObservable: Observable<EffectLayer>;
  111896. /**
  111897. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111898. */
  111899. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  111900. /**
  111901. * An event triggered when the generated texture is being merged in the scene.
  111902. */
  111903. onBeforeComposeObservable: Observable<EffectLayer>;
  111904. /**
  111905. * An event triggered when the generated texture has been merged in the scene.
  111906. */
  111907. onAfterComposeObservable: Observable<EffectLayer>;
  111908. /**
  111909. * An event triggered when the efffect layer changes its size.
  111910. */
  111911. onSizeChangedObservable: Observable<EffectLayer>;
  111912. /** @hidden */
  111913. static _SceneComponentInitialization: (scene: Scene) => void;
  111914. /**
  111915. * Instantiates a new effect Layer and references it in the scene.
  111916. * @param name The name of the layer
  111917. * @param scene The scene to use the layer in
  111918. */
  111919. constructor(
  111920. /** The Friendly of the effect in the scene */
  111921. name: string, scene: Scene);
  111922. /**
  111923. * Get the effect name of the layer.
  111924. * @return The effect name
  111925. */
  111926. abstract getEffectName(): string;
  111927. /**
  111928. * Checks for the readiness of the element composing the layer.
  111929. * @param subMesh the mesh to check for
  111930. * @param useInstances specify wether or not to use instances to render the mesh
  111931. * @return true if ready otherwise, false
  111932. */
  111933. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  111934. /**
  111935. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111936. * @returns true if the effect requires stencil during the main canvas render pass.
  111937. */
  111938. abstract needStencil(): boolean;
  111939. /**
  111940. * Create the merge effect. This is the shader use to blit the information back
  111941. * to the main canvas at the end of the scene rendering.
  111942. * @returns The effect containing the shader used to merge the effect on the main canvas
  111943. */
  111944. protected abstract _createMergeEffect(): Effect;
  111945. /**
  111946. * Creates the render target textures and post processes used in the effect layer.
  111947. */
  111948. protected abstract _createTextureAndPostProcesses(): void;
  111949. /**
  111950. * Implementation specific of rendering the generating effect on the main canvas.
  111951. * @param effect The effect used to render through
  111952. */
  111953. protected abstract _internalRender(effect: Effect): void;
  111954. /**
  111955. * Sets the required values for both the emissive texture and and the main color.
  111956. */
  111957. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  111958. /**
  111959. * Free any resources and references associated to a mesh.
  111960. * Internal use
  111961. * @param mesh The mesh to free.
  111962. */
  111963. abstract _disposeMesh(mesh: Mesh): void;
  111964. /**
  111965. * Serializes this layer (Glow or Highlight for example)
  111966. * @returns a serialized layer object
  111967. */
  111968. abstract serialize?(): any;
  111969. /**
  111970. * Initializes the effect layer with the required options.
  111971. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111972. */
  111973. protected _init(options: Partial<IEffectLayerOptions>): void;
  111974. /**
  111975. * Generates the index buffer of the full screen quad blending to the main canvas.
  111976. */
  111977. private _generateIndexBuffer;
  111978. /**
  111979. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111980. */
  111981. private _generateVertexBuffer;
  111982. /**
  111983. * Sets the main texture desired size which is the closest power of two
  111984. * of the engine canvas size.
  111985. */
  111986. private _setMainTextureSize;
  111987. /**
  111988. * Creates the main texture for the effect layer.
  111989. */
  111990. protected _createMainTexture(): void;
  111991. /**
  111992. * Adds specific effects defines.
  111993. * @param defines The defines to add specifics to.
  111994. */
  111995. protected _addCustomEffectDefines(defines: string[]): void;
  111996. /**
  111997. * Checks for the readiness of the element composing the layer.
  111998. * @param subMesh the mesh to check for
  111999. * @param useInstances specify wether or not to use instances to render the mesh
  112000. * @param emissiveTexture the associated emissive texture used to generate the glow
  112001. * @return true if ready otherwise, false
  112002. */
  112003. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  112004. /**
  112005. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112006. */
  112007. render(): void;
  112008. /**
  112009. * Determine if a given mesh will be used in the current effect.
  112010. * @param mesh mesh to test
  112011. * @returns true if the mesh will be used
  112012. */
  112013. hasMesh(mesh: AbstractMesh): boolean;
  112014. /**
  112015. * Returns true if the layer contains information to display, otherwise false.
  112016. * @returns true if the glow layer should be rendered
  112017. */
  112018. shouldRender(): boolean;
  112019. /**
  112020. * Returns true if the mesh should render, otherwise false.
  112021. * @param mesh The mesh to render
  112022. * @returns true if it should render otherwise false
  112023. */
  112024. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  112025. /**
  112026. * Returns true if the mesh can be rendered, otherwise false.
  112027. * @param mesh The mesh to render
  112028. * @param material The material used on the mesh
  112029. * @returns true if it can be rendered otherwise false
  112030. */
  112031. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112032. /**
  112033. * Returns true if the mesh should render, otherwise false.
  112034. * @param mesh The mesh to render
  112035. * @returns true if it should render otherwise false
  112036. */
  112037. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  112038. /**
  112039. * Renders the submesh passed in parameter to the generation map.
  112040. */
  112041. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  112042. /**
  112043. * Rebuild the required buffers.
  112044. * @hidden Internal use only.
  112045. */
  112046. _rebuild(): void;
  112047. /**
  112048. * Dispose only the render target textures and post process.
  112049. */
  112050. private _disposeTextureAndPostProcesses;
  112051. /**
  112052. * Dispose the highlight layer and free resources.
  112053. */
  112054. dispose(): void;
  112055. /**
  112056. * Gets the class name of the effect layer
  112057. * @returns the string with the class name of the effect layer
  112058. */
  112059. getClassName(): string;
  112060. /**
  112061. * Creates an effect layer from parsed effect layer data
  112062. * @param parsedEffectLayer defines effect layer data
  112063. * @param scene defines the current scene
  112064. * @param rootUrl defines the root URL containing the effect layer information
  112065. * @returns a parsed effect Layer
  112066. */
  112067. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  112068. }
  112069. }
  112070. declare module BABYLON {
  112071. interface AbstractScene {
  112072. /**
  112073. * The list of effect layers (highlights/glow) added to the scene
  112074. * @see http://doc.babylonjs.com/how_to/highlight_layer
  112075. * @see http://doc.babylonjs.com/how_to/glow_layer
  112076. */
  112077. effectLayers: Array<EffectLayer>;
  112078. /**
  112079. * Removes the given effect layer from this scene.
  112080. * @param toRemove defines the effect layer to remove
  112081. * @returns the index of the removed effect layer
  112082. */
  112083. removeEffectLayer(toRemove: EffectLayer): number;
  112084. /**
  112085. * Adds the given effect layer to this scene
  112086. * @param newEffectLayer defines the effect layer to add
  112087. */
  112088. addEffectLayer(newEffectLayer: EffectLayer): void;
  112089. }
  112090. /**
  112091. * Defines the layer scene component responsible to manage any effect layers
  112092. * in a given scene.
  112093. */
  112094. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  112095. /**
  112096. * The component name helpfull to identify the component in the list of scene components.
  112097. */
  112098. readonly name: string;
  112099. /**
  112100. * The scene the component belongs to.
  112101. */
  112102. scene: Scene;
  112103. private _engine;
  112104. private _renderEffects;
  112105. private _needStencil;
  112106. private _previousStencilState;
  112107. /**
  112108. * Creates a new instance of the component for the given scene
  112109. * @param scene Defines the scene to register the component in
  112110. */
  112111. constructor(scene: Scene);
  112112. /**
  112113. * Registers the component in a given scene
  112114. */
  112115. register(): void;
  112116. /**
  112117. * Rebuilds the elements related to this component in case of
  112118. * context lost for instance.
  112119. */
  112120. rebuild(): void;
  112121. /**
  112122. * Serializes the component data to the specified json object
  112123. * @param serializationObject The object to serialize to
  112124. */
  112125. serialize(serializationObject: any): void;
  112126. /**
  112127. * Adds all the elements from the container to the scene
  112128. * @param container the container holding the elements
  112129. */
  112130. addFromContainer(container: AbstractScene): void;
  112131. /**
  112132. * Removes all the elements in the container from the scene
  112133. * @param container contains the elements to remove
  112134. * @param dispose if the removed element should be disposed (default: false)
  112135. */
  112136. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112137. /**
  112138. * Disposes the component and the associated ressources.
  112139. */
  112140. dispose(): void;
  112141. private _isReadyForMesh;
  112142. private _renderMainTexture;
  112143. private _setStencil;
  112144. private _setStencilBack;
  112145. private _draw;
  112146. private _drawCamera;
  112147. private _drawRenderingGroup;
  112148. }
  112149. }
  112150. declare module BABYLON {
  112151. /** @hidden */
  112152. export var glowMapMergePixelShader: {
  112153. name: string;
  112154. shader: string;
  112155. };
  112156. }
  112157. declare module BABYLON {
  112158. /** @hidden */
  112159. export var glowMapMergeVertexShader: {
  112160. name: string;
  112161. shader: string;
  112162. };
  112163. }
  112164. declare module BABYLON {
  112165. interface AbstractScene {
  112166. /**
  112167. * Return a the first highlight layer of the scene with a given name.
  112168. * @param name The name of the highlight layer to look for.
  112169. * @return The highlight layer if found otherwise null.
  112170. */
  112171. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  112172. }
  112173. /**
  112174. * Glow layer options. This helps customizing the behaviour
  112175. * of the glow layer.
  112176. */
  112177. export interface IGlowLayerOptions {
  112178. /**
  112179. * Multiplication factor apply to the canvas size to compute the render target size
  112180. * used to generated the glowing objects (the smaller the faster).
  112181. */
  112182. mainTextureRatio: number;
  112183. /**
  112184. * Enforces a fixed size texture to ensure resize independant blur.
  112185. */
  112186. mainTextureFixedSize?: number;
  112187. /**
  112188. * How big is the kernel of the blur texture.
  112189. */
  112190. blurKernelSize: number;
  112191. /**
  112192. * The camera attached to the layer.
  112193. */
  112194. camera: Nullable<Camera>;
  112195. /**
  112196. * Enable MSAA by chosing the number of samples.
  112197. */
  112198. mainTextureSamples?: number;
  112199. /**
  112200. * The rendering group to draw the layer in.
  112201. */
  112202. renderingGroupId: number;
  112203. }
  112204. /**
  112205. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112206. *
  112207. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112208. * glowy meshes to your scene.
  112209. *
  112210. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112211. */
  112212. export class GlowLayer extends EffectLayer {
  112213. /**
  112214. * Effect Name of the layer.
  112215. */
  112216. static readonly EffectName: string;
  112217. /**
  112218. * The default blur kernel size used for the glow.
  112219. */
  112220. static DefaultBlurKernelSize: number;
  112221. /**
  112222. * The default texture size ratio used for the glow.
  112223. */
  112224. static DefaultTextureRatio: number;
  112225. /**
  112226. * Sets the kernel size of the blur.
  112227. */
  112228. /**
  112229. * Gets the kernel size of the blur.
  112230. */
  112231. blurKernelSize: number;
  112232. /**
  112233. * Sets the glow intensity.
  112234. */
  112235. /**
  112236. * Gets the glow intensity.
  112237. */
  112238. intensity: number;
  112239. private _options;
  112240. private _intensity;
  112241. private _horizontalBlurPostprocess1;
  112242. private _verticalBlurPostprocess1;
  112243. private _horizontalBlurPostprocess2;
  112244. private _verticalBlurPostprocess2;
  112245. private _blurTexture1;
  112246. private _blurTexture2;
  112247. private _postProcesses1;
  112248. private _postProcesses2;
  112249. private _includedOnlyMeshes;
  112250. private _excludedMeshes;
  112251. /**
  112252. * Callback used to let the user override the color selection on a per mesh basis
  112253. */
  112254. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  112255. /**
  112256. * Callback used to let the user override the texture selection on a per mesh basis
  112257. */
  112258. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  112259. /**
  112260. * Instantiates a new glow Layer and references it to the scene.
  112261. * @param name The name of the layer
  112262. * @param scene The scene to use the layer in
  112263. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112264. */
  112265. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  112266. /**
  112267. * Get the effect name of the layer.
  112268. * @return The effect name
  112269. */
  112270. getEffectName(): string;
  112271. /**
  112272. * Create the merge effect. This is the shader use to blit the information back
  112273. * to the main canvas at the end of the scene rendering.
  112274. */
  112275. protected _createMergeEffect(): Effect;
  112276. /**
  112277. * Creates the render target textures and post processes used in the glow layer.
  112278. */
  112279. protected _createTextureAndPostProcesses(): void;
  112280. /**
  112281. * Checks for the readiness of the element composing the layer.
  112282. * @param subMesh the mesh to check for
  112283. * @param useInstances specify wether or not to use instances to render the mesh
  112284. * @param emissiveTexture the associated emissive texture used to generate the glow
  112285. * @return true if ready otherwise, false
  112286. */
  112287. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112288. /**
  112289. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112290. */
  112291. needStencil(): boolean;
  112292. /**
  112293. * Returns true if the mesh can be rendered, otherwise false.
  112294. * @param mesh The mesh to render
  112295. * @param material The material used on the mesh
  112296. * @returns true if it can be rendered otherwise false
  112297. */
  112298. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  112299. /**
  112300. * Implementation specific of rendering the generating effect on the main canvas.
  112301. * @param effect The effect used to render through
  112302. */
  112303. protected _internalRender(effect: Effect): void;
  112304. /**
  112305. * Sets the required values for both the emissive texture and and the main color.
  112306. */
  112307. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112308. /**
  112309. * Returns true if the mesh should render, otherwise false.
  112310. * @param mesh The mesh to render
  112311. * @returns true if it should render otherwise false
  112312. */
  112313. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112314. /**
  112315. * Adds specific effects defines.
  112316. * @param defines The defines to add specifics to.
  112317. */
  112318. protected _addCustomEffectDefines(defines: string[]): void;
  112319. /**
  112320. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112321. * @param mesh The mesh to exclude from the glow layer
  112322. */
  112323. addExcludedMesh(mesh: Mesh): void;
  112324. /**
  112325. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112326. * @param mesh The mesh to remove
  112327. */
  112328. removeExcludedMesh(mesh: Mesh): void;
  112329. /**
  112330. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112331. * @param mesh The mesh to include in the glow layer
  112332. */
  112333. addIncludedOnlyMesh(mesh: Mesh): void;
  112334. /**
  112335. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112336. * @param mesh The mesh to remove
  112337. */
  112338. removeIncludedOnlyMesh(mesh: Mesh): void;
  112339. /**
  112340. * Determine if a given mesh will be used in the glow layer
  112341. * @param mesh The mesh to test
  112342. * @returns true if the mesh will be highlighted by the current glow layer
  112343. */
  112344. hasMesh(mesh: AbstractMesh): boolean;
  112345. /**
  112346. * Free any resources and references associated to a mesh.
  112347. * Internal use
  112348. * @param mesh The mesh to free.
  112349. * @hidden
  112350. */
  112351. _disposeMesh(mesh: Mesh): void;
  112352. /**
  112353. * Gets the class name of the effect layer
  112354. * @returns the string with the class name of the effect layer
  112355. */
  112356. getClassName(): string;
  112357. /**
  112358. * Serializes this glow layer
  112359. * @returns a serialized glow layer object
  112360. */
  112361. serialize(): any;
  112362. /**
  112363. * Creates a Glow Layer from parsed glow layer data
  112364. * @param parsedGlowLayer defines glow layer data
  112365. * @param scene defines the current scene
  112366. * @param rootUrl defines the root URL containing the glow layer information
  112367. * @returns a parsed Glow Layer
  112368. */
  112369. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  112370. }
  112371. }
  112372. declare module BABYLON {
  112373. /** @hidden */
  112374. export var glowBlurPostProcessPixelShader: {
  112375. name: string;
  112376. shader: string;
  112377. };
  112378. }
  112379. declare module BABYLON {
  112380. interface AbstractScene {
  112381. /**
  112382. * Return a the first highlight layer of the scene with a given name.
  112383. * @param name The name of the highlight layer to look for.
  112384. * @return The highlight layer if found otherwise null.
  112385. */
  112386. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  112387. }
  112388. /**
  112389. * Highlight layer options. This helps customizing the behaviour
  112390. * of the highlight layer.
  112391. */
  112392. export interface IHighlightLayerOptions {
  112393. /**
  112394. * Multiplication factor apply to the canvas size to compute the render target size
  112395. * used to generated the glowing objects (the smaller the faster).
  112396. */
  112397. mainTextureRatio: number;
  112398. /**
  112399. * Enforces a fixed size texture to ensure resize independant blur.
  112400. */
  112401. mainTextureFixedSize?: number;
  112402. /**
  112403. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  112404. * of the picture to blur (the smaller the faster).
  112405. */
  112406. blurTextureSizeRatio: number;
  112407. /**
  112408. * How big in texel of the blur texture is the vertical blur.
  112409. */
  112410. blurVerticalSize: number;
  112411. /**
  112412. * How big in texel of the blur texture is the horizontal blur.
  112413. */
  112414. blurHorizontalSize: number;
  112415. /**
  112416. * Alpha blending mode used to apply the blur. Default is combine.
  112417. */
  112418. alphaBlendingMode: number;
  112419. /**
  112420. * The camera attached to the layer.
  112421. */
  112422. camera: Nullable<Camera>;
  112423. /**
  112424. * Should we display highlight as a solid stroke?
  112425. */
  112426. isStroke?: boolean;
  112427. /**
  112428. * The rendering group to draw the layer in.
  112429. */
  112430. renderingGroupId: number;
  112431. }
  112432. /**
  112433. * The highlight layer Helps adding a glow effect around a mesh.
  112434. *
  112435. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112436. * glowy meshes to your scene.
  112437. *
  112438. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112439. */
  112440. export class HighlightLayer extends EffectLayer {
  112441. name: string;
  112442. /**
  112443. * Effect Name of the highlight layer.
  112444. */
  112445. static readonly EffectName: string;
  112446. /**
  112447. * The neutral color used during the preparation of the glow effect.
  112448. * This is black by default as the blend operation is a blend operation.
  112449. */
  112450. static NeutralColor: Color4;
  112451. /**
  112452. * Stencil value used for glowing meshes.
  112453. */
  112454. static GlowingMeshStencilReference: number;
  112455. /**
  112456. * Stencil value used for the other meshes in the scene.
  112457. */
  112458. static NormalMeshStencilReference: number;
  112459. /**
  112460. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112461. */
  112462. innerGlow: boolean;
  112463. /**
  112464. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112465. */
  112466. outerGlow: boolean;
  112467. /**
  112468. * Specifies the horizontal size of the blur.
  112469. */
  112470. /**
  112471. * Gets the horizontal size of the blur.
  112472. */
  112473. blurHorizontalSize: number;
  112474. /**
  112475. * Specifies the vertical size of the blur.
  112476. */
  112477. /**
  112478. * Gets the vertical size of the blur.
  112479. */
  112480. blurVerticalSize: number;
  112481. /**
  112482. * An event triggered when the highlight layer is being blurred.
  112483. */
  112484. onBeforeBlurObservable: Observable<HighlightLayer>;
  112485. /**
  112486. * An event triggered when the highlight layer has been blurred.
  112487. */
  112488. onAfterBlurObservable: Observable<HighlightLayer>;
  112489. private _instanceGlowingMeshStencilReference;
  112490. private _options;
  112491. private _downSamplePostprocess;
  112492. private _horizontalBlurPostprocess;
  112493. private _verticalBlurPostprocess;
  112494. private _blurTexture;
  112495. private _meshes;
  112496. private _excludedMeshes;
  112497. /**
  112498. * Instantiates a new highlight Layer and references it to the scene..
  112499. * @param name The name of the layer
  112500. * @param scene The scene to use the layer in
  112501. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112502. */
  112503. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  112504. /**
  112505. * Get the effect name of the layer.
  112506. * @return The effect name
  112507. */
  112508. getEffectName(): string;
  112509. /**
  112510. * Create the merge effect. This is the shader use to blit the information back
  112511. * to the main canvas at the end of the scene rendering.
  112512. */
  112513. protected _createMergeEffect(): Effect;
  112514. /**
  112515. * Creates the render target textures and post processes used in the highlight layer.
  112516. */
  112517. protected _createTextureAndPostProcesses(): void;
  112518. /**
  112519. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112520. */
  112521. needStencil(): boolean;
  112522. /**
  112523. * Checks for the readiness of the element composing the layer.
  112524. * @param subMesh the mesh to check for
  112525. * @param useInstances specify wether or not to use instances to render the mesh
  112526. * @param emissiveTexture the associated emissive texture used to generate the glow
  112527. * @return true if ready otherwise, false
  112528. */
  112529. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  112530. /**
  112531. * Implementation specific of rendering the generating effect on the main canvas.
  112532. * @param effect The effect used to render through
  112533. */
  112534. protected _internalRender(effect: Effect): void;
  112535. /**
  112536. * Returns true if the layer contains information to display, otherwise false.
  112537. */
  112538. shouldRender(): boolean;
  112539. /**
  112540. * Returns true if the mesh should render, otherwise false.
  112541. * @param mesh The mesh to render
  112542. * @returns true if it should render otherwise false
  112543. */
  112544. protected _shouldRenderMesh(mesh: Mesh): boolean;
  112545. /**
  112546. * Sets the required values for both the emissive texture and and the main color.
  112547. */
  112548. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  112549. /**
  112550. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112551. * @param mesh The mesh to exclude from the highlight layer
  112552. */
  112553. addExcludedMesh(mesh: Mesh): void;
  112554. /**
  112555. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112556. * @param mesh The mesh to highlight
  112557. */
  112558. removeExcludedMesh(mesh: Mesh): void;
  112559. /**
  112560. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112561. * @param mesh mesh to test
  112562. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112563. */
  112564. hasMesh(mesh: AbstractMesh): boolean;
  112565. /**
  112566. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112567. * @param mesh The mesh to highlight
  112568. * @param color The color of the highlight
  112569. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112570. */
  112571. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  112572. /**
  112573. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112574. * @param mesh The mesh to highlight
  112575. */
  112576. removeMesh(mesh: Mesh): void;
  112577. /**
  112578. * Force the stencil to the normal expected value for none glowing parts
  112579. */
  112580. private _defaultStencilReference;
  112581. /**
  112582. * Free any resources and references associated to a mesh.
  112583. * Internal use
  112584. * @param mesh The mesh to free.
  112585. * @hidden
  112586. */
  112587. _disposeMesh(mesh: Mesh): void;
  112588. /**
  112589. * Dispose the highlight layer and free resources.
  112590. */
  112591. dispose(): void;
  112592. /**
  112593. * Gets the class name of the effect layer
  112594. * @returns the string with the class name of the effect layer
  112595. */
  112596. getClassName(): string;
  112597. /**
  112598. * Serializes this Highlight layer
  112599. * @returns a serialized Highlight layer object
  112600. */
  112601. serialize(): any;
  112602. /**
  112603. * Creates a Highlight layer from parsed Highlight layer data
  112604. * @param parsedHightlightLayer defines the Highlight layer data
  112605. * @param scene defines the current scene
  112606. * @param rootUrl defines the root URL containing the Highlight layer information
  112607. * @returns a parsed Highlight layer
  112608. */
  112609. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  112610. }
  112611. }
  112612. declare module BABYLON {
  112613. interface AbstractScene {
  112614. /**
  112615. * The list of layers (background and foreground) of the scene
  112616. */
  112617. layers: Array<Layer>;
  112618. }
  112619. /**
  112620. * Defines the layer scene component responsible to manage any layers
  112621. * in a given scene.
  112622. */
  112623. export class LayerSceneComponent implements ISceneComponent {
  112624. /**
  112625. * The component name helpfull to identify the component in the list of scene components.
  112626. */
  112627. readonly name: string;
  112628. /**
  112629. * The scene the component belongs to.
  112630. */
  112631. scene: Scene;
  112632. private _engine;
  112633. /**
  112634. * Creates a new instance of the component for the given scene
  112635. * @param scene Defines the scene to register the component in
  112636. */
  112637. constructor(scene: Scene);
  112638. /**
  112639. * Registers the component in a given scene
  112640. */
  112641. register(): void;
  112642. /**
  112643. * Rebuilds the elements related to this component in case of
  112644. * context lost for instance.
  112645. */
  112646. rebuild(): void;
  112647. /**
  112648. * Disposes the component and the associated ressources.
  112649. */
  112650. dispose(): void;
  112651. private _draw;
  112652. private _drawCameraPredicate;
  112653. private _drawCameraBackground;
  112654. private _drawCameraForeground;
  112655. private _drawRenderTargetPredicate;
  112656. private _drawRenderTargetBackground;
  112657. private _drawRenderTargetForeground;
  112658. /**
  112659. * Adds all the elements from the container to the scene
  112660. * @param container the container holding the elements
  112661. */
  112662. addFromContainer(container: AbstractScene): void;
  112663. /**
  112664. * Removes all the elements in the container from the scene
  112665. * @param container contains the elements to remove
  112666. * @param dispose if the removed element should be disposed (default: false)
  112667. */
  112668. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  112669. }
  112670. }
  112671. declare module BABYLON {
  112672. /** @hidden */
  112673. export var layerPixelShader: {
  112674. name: string;
  112675. shader: string;
  112676. };
  112677. }
  112678. declare module BABYLON {
  112679. /** @hidden */
  112680. export var layerVertexShader: {
  112681. name: string;
  112682. shader: string;
  112683. };
  112684. }
  112685. declare module BABYLON {
  112686. /**
  112687. * This represents a full screen 2d layer.
  112688. * This can be useful to display a picture in the background of your scene for instance.
  112689. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112690. */
  112691. export class Layer {
  112692. /**
  112693. * Define the name of the layer.
  112694. */
  112695. name: string;
  112696. /**
  112697. * Define the texture the layer should display.
  112698. */
  112699. texture: Nullable<Texture>;
  112700. /**
  112701. * Is the layer in background or foreground.
  112702. */
  112703. isBackground: boolean;
  112704. /**
  112705. * Define the color of the layer (instead of texture).
  112706. */
  112707. color: Color4;
  112708. /**
  112709. * Define the scale of the layer in order to zoom in out of the texture.
  112710. */
  112711. scale: Vector2;
  112712. /**
  112713. * Define an offset for the layer in order to shift the texture.
  112714. */
  112715. offset: Vector2;
  112716. /**
  112717. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  112718. */
  112719. alphaBlendingMode: number;
  112720. /**
  112721. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  112722. * Alpha test will not mix with the background color in case of transparency.
  112723. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  112724. */
  112725. alphaTest: boolean;
  112726. /**
  112727. * Define a mask to restrict the layer to only some of the scene cameras.
  112728. */
  112729. layerMask: number;
  112730. /**
  112731. * Define the list of render target the layer is visible into.
  112732. */
  112733. renderTargetTextures: RenderTargetTexture[];
  112734. /**
  112735. * Define if the layer is only used in renderTarget or if it also
  112736. * renders in the main frame buffer of the canvas.
  112737. */
  112738. renderOnlyInRenderTargetTextures: boolean;
  112739. private _scene;
  112740. private _vertexBuffers;
  112741. private _indexBuffer;
  112742. private _effect;
  112743. private _alphaTestEffect;
  112744. /**
  112745. * An event triggered when the layer is disposed.
  112746. */
  112747. onDisposeObservable: Observable<Layer>;
  112748. private _onDisposeObserver;
  112749. /**
  112750. * Back compatibility with callback before the onDisposeObservable existed.
  112751. * The set callback will be triggered when the layer has been disposed.
  112752. */
  112753. onDispose: () => void;
  112754. /**
  112755. * An event triggered before rendering the scene
  112756. */
  112757. onBeforeRenderObservable: Observable<Layer>;
  112758. private _onBeforeRenderObserver;
  112759. /**
  112760. * Back compatibility with callback before the onBeforeRenderObservable existed.
  112761. * The set callback will be triggered just before rendering the layer.
  112762. */
  112763. onBeforeRender: () => void;
  112764. /**
  112765. * An event triggered after rendering the scene
  112766. */
  112767. onAfterRenderObservable: Observable<Layer>;
  112768. private _onAfterRenderObserver;
  112769. /**
  112770. * Back compatibility with callback before the onAfterRenderObservable existed.
  112771. * The set callback will be triggered just after rendering the layer.
  112772. */
  112773. onAfterRender: () => void;
  112774. /**
  112775. * Instantiates a new layer.
  112776. * This represents a full screen 2d layer.
  112777. * This can be useful to display a picture in the background of your scene for instance.
  112778. * @see https://www.babylonjs-playground.com/#08A2BS#1
  112779. * @param name Define the name of the layer in the scene
  112780. * @param imgUrl Define the url of the texture to display in the layer
  112781. * @param scene Define the scene the layer belongs to
  112782. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  112783. * @param color Defines a color for the layer
  112784. */
  112785. constructor(
  112786. /**
  112787. * Define the name of the layer.
  112788. */
  112789. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  112790. private _createIndexBuffer;
  112791. /** @hidden */
  112792. _rebuild(): void;
  112793. /**
  112794. * Renders the layer in the scene.
  112795. */
  112796. render(): void;
  112797. /**
  112798. * Disposes and releases the associated ressources.
  112799. */
  112800. dispose(): void;
  112801. }
  112802. }
  112803. declare module BABYLON {
  112804. /** @hidden */
  112805. export var lensFlarePixelShader: {
  112806. name: string;
  112807. shader: string;
  112808. };
  112809. }
  112810. declare module BABYLON {
  112811. /** @hidden */
  112812. export var lensFlareVertexShader: {
  112813. name: string;
  112814. shader: string;
  112815. };
  112816. }
  112817. declare module BABYLON {
  112818. /**
  112819. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112820. * It is usually composed of several `lensFlare`.
  112821. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112822. */
  112823. export class LensFlareSystem {
  112824. /**
  112825. * Define the name of the lens flare system
  112826. */
  112827. name: string;
  112828. /**
  112829. * List of lens flares used in this system.
  112830. */
  112831. lensFlares: LensFlare[];
  112832. /**
  112833. * Define a limit from the border the lens flare can be visible.
  112834. */
  112835. borderLimit: number;
  112836. /**
  112837. * Define a viewport border we do not want to see the lens flare in.
  112838. */
  112839. viewportBorder: number;
  112840. /**
  112841. * Define a predicate which could limit the list of meshes able to occlude the effect.
  112842. */
  112843. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  112844. /**
  112845. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  112846. */
  112847. layerMask: number;
  112848. /**
  112849. * Define the id of the lens flare system in the scene.
  112850. * (equal to name by default)
  112851. */
  112852. id: string;
  112853. private _scene;
  112854. private _emitter;
  112855. private _vertexBuffers;
  112856. private _indexBuffer;
  112857. private _effect;
  112858. private _positionX;
  112859. private _positionY;
  112860. private _isEnabled;
  112861. /** @hidden */
  112862. static _SceneComponentInitialization: (scene: Scene) => void;
  112863. /**
  112864. * Instantiates a lens flare system.
  112865. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  112866. * It is usually composed of several `lensFlare`.
  112867. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112868. * @param name Define the name of the lens flare system in the scene
  112869. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  112870. * @param scene Define the scene the lens flare system belongs to
  112871. */
  112872. constructor(
  112873. /**
  112874. * Define the name of the lens flare system
  112875. */
  112876. name: string, emitter: any, scene: Scene);
  112877. /**
  112878. * Define if the lens flare system is enabled.
  112879. */
  112880. isEnabled: boolean;
  112881. /**
  112882. * Get the scene the effects belongs to.
  112883. * @returns the scene holding the lens flare system
  112884. */
  112885. getScene(): Scene;
  112886. /**
  112887. * Get the emitter of the lens flare system.
  112888. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112889. * @returns the emitter of the lens flare system
  112890. */
  112891. getEmitter(): any;
  112892. /**
  112893. * Set the emitter of the lens flare system.
  112894. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  112895. * @param newEmitter Define the new emitter of the system
  112896. */
  112897. setEmitter(newEmitter: any): void;
  112898. /**
  112899. * Get the lens flare system emitter position.
  112900. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  112901. * @returns the position
  112902. */
  112903. getEmitterPosition(): Vector3;
  112904. /**
  112905. * @hidden
  112906. */
  112907. computeEffectivePosition(globalViewport: Viewport): boolean;
  112908. /** @hidden */
  112909. _isVisible(): boolean;
  112910. /**
  112911. * @hidden
  112912. */
  112913. render(): boolean;
  112914. /**
  112915. * Dispose and release the lens flare with its associated resources.
  112916. */
  112917. dispose(): void;
  112918. /**
  112919. * Parse a lens flare system from a JSON repressentation
  112920. * @param parsedLensFlareSystem Define the JSON to parse
  112921. * @param scene Define the scene the parsed system should be instantiated in
  112922. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  112923. * @returns the parsed system
  112924. */
  112925. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  112926. /**
  112927. * Serialize the current Lens Flare System into a JSON representation.
  112928. * @returns the serialized JSON
  112929. */
  112930. serialize(): any;
  112931. }
  112932. }
  112933. declare module BABYLON {
  112934. /**
  112935. * This represents one of the lens effect in a `lensFlareSystem`.
  112936. * It controls one of the indiviual texture used in the effect.
  112937. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112938. */
  112939. export class LensFlare {
  112940. /**
  112941. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112942. */
  112943. size: number;
  112944. /**
  112945. * 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.
  112946. */
  112947. position: number;
  112948. /**
  112949. * Define the lens color.
  112950. */
  112951. color: Color3;
  112952. /**
  112953. * Define the lens texture.
  112954. */
  112955. texture: Nullable<Texture>;
  112956. /**
  112957. * Define the alpha mode to render this particular lens.
  112958. */
  112959. alphaMode: number;
  112960. private _system;
  112961. /**
  112962. * Creates a new Lens Flare.
  112963. * This represents one of the lens effect in a `lensFlareSystem`.
  112964. * It controls one of the indiviual texture used in the effect.
  112965. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112966. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  112967. * @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.
  112968. * @param color Define the lens color
  112969. * @param imgUrl Define the lens texture url
  112970. * @param system Define the `lensFlareSystem` this flare is part of
  112971. * @returns The newly created Lens Flare
  112972. */
  112973. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  112974. /**
  112975. * Instantiates a new Lens Flare.
  112976. * This represents one of the lens effect in a `lensFlareSystem`.
  112977. * It controls one of the indiviual texture used in the effect.
  112978. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  112979. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  112980. * @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.
  112981. * @param color Define the lens color
  112982. * @param imgUrl Define the lens texture url
  112983. * @param system Define the `lensFlareSystem` this flare is part of
  112984. */
  112985. constructor(
  112986. /**
  112987. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  112988. */
  112989. size: number,
  112990. /**
  112991. * 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.
  112992. */
  112993. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  112994. /**
  112995. * Dispose and release the lens flare with its associated resources.
  112996. */
  112997. dispose(): void;
  112998. }
  112999. }
  113000. declare module BABYLON {
  113001. interface AbstractScene {
  113002. /**
  113003. * The list of lens flare system added to the scene
  113004. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113005. */
  113006. lensFlareSystems: Array<LensFlareSystem>;
  113007. /**
  113008. * Removes the given lens flare system from this scene.
  113009. * @param toRemove The lens flare system to remove
  113010. * @returns The index of the removed lens flare system
  113011. */
  113012. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  113013. /**
  113014. * Adds the given lens flare system to this scene
  113015. * @param newLensFlareSystem The lens flare system to add
  113016. */
  113017. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  113018. /**
  113019. * Gets a lens flare system using its name
  113020. * @param name defines the name to look for
  113021. * @returns the lens flare system or null if not found
  113022. */
  113023. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  113024. /**
  113025. * Gets a lens flare system using its id
  113026. * @param id defines the id to look for
  113027. * @returns the lens flare system or null if not found
  113028. */
  113029. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  113030. }
  113031. /**
  113032. * Defines the lens flare scene component responsible to manage any lens flares
  113033. * in a given scene.
  113034. */
  113035. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  113036. /**
  113037. * The component name helpfull to identify the component in the list of scene components.
  113038. */
  113039. readonly name: string;
  113040. /**
  113041. * The scene the component belongs to.
  113042. */
  113043. scene: Scene;
  113044. /**
  113045. * Creates a new instance of the component for the given scene
  113046. * @param scene Defines the scene to register the component in
  113047. */
  113048. constructor(scene: Scene);
  113049. /**
  113050. * Registers the component in a given scene
  113051. */
  113052. register(): void;
  113053. /**
  113054. * Rebuilds the elements related to this component in case of
  113055. * context lost for instance.
  113056. */
  113057. rebuild(): void;
  113058. /**
  113059. * Adds all the elements from the container to the scene
  113060. * @param container the container holding the elements
  113061. */
  113062. addFromContainer(container: AbstractScene): void;
  113063. /**
  113064. * Removes all the elements in the container from the scene
  113065. * @param container contains the elements to remove
  113066. * @param dispose if the removed element should be disposed (default: false)
  113067. */
  113068. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113069. /**
  113070. * Serializes the component data to the specified json object
  113071. * @param serializationObject The object to serialize to
  113072. */
  113073. serialize(serializationObject: any): void;
  113074. /**
  113075. * Disposes the component and the associated ressources.
  113076. */
  113077. dispose(): void;
  113078. private _draw;
  113079. }
  113080. }
  113081. declare module BABYLON {
  113082. /**
  113083. * Defines the shadow generator component responsible to manage any shadow generators
  113084. * in a given scene.
  113085. */
  113086. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  113087. /**
  113088. * The component name helpfull to identify the component in the list of scene components.
  113089. */
  113090. readonly name: string;
  113091. /**
  113092. * The scene the component belongs to.
  113093. */
  113094. scene: Scene;
  113095. /**
  113096. * Creates a new instance of the component for the given scene
  113097. * @param scene Defines the scene to register the component in
  113098. */
  113099. constructor(scene: Scene);
  113100. /**
  113101. * Registers the component in a given scene
  113102. */
  113103. register(): void;
  113104. /**
  113105. * Rebuilds the elements related to this component in case of
  113106. * context lost for instance.
  113107. */
  113108. rebuild(): void;
  113109. /**
  113110. * Serializes the component data to the specified json object
  113111. * @param serializationObject The object to serialize to
  113112. */
  113113. serialize(serializationObject: any): void;
  113114. /**
  113115. * Adds all the elements from the container to the scene
  113116. * @param container the container holding the elements
  113117. */
  113118. addFromContainer(container: AbstractScene): void;
  113119. /**
  113120. * Removes all the elements in the container from the scene
  113121. * @param container contains the elements to remove
  113122. * @param dispose if the removed element should be disposed (default: false)
  113123. */
  113124. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113125. /**
  113126. * Rebuilds the elements related to this component in case of
  113127. * context lost for instance.
  113128. */
  113129. dispose(): void;
  113130. private _gatherRenderTargets;
  113131. }
  113132. }
  113133. declare module BABYLON {
  113134. /**
  113135. * A point light is a light defined by an unique point in world space.
  113136. * The light is emitted in every direction from this point.
  113137. * A good example of a point light is a standard light bulb.
  113138. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113139. */
  113140. export class PointLight extends ShadowLight {
  113141. private _shadowAngle;
  113142. /**
  113143. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113144. * This specifies what angle the shadow will use to be created.
  113145. *
  113146. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113147. */
  113148. /**
  113149. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113150. * This specifies what angle the shadow will use to be created.
  113151. *
  113152. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  113153. */
  113154. shadowAngle: number;
  113155. /**
  113156. * Gets the direction if it has been set.
  113157. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113158. */
  113159. /**
  113160. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  113161. */
  113162. direction: Vector3;
  113163. /**
  113164. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  113165. * A PointLight emits the light in every direction.
  113166. * It can cast shadows.
  113167. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  113168. * ```javascript
  113169. * var pointLight = new PointLight("pl", camera.position, scene);
  113170. * ```
  113171. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113172. * @param name The light friendly name
  113173. * @param position The position of the point light in the scene
  113174. * @param scene The scene the lights belongs to
  113175. */
  113176. constructor(name: string, position: Vector3, scene: Scene);
  113177. /**
  113178. * Returns the string "PointLight"
  113179. * @returns the class name
  113180. */
  113181. getClassName(): string;
  113182. /**
  113183. * Returns the integer 0.
  113184. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  113185. */
  113186. getTypeID(): number;
  113187. /**
  113188. * Specifies wether or not the shadowmap should be a cube texture.
  113189. * @returns true if the shadowmap needs to be a cube texture.
  113190. */
  113191. needCube(): boolean;
  113192. /**
  113193. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  113194. * @param faceIndex The index of the face we are computed the direction to generate shadow
  113195. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  113196. */
  113197. getShadowDirection(faceIndex?: number): Vector3;
  113198. /**
  113199. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  113200. * - fov = PI / 2
  113201. * - aspect ratio : 1.0
  113202. * - z-near and far equal to the active camera minZ and maxZ.
  113203. * Returns the PointLight.
  113204. */
  113205. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  113206. protected _buildUniformLayout(): void;
  113207. /**
  113208. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  113209. * @param effect The effect to update
  113210. * @param lightIndex The index of the light in the effect to update
  113211. * @returns The point light
  113212. */
  113213. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  113214. /**
  113215. * Prepares the list of defines specific to the light type.
  113216. * @param defines the list of defines
  113217. * @param lightIndex defines the index of the light for the effect
  113218. */
  113219. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  113220. }
  113221. }
  113222. declare module BABYLON {
  113223. /**
  113224. * Header information of HDR texture files.
  113225. */
  113226. export interface HDRInfo {
  113227. /**
  113228. * The height of the texture in pixels.
  113229. */
  113230. height: number;
  113231. /**
  113232. * The width of the texture in pixels.
  113233. */
  113234. width: number;
  113235. /**
  113236. * The index of the beginning of the data in the binary file.
  113237. */
  113238. dataPosition: number;
  113239. }
  113240. /**
  113241. * This groups tools to convert HDR texture to native colors array.
  113242. */
  113243. export class HDRTools {
  113244. private static Ldexp;
  113245. private static Rgbe2float;
  113246. private static readStringLine;
  113247. /**
  113248. * Reads header information from an RGBE texture stored in a native array.
  113249. * More information on this format are available here:
  113250. * https://en.wikipedia.org/wiki/RGBE_image_format
  113251. *
  113252. * @param uint8array The binary file stored in native array.
  113253. * @return The header information.
  113254. */
  113255. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  113256. /**
  113257. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  113258. * This RGBE texture needs to store the information as a panorama.
  113259. *
  113260. * More information on this format are available here:
  113261. * https://en.wikipedia.org/wiki/RGBE_image_format
  113262. *
  113263. * @param buffer The binary file stored in an array buffer.
  113264. * @param size The expected size of the extracted cubemap.
  113265. * @return The Cube Map information.
  113266. */
  113267. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  113268. /**
  113269. * Returns the pixels data extracted from an RGBE texture.
  113270. * This pixels will be stored left to right up to down in the R G B order in one array.
  113271. *
  113272. * More information on this format are available here:
  113273. * https://en.wikipedia.org/wiki/RGBE_image_format
  113274. *
  113275. * @param uint8array The binary file stored in an array buffer.
  113276. * @param hdrInfo The header information of the file.
  113277. * @return The pixels data in RGB right to left up to down order.
  113278. */
  113279. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  113280. private static RGBE_ReadPixels_RLE;
  113281. }
  113282. }
  113283. declare module BABYLON {
  113284. /**
  113285. * This represents a texture coming from an HDR input.
  113286. *
  113287. * The only supported format is currently panorama picture stored in RGBE format.
  113288. * Example of such files can be found on HDRLib: http://hdrlib.com/
  113289. */
  113290. export class HDRCubeTexture extends BaseTexture {
  113291. private static _facesMapping;
  113292. private _generateHarmonics;
  113293. private _noMipmap;
  113294. private _textureMatrix;
  113295. private _size;
  113296. private _onLoad;
  113297. private _onError;
  113298. /**
  113299. * The texture URL.
  113300. */
  113301. url: string;
  113302. /**
  113303. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  113304. */
  113305. coordinatesMode: number;
  113306. protected _isBlocking: boolean;
  113307. /**
  113308. * Sets wether or not the texture is blocking during loading.
  113309. */
  113310. /**
  113311. * Gets wether or not the texture is blocking during loading.
  113312. */
  113313. isBlocking: boolean;
  113314. protected _rotationY: number;
  113315. /**
  113316. * Sets texture matrix rotation angle around Y axis in radians.
  113317. */
  113318. /**
  113319. * Gets texture matrix rotation angle around Y axis radians.
  113320. */
  113321. rotationY: number;
  113322. /**
  113323. * Gets or sets the center of the bounding box associated with the cube texture
  113324. * It must define where the camera used to render the texture was set
  113325. */
  113326. boundingBoxPosition: Vector3;
  113327. private _boundingBoxSize;
  113328. /**
  113329. * Gets or sets the size of the bounding box associated with the cube texture
  113330. * When defined, the cubemap will switch to local mode
  113331. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  113332. * @example https://www.babylonjs-playground.com/#RNASML
  113333. */
  113334. boundingBoxSize: Vector3;
  113335. /**
  113336. * Instantiates an HDRTexture from the following parameters.
  113337. *
  113338. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  113339. * @param scene The scene the texture will be used in
  113340. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  113341. * @param noMipmap Forces to not generate the mipmap if true
  113342. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  113343. * @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)
  113344. * @param reserved Reserved flag for internal use.
  113345. */
  113346. 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>);
  113347. /**
  113348. * Get the current class name of the texture useful for serialization or dynamic coding.
  113349. * @returns "HDRCubeTexture"
  113350. */
  113351. getClassName(): string;
  113352. /**
  113353. * Occurs when the file is raw .hdr file.
  113354. */
  113355. private loadTexture;
  113356. clone(): HDRCubeTexture;
  113357. delayLoad(): void;
  113358. /**
  113359. * Get the texture reflection matrix used to rotate/transform the reflection.
  113360. * @returns the reflection matrix
  113361. */
  113362. getReflectionTextureMatrix(): Matrix;
  113363. /**
  113364. * Set the texture reflection matrix used to rotate/transform the reflection.
  113365. * @param value Define the reflection matrix to set
  113366. */
  113367. setReflectionTextureMatrix(value: Matrix): void;
  113368. /**
  113369. * Parses a JSON representation of an HDR Texture in order to create the texture
  113370. * @param parsedTexture Define the JSON representation
  113371. * @param scene Define the scene the texture should be created in
  113372. * @param rootUrl Define the root url in case we need to load relative dependencies
  113373. * @returns the newly created texture after parsing
  113374. */
  113375. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  113376. serialize(): any;
  113377. }
  113378. }
  113379. declare module BABYLON {
  113380. /**
  113381. * Class used to control physics engine
  113382. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  113383. */
  113384. export class PhysicsEngine implements IPhysicsEngine {
  113385. private _physicsPlugin;
  113386. /**
  113387. * Global value used to control the smallest number supported by the simulation
  113388. */
  113389. static Epsilon: number;
  113390. private _impostors;
  113391. private _joints;
  113392. /**
  113393. * Gets the gravity vector used by the simulation
  113394. */
  113395. gravity: Vector3;
  113396. /**
  113397. * Factory used to create the default physics plugin.
  113398. * @returns The default physics plugin
  113399. */
  113400. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  113401. /**
  113402. * Creates a new Physics Engine
  113403. * @param gravity defines the gravity vector used by the simulation
  113404. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  113405. */
  113406. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  113407. /**
  113408. * Sets the gravity vector used by the simulation
  113409. * @param gravity defines the gravity vector to use
  113410. */
  113411. setGravity(gravity: Vector3): void;
  113412. /**
  113413. * Set the time step of the physics engine.
  113414. * Default is 1/60.
  113415. * To slow it down, enter 1/600 for example.
  113416. * To speed it up, 1/30
  113417. * @param newTimeStep defines the new timestep to apply to this world.
  113418. */
  113419. setTimeStep(newTimeStep?: number): void;
  113420. /**
  113421. * Get the time step of the physics engine.
  113422. * @returns the current time step
  113423. */
  113424. getTimeStep(): number;
  113425. /**
  113426. * Release all resources
  113427. */
  113428. dispose(): void;
  113429. /**
  113430. * Gets the name of the current physics plugin
  113431. * @returns the name of the plugin
  113432. */
  113433. getPhysicsPluginName(): string;
  113434. /**
  113435. * Adding a new impostor for the impostor tracking.
  113436. * This will be done by the impostor itself.
  113437. * @param impostor the impostor to add
  113438. */
  113439. addImpostor(impostor: PhysicsImpostor): void;
  113440. /**
  113441. * Remove an impostor from the engine.
  113442. * This impostor and its mesh will not longer be updated by the physics engine.
  113443. * @param impostor the impostor to remove
  113444. */
  113445. removeImpostor(impostor: PhysicsImpostor): void;
  113446. /**
  113447. * Add a joint to the physics engine
  113448. * @param mainImpostor defines the main impostor to which the joint is added.
  113449. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  113450. * @param joint defines the joint that will connect both impostors.
  113451. */
  113452. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113453. /**
  113454. * Removes a joint from the simulation
  113455. * @param mainImpostor defines the impostor used with the joint
  113456. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  113457. * @param joint defines the joint to remove
  113458. */
  113459. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  113460. /**
  113461. * Called by the scene. No need to call it.
  113462. * @param delta defines the timespam between frames
  113463. */
  113464. _step(delta: number): void;
  113465. /**
  113466. * Gets the current plugin used to run the simulation
  113467. * @returns current plugin
  113468. */
  113469. getPhysicsPlugin(): IPhysicsEnginePlugin;
  113470. /**
  113471. * Gets the list of physic impostors
  113472. * @returns an array of PhysicsImpostor
  113473. */
  113474. getImpostors(): Array<PhysicsImpostor>;
  113475. /**
  113476. * Gets the impostor for a physics enabled object
  113477. * @param object defines the object impersonated by the impostor
  113478. * @returns the PhysicsImpostor or null if not found
  113479. */
  113480. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  113481. /**
  113482. * Gets the impostor for a physics body object
  113483. * @param body defines physics body used by the impostor
  113484. * @returns the PhysicsImpostor or null if not found
  113485. */
  113486. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  113487. /**
  113488. * Does a raycast in the physics world
  113489. * @param from when should the ray start?
  113490. * @param to when should the ray end?
  113491. * @returns PhysicsRaycastResult
  113492. */
  113493. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113494. }
  113495. }
  113496. declare module BABYLON {
  113497. /** @hidden */
  113498. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  113499. private _useDeltaForWorldStep;
  113500. world: any;
  113501. name: string;
  113502. private _physicsMaterials;
  113503. private _fixedTimeStep;
  113504. private _cannonRaycastResult;
  113505. private _raycastResult;
  113506. private _physicsBodysToRemoveAfterStep;
  113507. BJSCANNON: any;
  113508. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  113509. setGravity(gravity: Vector3): void;
  113510. setTimeStep(timeStep: number): void;
  113511. getTimeStep(): number;
  113512. executeStep(delta: number): void;
  113513. private _removeMarkedPhysicsBodiesFromWorld;
  113514. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113515. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113516. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113517. private _processChildMeshes;
  113518. removePhysicsBody(impostor: PhysicsImpostor): void;
  113519. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113520. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113521. private _addMaterial;
  113522. private _checkWithEpsilon;
  113523. private _createShape;
  113524. private _createHeightmap;
  113525. private _minus90X;
  113526. private _plus90X;
  113527. private _tmpPosition;
  113528. private _tmpDeltaPosition;
  113529. private _tmpUnityRotation;
  113530. private _updatePhysicsBodyTransformation;
  113531. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113532. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113533. isSupported(): boolean;
  113534. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113535. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113536. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113537. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113538. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113539. getBodyMass(impostor: PhysicsImpostor): number;
  113540. getBodyFriction(impostor: PhysicsImpostor): number;
  113541. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113542. getBodyRestitution(impostor: PhysicsImpostor): number;
  113543. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113544. sleepBody(impostor: PhysicsImpostor): void;
  113545. wakeUpBody(impostor: PhysicsImpostor): void;
  113546. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  113547. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  113548. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  113549. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113550. getRadius(impostor: PhysicsImpostor): number;
  113551. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113552. dispose(): void;
  113553. private _extendNamespace;
  113554. /**
  113555. * Does a raycast in the physics world
  113556. * @param from when should the ray start?
  113557. * @param to when should the ray end?
  113558. * @returns PhysicsRaycastResult
  113559. */
  113560. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113561. }
  113562. }
  113563. declare module BABYLON {
  113564. /** @hidden */
  113565. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  113566. world: any;
  113567. name: string;
  113568. BJSOIMO: any;
  113569. private _raycastResult;
  113570. constructor(iterations?: number, oimoInjection?: any);
  113571. setGravity(gravity: Vector3): void;
  113572. setTimeStep(timeStep: number): void;
  113573. getTimeStep(): number;
  113574. private _tmpImpostorsArray;
  113575. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113576. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113577. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113578. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113579. private _tmpPositionVector;
  113580. removePhysicsBody(impostor: PhysicsImpostor): void;
  113581. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113582. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113583. isSupported(): boolean;
  113584. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113585. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113586. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113587. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113588. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113589. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113590. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113591. getBodyMass(impostor: PhysicsImpostor): number;
  113592. getBodyFriction(impostor: PhysicsImpostor): number;
  113593. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113594. getBodyRestitution(impostor: PhysicsImpostor): number;
  113595. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113596. sleepBody(impostor: PhysicsImpostor): void;
  113597. wakeUpBody(impostor: PhysicsImpostor): void;
  113598. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  113599. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  113600. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  113601. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  113602. getRadius(impostor: PhysicsImpostor): number;
  113603. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  113604. dispose(): void;
  113605. /**
  113606. * Does a raycast in the physics world
  113607. * @param from when should the ray start?
  113608. * @param to when should the ray end?
  113609. * @returns PhysicsRaycastResult
  113610. */
  113611. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  113612. }
  113613. }
  113614. declare module BABYLON {
  113615. /**
  113616. * Class containing static functions to help procedurally build meshes
  113617. */
  113618. export class RibbonBuilder {
  113619. /**
  113620. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  113621. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  113622. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  113623. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  113624. * * 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
  113625. * * 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
  113626. * * 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
  113627. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113628. * * 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
  113629. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113630. * * 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
  113631. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  113632. * * 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
  113633. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  113634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113635. * @param name defines the name of the mesh
  113636. * @param options defines the options used to create the mesh
  113637. * @param scene defines the hosting scene
  113638. * @returns the ribbon mesh
  113639. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  113640. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113641. */
  113642. static CreateRibbon(name: string, options: {
  113643. pathArray: Vector3[][];
  113644. closeArray?: boolean;
  113645. closePath?: boolean;
  113646. offset?: number;
  113647. updatable?: boolean;
  113648. sideOrientation?: number;
  113649. frontUVs?: Vector4;
  113650. backUVs?: Vector4;
  113651. instance?: Mesh;
  113652. invertUV?: boolean;
  113653. uvs?: Vector2[];
  113654. colors?: Color4[];
  113655. }, scene?: Nullable<Scene>): Mesh;
  113656. }
  113657. }
  113658. declare module BABYLON {
  113659. /**
  113660. * Class containing static functions to help procedurally build meshes
  113661. */
  113662. export class ShapeBuilder {
  113663. /**
  113664. * 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.
  113665. * * 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.
  113666. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113667. * * 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.
  113668. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  113669. * * 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
  113670. * * 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
  113671. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  113672. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113673. * * 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
  113674. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  113675. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  113676. * @param name defines the name of the mesh
  113677. * @param options defines the options used to create the mesh
  113678. * @param scene defines the hosting scene
  113679. * @returns the extruded shape mesh
  113680. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113681. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113682. */
  113683. static ExtrudeShape(name: string, options: {
  113684. shape: Vector3[];
  113685. path: Vector3[];
  113686. scale?: number;
  113687. rotation?: number;
  113688. cap?: number;
  113689. updatable?: boolean;
  113690. sideOrientation?: number;
  113691. frontUVs?: Vector4;
  113692. backUVs?: Vector4;
  113693. instance?: Mesh;
  113694. invertUV?: boolean;
  113695. }, scene?: Nullable<Scene>): Mesh;
  113696. /**
  113697. * Creates an custom extruded shape mesh.
  113698. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  113699. * * 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.
  113700. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  113701. * * 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
  113702. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  113703. * * 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
  113704. * * It must returns a float value that will be the scale value applied to the shape on each path point
  113705. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  113706. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  113707. * * 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
  113708. * * 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
  113709. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  113710. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113711. * * 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
  113712. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  113713. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113714. * @param name defines the name of the mesh
  113715. * @param options defines the options used to create the mesh
  113716. * @param scene defines the hosting scene
  113717. * @returns the custom extruded shape mesh
  113718. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  113719. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  113720. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  113721. */
  113722. static ExtrudeShapeCustom(name: string, options: {
  113723. shape: Vector3[];
  113724. path: Vector3[];
  113725. scaleFunction?: any;
  113726. rotationFunction?: any;
  113727. ribbonCloseArray?: boolean;
  113728. ribbonClosePath?: boolean;
  113729. cap?: number;
  113730. updatable?: boolean;
  113731. sideOrientation?: number;
  113732. frontUVs?: Vector4;
  113733. backUVs?: Vector4;
  113734. instance?: Mesh;
  113735. invertUV?: boolean;
  113736. }, scene?: Nullable<Scene>): Mesh;
  113737. private static _ExtrudeShapeGeneric;
  113738. }
  113739. }
  113740. declare module BABYLON {
  113741. /**
  113742. * AmmoJS Physics plugin
  113743. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  113744. * @see https://github.com/kripken/ammo.js/
  113745. */
  113746. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  113747. private _useDeltaForWorldStep;
  113748. /**
  113749. * Reference to the Ammo library
  113750. */
  113751. bjsAMMO: any;
  113752. /**
  113753. * Created ammoJS world which physics bodies are added to
  113754. */
  113755. world: any;
  113756. /**
  113757. * Name of the plugin
  113758. */
  113759. name: string;
  113760. private _timeStep;
  113761. private _fixedTimeStep;
  113762. private _maxSteps;
  113763. private _tmpQuaternion;
  113764. private _tmpAmmoTransform;
  113765. private _tmpAmmoQuaternion;
  113766. private _tmpAmmoConcreteContactResultCallback;
  113767. private _collisionConfiguration;
  113768. private _dispatcher;
  113769. private _overlappingPairCache;
  113770. private _solver;
  113771. private _softBodySolver;
  113772. private _tmpAmmoVectorA;
  113773. private _tmpAmmoVectorB;
  113774. private _tmpAmmoVectorC;
  113775. private _tmpAmmoVectorD;
  113776. private _tmpContactCallbackResult;
  113777. private _tmpAmmoVectorRCA;
  113778. private _tmpAmmoVectorRCB;
  113779. private _raycastResult;
  113780. private static readonly DISABLE_COLLISION_FLAG;
  113781. private static readonly KINEMATIC_FLAG;
  113782. private static readonly DISABLE_DEACTIVATION_FLAG;
  113783. /**
  113784. * Initializes the ammoJS plugin
  113785. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  113786. * @param ammoInjection can be used to inject your own ammo reference
  113787. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  113788. */
  113789. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  113790. /**
  113791. * Sets the gravity of the physics world (m/(s^2))
  113792. * @param gravity Gravity to set
  113793. */
  113794. setGravity(gravity: Vector3): void;
  113795. /**
  113796. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  113797. * @param timeStep timestep to use in seconds
  113798. */
  113799. setTimeStep(timeStep: number): void;
  113800. /**
  113801. * 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)
  113802. * @param fixedTimeStep fixedTimeStep to use in seconds
  113803. */
  113804. setFixedTimeStep(fixedTimeStep: number): void;
  113805. /**
  113806. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  113807. * @param maxSteps the maximum number of steps by the physics engine per frame
  113808. */
  113809. setMaxSteps(maxSteps: number): void;
  113810. /**
  113811. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  113812. * @returns the current timestep in seconds
  113813. */
  113814. getTimeStep(): number;
  113815. private _isImpostorInContact;
  113816. private _isImpostorPairInContact;
  113817. private _stepSimulation;
  113818. /**
  113819. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  113820. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  113821. * After the step the babylon meshes are set to the position of the physics imposters
  113822. * @param delta amount of time to step forward
  113823. * @param impostors array of imposters to update before/after the step
  113824. */
  113825. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  113826. /**
  113827. * Update babylon mesh to match physics world object
  113828. * @param impostor imposter to match
  113829. */
  113830. private _afterSoftStep;
  113831. /**
  113832. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113833. * @param impostor imposter to match
  113834. */
  113835. private _ropeStep;
  113836. /**
  113837. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  113838. * @param impostor imposter to match
  113839. */
  113840. private _softbodyOrClothStep;
  113841. private _tmpVector;
  113842. private _tmpMatrix;
  113843. /**
  113844. * Applies an impulse on the imposter
  113845. * @param impostor imposter to apply impulse to
  113846. * @param force amount of force to be applied to the imposter
  113847. * @param contactPoint the location to apply the impulse on the imposter
  113848. */
  113849. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113850. /**
  113851. * Applies a force on the imposter
  113852. * @param impostor imposter to apply force
  113853. * @param force amount of force to be applied to the imposter
  113854. * @param contactPoint the location to apply the force on the imposter
  113855. */
  113856. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  113857. /**
  113858. * Creates a physics body using the plugin
  113859. * @param impostor the imposter to create the physics body on
  113860. */
  113861. generatePhysicsBody(impostor: PhysicsImpostor): void;
  113862. /**
  113863. * Removes the physics body from the imposter and disposes of the body's memory
  113864. * @param impostor imposter to remove the physics body from
  113865. */
  113866. removePhysicsBody(impostor: PhysicsImpostor): void;
  113867. /**
  113868. * Generates a joint
  113869. * @param impostorJoint the imposter joint to create the joint with
  113870. */
  113871. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  113872. /**
  113873. * Removes a joint
  113874. * @param impostorJoint the imposter joint to remove the joint from
  113875. */
  113876. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  113877. private _addMeshVerts;
  113878. /**
  113879. * Initialise the soft body vertices to match its object's (mesh) vertices
  113880. * Softbody vertices (nodes) are in world space and to match this
  113881. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  113882. * @param impostor to create the softbody for
  113883. */
  113884. private _softVertexData;
  113885. /**
  113886. * Create an impostor's soft body
  113887. * @param impostor to create the softbody for
  113888. */
  113889. private _createSoftbody;
  113890. /**
  113891. * Create cloth for an impostor
  113892. * @param impostor to create the softbody for
  113893. */
  113894. private _createCloth;
  113895. /**
  113896. * Create rope for an impostor
  113897. * @param impostor to create the softbody for
  113898. */
  113899. private _createRope;
  113900. private _addHullVerts;
  113901. private _createShape;
  113902. /**
  113903. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  113904. * @param impostor imposter containing the physics body and babylon object
  113905. */
  113906. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  113907. /**
  113908. * Sets the babylon object's position/rotation from the physics body's position/rotation
  113909. * @param impostor imposter containing the physics body and babylon object
  113910. * @param newPosition new position
  113911. * @param newRotation new rotation
  113912. */
  113913. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  113914. /**
  113915. * If this plugin is supported
  113916. * @returns true if its supported
  113917. */
  113918. isSupported(): boolean;
  113919. /**
  113920. * Sets the linear velocity of the physics body
  113921. * @param impostor imposter to set the velocity on
  113922. * @param velocity velocity to set
  113923. */
  113924. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113925. /**
  113926. * Sets the angular velocity of the physics body
  113927. * @param impostor imposter to set the velocity on
  113928. * @param velocity velocity to set
  113929. */
  113930. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  113931. /**
  113932. * gets the linear velocity
  113933. * @param impostor imposter to get linear velocity from
  113934. * @returns linear velocity
  113935. */
  113936. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113937. /**
  113938. * gets the angular velocity
  113939. * @param impostor imposter to get angular velocity from
  113940. * @returns angular velocity
  113941. */
  113942. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  113943. /**
  113944. * Sets the mass of physics body
  113945. * @param impostor imposter to set the mass on
  113946. * @param mass mass to set
  113947. */
  113948. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  113949. /**
  113950. * Gets the mass of the physics body
  113951. * @param impostor imposter to get the mass from
  113952. * @returns mass
  113953. */
  113954. getBodyMass(impostor: PhysicsImpostor): number;
  113955. /**
  113956. * Gets friction of the impostor
  113957. * @param impostor impostor to get friction from
  113958. * @returns friction value
  113959. */
  113960. getBodyFriction(impostor: PhysicsImpostor): number;
  113961. /**
  113962. * Sets friction of the impostor
  113963. * @param impostor impostor to set friction on
  113964. * @param friction friction value
  113965. */
  113966. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  113967. /**
  113968. * Gets restitution of the impostor
  113969. * @param impostor impostor to get restitution from
  113970. * @returns restitution value
  113971. */
  113972. getBodyRestitution(impostor: PhysicsImpostor): number;
  113973. /**
  113974. * Sets resitution of the impostor
  113975. * @param impostor impostor to set resitution on
  113976. * @param restitution resitution value
  113977. */
  113978. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  113979. /**
  113980. * Gets pressure inside the impostor
  113981. * @param impostor impostor to get pressure from
  113982. * @returns pressure value
  113983. */
  113984. getBodyPressure(impostor: PhysicsImpostor): number;
  113985. /**
  113986. * Sets pressure inside a soft body impostor
  113987. * Cloth and rope must remain 0 pressure
  113988. * @param impostor impostor to set pressure on
  113989. * @param pressure pressure value
  113990. */
  113991. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  113992. /**
  113993. * Gets stiffness of the impostor
  113994. * @param impostor impostor to get stiffness from
  113995. * @returns pressure value
  113996. */
  113997. getBodyStiffness(impostor: PhysicsImpostor): number;
  113998. /**
  113999. * Sets stiffness of the impostor
  114000. * @param impostor impostor to set stiffness on
  114001. * @param stiffness stiffness value from 0 to 1
  114002. */
  114003. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  114004. /**
  114005. * Gets velocityIterations of the impostor
  114006. * @param impostor impostor to get velocity iterations from
  114007. * @returns velocityIterations value
  114008. */
  114009. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  114010. /**
  114011. * Sets velocityIterations of the impostor
  114012. * @param impostor impostor to set velocity iterations on
  114013. * @param velocityIterations velocityIterations value
  114014. */
  114015. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  114016. /**
  114017. * Gets positionIterations of the impostor
  114018. * @param impostor impostor to get position iterations from
  114019. * @returns positionIterations value
  114020. */
  114021. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  114022. /**
  114023. * Sets positionIterations of the impostor
  114024. * @param impostor impostor to set position on
  114025. * @param positionIterations positionIterations value
  114026. */
  114027. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  114028. /**
  114029. * Append an anchor to a cloth object
  114030. * @param impostor is the cloth impostor to add anchor to
  114031. * @param otherImpostor is the rigid impostor to anchor to
  114032. * @param width ratio across width from 0 to 1
  114033. * @param height ratio up height from 0 to 1
  114034. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  114035. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114036. */
  114037. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114038. /**
  114039. * Append an hook to a rope object
  114040. * @param impostor is the rope impostor to add hook to
  114041. * @param otherImpostor is the rigid impostor to hook to
  114042. * @param length ratio along the rope from 0 to 1
  114043. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  114044. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  114045. */
  114046. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  114047. /**
  114048. * Sleeps the physics body and stops it from being active
  114049. * @param impostor impostor to sleep
  114050. */
  114051. sleepBody(impostor: PhysicsImpostor): void;
  114052. /**
  114053. * Activates the physics body
  114054. * @param impostor impostor to activate
  114055. */
  114056. wakeUpBody(impostor: PhysicsImpostor): void;
  114057. /**
  114058. * Updates the distance parameters of the joint
  114059. * @param joint joint to update
  114060. * @param maxDistance maximum distance of the joint
  114061. * @param minDistance minimum distance of the joint
  114062. */
  114063. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114064. /**
  114065. * Sets a motor on the joint
  114066. * @param joint joint to set motor on
  114067. * @param speed speed of the motor
  114068. * @param maxForce maximum force of the motor
  114069. * @param motorIndex index of the motor
  114070. */
  114071. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114072. /**
  114073. * Sets the motors limit
  114074. * @param joint joint to set limit on
  114075. * @param upperLimit upper limit
  114076. * @param lowerLimit lower limit
  114077. */
  114078. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114079. /**
  114080. * Syncs the position and rotation of a mesh with the impostor
  114081. * @param mesh mesh to sync
  114082. * @param impostor impostor to update the mesh with
  114083. */
  114084. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114085. /**
  114086. * Gets the radius of the impostor
  114087. * @param impostor impostor to get radius from
  114088. * @returns the radius
  114089. */
  114090. getRadius(impostor: PhysicsImpostor): number;
  114091. /**
  114092. * Gets the box size of the impostor
  114093. * @param impostor impostor to get box size from
  114094. * @param result the resulting box size
  114095. */
  114096. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114097. /**
  114098. * Disposes of the impostor
  114099. */
  114100. dispose(): void;
  114101. /**
  114102. * Does a raycast in the physics world
  114103. * @param from when should the ray start?
  114104. * @param to when should the ray end?
  114105. * @returns PhysicsRaycastResult
  114106. */
  114107. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114108. }
  114109. }
  114110. declare module BABYLON {
  114111. interface AbstractScene {
  114112. /**
  114113. * The list of reflection probes added to the scene
  114114. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114115. */
  114116. reflectionProbes: Array<ReflectionProbe>;
  114117. /**
  114118. * Removes the given reflection probe from this scene.
  114119. * @param toRemove The reflection probe to remove
  114120. * @returns The index of the removed reflection probe
  114121. */
  114122. removeReflectionProbe(toRemove: ReflectionProbe): number;
  114123. /**
  114124. * Adds the given reflection probe to this scene.
  114125. * @param newReflectionProbe The reflection probe to add
  114126. */
  114127. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  114128. }
  114129. /**
  114130. * Class used to generate realtime reflection / refraction cube textures
  114131. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114132. */
  114133. export class ReflectionProbe {
  114134. /** defines the name of the probe */
  114135. name: string;
  114136. private _scene;
  114137. private _renderTargetTexture;
  114138. private _projectionMatrix;
  114139. private _viewMatrix;
  114140. private _target;
  114141. private _add;
  114142. private _attachedMesh;
  114143. private _invertYAxis;
  114144. /** Gets or sets probe position (center of the cube map) */
  114145. position: Vector3;
  114146. /**
  114147. * Creates a new reflection probe
  114148. * @param name defines the name of the probe
  114149. * @param size defines the texture resolution (for each face)
  114150. * @param scene defines the hosting scene
  114151. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114152. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114153. */
  114154. constructor(
  114155. /** defines the name of the probe */
  114156. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  114157. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114158. samples: number;
  114159. /** Gets or sets the refresh rate to use (on every frame by default) */
  114160. refreshRate: number;
  114161. /**
  114162. * Gets the hosting scene
  114163. * @returns a Scene
  114164. */
  114165. getScene(): Scene;
  114166. /** Gets the internal CubeTexture used to render to */
  114167. readonly cubeTexture: RenderTargetTexture;
  114168. /** Gets the list of meshes to render */
  114169. readonly renderList: Nullable<AbstractMesh[]>;
  114170. /**
  114171. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114172. * @param mesh defines the mesh to attach to
  114173. */
  114174. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  114175. /**
  114176. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114177. * @param renderingGroupId The rendering group id corresponding to its index
  114178. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114179. */
  114180. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  114181. /**
  114182. * Clean all associated resources
  114183. */
  114184. dispose(): void;
  114185. /**
  114186. * Converts the reflection probe information to a readable string for debug purpose.
  114187. * @param fullDetails Supports for multiple levels of logging within scene loading
  114188. * @returns the human readable reflection probe info
  114189. */
  114190. toString(fullDetails?: boolean): string;
  114191. /**
  114192. * Get the class name of the relfection probe.
  114193. * @returns "ReflectionProbe"
  114194. */
  114195. getClassName(): string;
  114196. /**
  114197. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  114198. * @returns The JSON representation of the texture
  114199. */
  114200. serialize(): any;
  114201. /**
  114202. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  114203. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  114204. * @param scene Define the scene the parsed reflection probe should be instantiated in
  114205. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  114206. * @returns The parsed reflection probe if successful
  114207. */
  114208. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  114209. }
  114210. }
  114211. declare module BABYLON {
  114212. /** @hidden */
  114213. export var _BabylonLoaderRegistered: boolean;
  114214. }
  114215. declare module BABYLON {
  114216. /**
  114217. * The Physically based simple base material of BJS.
  114218. *
  114219. * This enables better naming and convention enforcements on top of the pbrMaterial.
  114220. * It is used as the base class for both the specGloss and metalRough conventions.
  114221. */
  114222. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  114223. /**
  114224. * Number of Simultaneous lights allowed on the material.
  114225. */
  114226. maxSimultaneousLights: number;
  114227. /**
  114228. * If sets to true, disables all the lights affecting the material.
  114229. */
  114230. disableLighting: boolean;
  114231. /**
  114232. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  114233. */
  114234. environmentTexture: BaseTexture;
  114235. /**
  114236. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  114237. */
  114238. invertNormalMapX: boolean;
  114239. /**
  114240. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  114241. */
  114242. invertNormalMapY: boolean;
  114243. /**
  114244. * Normal map used in the model.
  114245. */
  114246. normalTexture: BaseTexture;
  114247. /**
  114248. * Emissivie color used to self-illuminate the model.
  114249. */
  114250. emissiveColor: Color3;
  114251. /**
  114252. * Emissivie texture used to self-illuminate the model.
  114253. */
  114254. emissiveTexture: BaseTexture;
  114255. /**
  114256. * Occlusion Channel Strenght.
  114257. */
  114258. occlusionStrength: number;
  114259. /**
  114260. * Occlusion Texture of the material (adding extra occlusion effects).
  114261. */
  114262. occlusionTexture: BaseTexture;
  114263. /**
  114264. * Defines the alpha limits in alpha test mode.
  114265. */
  114266. alphaCutOff: number;
  114267. /**
  114268. * Gets the current double sided mode.
  114269. */
  114270. /**
  114271. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  114272. */
  114273. doubleSided: boolean;
  114274. /**
  114275. * Stores the pre-calculated light information of a mesh in a texture.
  114276. */
  114277. lightmapTexture: BaseTexture;
  114278. /**
  114279. * If true, the light map contains occlusion information instead of lighting info.
  114280. */
  114281. useLightmapAsShadowmap: boolean;
  114282. /**
  114283. * Instantiates a new PBRMaterial instance.
  114284. *
  114285. * @param name The material name
  114286. * @param scene The scene the material will be use in.
  114287. */
  114288. constructor(name: string, scene: Scene);
  114289. getClassName(): string;
  114290. }
  114291. }
  114292. declare module BABYLON {
  114293. /**
  114294. * The PBR material of BJS following the metal roughness convention.
  114295. *
  114296. * This fits to the PBR convention in the GLTF definition:
  114297. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  114298. */
  114299. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  114300. /**
  114301. * The base color has two different interpretations depending on the value of metalness.
  114302. * When the material is a metal, the base color is the specific measured reflectance value
  114303. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  114304. * of the material.
  114305. */
  114306. baseColor: Color3;
  114307. /**
  114308. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  114309. * well as opacity information in the alpha channel.
  114310. */
  114311. baseTexture: BaseTexture;
  114312. /**
  114313. * Specifies the metallic scalar value of the material.
  114314. * Can also be used to scale the metalness values of the metallic texture.
  114315. */
  114316. metallic: number;
  114317. /**
  114318. * Specifies the roughness scalar value of the material.
  114319. * Can also be used to scale the roughness values of the metallic texture.
  114320. */
  114321. roughness: number;
  114322. /**
  114323. * Texture containing both the metallic value in the B channel and the
  114324. * roughness value in the G channel to keep better precision.
  114325. */
  114326. metallicRoughnessTexture: BaseTexture;
  114327. /**
  114328. * Instantiates a new PBRMetalRoughnessMaterial instance.
  114329. *
  114330. * @param name The material name
  114331. * @param scene The scene the material will be use in.
  114332. */
  114333. constructor(name: string, scene: Scene);
  114334. /**
  114335. * Return the currrent class name of the material.
  114336. */
  114337. getClassName(): string;
  114338. /**
  114339. * Makes a duplicate of the current material.
  114340. * @param name - name to use for the new material.
  114341. */
  114342. clone(name: string): PBRMetallicRoughnessMaterial;
  114343. /**
  114344. * Serialize the material to a parsable JSON object.
  114345. */
  114346. serialize(): any;
  114347. /**
  114348. * Parses a JSON object correponding to the serialize function.
  114349. */
  114350. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  114351. }
  114352. }
  114353. declare module BABYLON {
  114354. /**
  114355. * The PBR material of BJS following the specular glossiness convention.
  114356. *
  114357. * This fits to the PBR convention in the GLTF definition:
  114358. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  114359. */
  114360. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  114361. /**
  114362. * Specifies the diffuse color of the material.
  114363. */
  114364. diffuseColor: Color3;
  114365. /**
  114366. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  114367. * channel.
  114368. */
  114369. diffuseTexture: BaseTexture;
  114370. /**
  114371. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  114372. */
  114373. specularColor: Color3;
  114374. /**
  114375. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  114376. */
  114377. glossiness: number;
  114378. /**
  114379. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  114380. */
  114381. specularGlossinessTexture: BaseTexture;
  114382. /**
  114383. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  114384. *
  114385. * @param name The material name
  114386. * @param scene The scene the material will be use in.
  114387. */
  114388. constructor(name: string, scene: Scene);
  114389. /**
  114390. * Return the currrent class name of the material.
  114391. */
  114392. getClassName(): string;
  114393. /**
  114394. * Makes a duplicate of the current material.
  114395. * @param name - name to use for the new material.
  114396. */
  114397. clone(name: string): PBRSpecularGlossinessMaterial;
  114398. /**
  114399. * Serialize the material to a parsable JSON object.
  114400. */
  114401. serialize(): any;
  114402. /**
  114403. * Parses a JSON object correponding to the serialize function.
  114404. */
  114405. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  114406. }
  114407. }
  114408. declare module BABYLON {
  114409. /**
  114410. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  114411. * It can help converting any input color in a desired output one. This can then be used to create effects
  114412. * from sepia, black and white to sixties or futuristic rendering...
  114413. *
  114414. * The only supported format is currently 3dl.
  114415. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  114416. */
  114417. export class ColorGradingTexture extends BaseTexture {
  114418. /**
  114419. * The current texture matrix. (will always be identity in color grading texture)
  114420. */
  114421. private _textureMatrix;
  114422. /**
  114423. * The texture URL.
  114424. */
  114425. url: string;
  114426. /**
  114427. * Empty line regex stored for GC.
  114428. */
  114429. private static _noneEmptyLineRegex;
  114430. private _engine;
  114431. /**
  114432. * Instantiates a ColorGradingTexture from the following parameters.
  114433. *
  114434. * @param url The location of the color gradind data (currently only supporting 3dl)
  114435. * @param scene The scene the texture will be used in
  114436. */
  114437. constructor(url: string, scene: Scene);
  114438. /**
  114439. * Returns the texture matrix used in most of the material.
  114440. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  114441. */
  114442. getTextureMatrix(): Matrix;
  114443. /**
  114444. * Occurs when the file being loaded is a .3dl LUT file.
  114445. */
  114446. private load3dlTexture;
  114447. /**
  114448. * Starts the loading process of the texture.
  114449. */
  114450. private loadTexture;
  114451. /**
  114452. * Clones the color gradind texture.
  114453. */
  114454. clone(): ColorGradingTexture;
  114455. /**
  114456. * Called during delayed load for textures.
  114457. */
  114458. delayLoad(): void;
  114459. /**
  114460. * Parses a color grading texture serialized by Babylon.
  114461. * @param parsedTexture The texture information being parsedTexture
  114462. * @param scene The scene to load the texture in
  114463. * @param rootUrl The root url of the data assets to load
  114464. * @return A color gradind texture
  114465. */
  114466. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  114467. /**
  114468. * Serializes the LUT texture to json format.
  114469. */
  114470. serialize(): any;
  114471. }
  114472. }
  114473. declare module BABYLON {
  114474. /**
  114475. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  114476. */
  114477. export class EquiRectangularCubeTexture extends BaseTexture {
  114478. /** The six faces of the cube. */
  114479. private static _FacesMapping;
  114480. private _noMipmap;
  114481. private _onLoad;
  114482. private _onError;
  114483. /** The size of the cubemap. */
  114484. private _size;
  114485. /** The buffer of the image. */
  114486. private _buffer;
  114487. /** The width of the input image. */
  114488. private _width;
  114489. /** The height of the input image. */
  114490. private _height;
  114491. /** The URL to the image. */
  114492. url: string;
  114493. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  114494. coordinatesMode: number;
  114495. /**
  114496. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  114497. * @param url The location of the image
  114498. * @param scene The scene the texture will be used in
  114499. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114500. * @param noMipmap Forces to not generate the mipmap if true
  114501. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  114502. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  114503. * @param onLoad — defines a callback called when texture is loaded
  114504. * @param onError — defines a callback called if there is an error
  114505. */
  114506. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114507. /**
  114508. * Load the image data, by putting the image on a canvas and extracting its buffer.
  114509. */
  114510. private loadImage;
  114511. /**
  114512. * Convert the image buffer into a cubemap and create a CubeTexture.
  114513. */
  114514. private loadTexture;
  114515. /**
  114516. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  114517. * @param buffer The ArrayBuffer that should be converted.
  114518. * @returns The buffer as Float32Array.
  114519. */
  114520. private getFloat32ArrayFromArrayBuffer;
  114521. /**
  114522. * Get the current class name of the texture useful for serialization or dynamic coding.
  114523. * @returns "EquiRectangularCubeTexture"
  114524. */
  114525. getClassName(): string;
  114526. /**
  114527. * Create a clone of the current EquiRectangularCubeTexture and return it.
  114528. * @returns A clone of the current EquiRectangularCubeTexture.
  114529. */
  114530. clone(): EquiRectangularCubeTexture;
  114531. }
  114532. }
  114533. declare module BABYLON {
  114534. /**
  114535. * Based on jsTGALoader - Javascript loader for TGA file
  114536. * By Vincent Thibault
  114537. * @see http://blog.robrowser.com/javascript-tga-loader.html
  114538. */
  114539. export class TGATools {
  114540. private static _TYPE_INDEXED;
  114541. private static _TYPE_RGB;
  114542. private static _TYPE_GREY;
  114543. private static _TYPE_RLE_INDEXED;
  114544. private static _TYPE_RLE_RGB;
  114545. private static _TYPE_RLE_GREY;
  114546. private static _ORIGIN_MASK;
  114547. private static _ORIGIN_SHIFT;
  114548. private static _ORIGIN_BL;
  114549. private static _ORIGIN_BR;
  114550. private static _ORIGIN_UL;
  114551. private static _ORIGIN_UR;
  114552. /**
  114553. * Gets the header of a TGA file
  114554. * @param data defines the TGA data
  114555. * @returns the header
  114556. */
  114557. static GetTGAHeader(data: Uint8Array): any;
  114558. /**
  114559. * Uploads TGA content to a Babylon Texture
  114560. * @hidden
  114561. */
  114562. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  114563. /** @hidden */
  114564. 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;
  114565. /** @hidden */
  114566. 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;
  114567. /** @hidden */
  114568. 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;
  114569. /** @hidden */
  114570. 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;
  114571. /** @hidden */
  114572. 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;
  114573. /** @hidden */
  114574. 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;
  114575. }
  114576. }
  114577. declare module BABYLON {
  114578. /**
  114579. * Implementation of the TGA Texture Loader.
  114580. * @hidden
  114581. */
  114582. export class _TGATextureLoader implements IInternalTextureLoader {
  114583. /**
  114584. * Defines wether the loader supports cascade loading the different faces.
  114585. */
  114586. readonly supportCascades: boolean;
  114587. /**
  114588. * This returns if the loader support the current file information.
  114589. * @param extension defines the file extension of the file being loaded
  114590. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114591. * @param fallback defines the fallback internal texture if any
  114592. * @param isBase64 defines whether the texture is encoded as a base64
  114593. * @param isBuffer defines whether the texture data are stored as a buffer
  114594. * @returns true if the loader can load the specified file
  114595. */
  114596. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114597. /**
  114598. * Transform the url before loading if required.
  114599. * @param rootUrl the url of the texture
  114600. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114601. * @returns the transformed texture
  114602. */
  114603. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114604. /**
  114605. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114606. * @param rootUrl the url of the texture
  114607. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114608. * @returns the fallback texture
  114609. */
  114610. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114611. /**
  114612. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  114613. * @param data contains the texture data
  114614. * @param texture defines the BabylonJS internal texture
  114615. * @param createPolynomials will be true if polynomials have been requested
  114616. * @param onLoad defines the callback to trigger once the texture is ready
  114617. * @param onError defines the callback to trigger in case of error
  114618. */
  114619. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114620. /**
  114621. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114622. * @param data contains the texture data
  114623. * @param texture defines the BabylonJS internal texture
  114624. * @param callback defines the method to call once ready to upload
  114625. */
  114626. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114627. }
  114628. }
  114629. declare module BABYLON {
  114630. /**
  114631. * Info about the .basis files
  114632. */
  114633. class BasisFileInfo {
  114634. /**
  114635. * If the file has alpha
  114636. */
  114637. hasAlpha: boolean;
  114638. /**
  114639. * Info about each image of the basis file
  114640. */
  114641. images: Array<{
  114642. levels: Array<{
  114643. width: number;
  114644. height: number;
  114645. transcodedPixels: ArrayBufferView;
  114646. }>;
  114647. }>;
  114648. }
  114649. /**
  114650. * Result of transcoding a basis file
  114651. */
  114652. class TranscodeResult {
  114653. /**
  114654. * Info about the .basis file
  114655. */
  114656. fileInfo: BasisFileInfo;
  114657. /**
  114658. * Format to use when loading the file
  114659. */
  114660. format: number;
  114661. }
  114662. /**
  114663. * Configuration options for the Basis transcoder
  114664. */
  114665. export class BasisTranscodeConfiguration {
  114666. /**
  114667. * Supported compression formats used to determine the supported output format of the transcoder
  114668. */
  114669. supportedCompressionFormats?: {
  114670. /**
  114671. * etc1 compression format
  114672. */
  114673. etc1?: boolean;
  114674. /**
  114675. * s3tc compression format
  114676. */
  114677. s3tc?: boolean;
  114678. /**
  114679. * pvrtc compression format
  114680. */
  114681. pvrtc?: boolean;
  114682. /**
  114683. * etc2 compression format
  114684. */
  114685. etc2?: boolean;
  114686. };
  114687. /**
  114688. * If mipmap levels should be loaded for transcoded images (Default: true)
  114689. */
  114690. loadMipmapLevels?: boolean;
  114691. /**
  114692. * Index of a single image to load (Default: all images)
  114693. */
  114694. loadSingleImage?: number;
  114695. }
  114696. /**
  114697. * Used to load .Basis files
  114698. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  114699. */
  114700. export class BasisTools {
  114701. private static _IgnoreSupportedFormats;
  114702. /**
  114703. * URL to use when loading the basis transcoder
  114704. */
  114705. static JSModuleURL: string;
  114706. /**
  114707. * URL to use when loading the wasm module for the transcoder
  114708. */
  114709. static WasmModuleURL: string;
  114710. /**
  114711. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  114712. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  114713. * @returns internal format corresponding to the Basis format
  114714. */
  114715. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  114716. private static _WorkerPromise;
  114717. private static _Worker;
  114718. private static _actionId;
  114719. private static _CreateWorkerAsync;
  114720. /**
  114721. * Transcodes a loaded image file to compressed pixel data
  114722. * @param imageData image data to transcode
  114723. * @param config configuration options for the transcoding
  114724. * @returns a promise resulting in the transcoded image
  114725. */
  114726. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  114727. /**
  114728. * Loads a texture from the transcode result
  114729. * @param texture texture load to
  114730. * @param transcodeResult the result of transcoding the basis file to load from
  114731. */
  114732. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  114733. }
  114734. }
  114735. declare module BABYLON {
  114736. /**
  114737. * Loader for .basis file format
  114738. */
  114739. export class _BasisTextureLoader implements IInternalTextureLoader {
  114740. /**
  114741. * Defines whether the loader supports cascade loading the different faces.
  114742. */
  114743. readonly supportCascades: boolean;
  114744. /**
  114745. * This returns if the loader support the current file information.
  114746. * @param extension defines the file extension of the file being loaded
  114747. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114748. * @param fallback defines the fallback internal texture if any
  114749. * @param isBase64 defines whether the texture is encoded as a base64
  114750. * @param isBuffer defines whether the texture data are stored as a buffer
  114751. * @returns true if the loader can load the specified file
  114752. */
  114753. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  114754. /**
  114755. * Transform the url before loading if required.
  114756. * @param rootUrl the url of the texture
  114757. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114758. * @returns the transformed texture
  114759. */
  114760. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  114761. /**
  114762. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  114763. * @param rootUrl the url of the texture
  114764. * @param textureFormatInUse defines the current compressed format in use iun the engine
  114765. * @returns the fallback texture
  114766. */
  114767. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  114768. /**
  114769. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  114770. * @param data contains the texture data
  114771. * @param texture defines the BabylonJS internal texture
  114772. * @param createPolynomials will be true if polynomials have been requested
  114773. * @param onLoad defines the callback to trigger once the texture is ready
  114774. * @param onError defines the callback to trigger in case of error
  114775. */
  114776. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  114777. /**
  114778. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  114779. * @param data contains the texture data
  114780. * @param texture defines the BabylonJS internal texture
  114781. * @param callback defines the method to call once ready to upload
  114782. */
  114783. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  114784. }
  114785. }
  114786. declare module BABYLON {
  114787. /**
  114788. * 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.
  114789. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114790. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114791. */
  114792. export class CustomProceduralTexture extends ProceduralTexture {
  114793. private _animate;
  114794. private _time;
  114795. private _config;
  114796. private _texturePath;
  114797. /**
  114798. * Instantiates a new Custom Procedural Texture.
  114799. * 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.
  114800. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  114801. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  114802. * @param name Define the name of the texture
  114803. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  114804. * @param size Define the size of the texture to create
  114805. * @param scene Define the scene the texture belongs to
  114806. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  114807. * @param generateMipMaps Define if the texture should creates mip maps or not
  114808. */
  114809. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114810. private _loadJson;
  114811. /**
  114812. * Is the texture ready to be used ? (rendered at least once)
  114813. * @returns true if ready, otherwise, false.
  114814. */
  114815. isReady(): boolean;
  114816. /**
  114817. * Render the texture to its associated render target.
  114818. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  114819. */
  114820. render(useCameraPostProcess?: boolean): void;
  114821. /**
  114822. * Update the list of dependant textures samplers in the shader.
  114823. */
  114824. updateTextures(): void;
  114825. /**
  114826. * Update the uniform values of the procedural texture in the shader.
  114827. */
  114828. updateShaderUniforms(): void;
  114829. /**
  114830. * Define if the texture animates or not.
  114831. */
  114832. animate: boolean;
  114833. }
  114834. }
  114835. declare module BABYLON {
  114836. /** @hidden */
  114837. export var noisePixelShader: {
  114838. name: string;
  114839. shader: string;
  114840. };
  114841. }
  114842. declare module BABYLON {
  114843. /**
  114844. * Class used to generate noise procedural textures
  114845. */
  114846. export class NoiseProceduralTexture extends ProceduralTexture {
  114847. private _time;
  114848. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  114849. brightness: number;
  114850. /** Defines the number of octaves to process */
  114851. octaves: number;
  114852. /** Defines the level of persistence (0.8 by default) */
  114853. persistence: number;
  114854. /** Gets or sets animation speed factor (default is 1) */
  114855. animationSpeedFactor: number;
  114856. /**
  114857. * Creates a new NoiseProceduralTexture
  114858. * @param name defines the name fo the texture
  114859. * @param size defines the size of the texture (default is 256)
  114860. * @param scene defines the hosting scene
  114861. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  114862. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  114863. */
  114864. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  114865. private _updateShaderUniforms;
  114866. protected _getDefines(): string;
  114867. /** Generate the current state of the procedural texture */
  114868. render(useCameraPostProcess?: boolean): void;
  114869. /**
  114870. * Serializes this noise procedural texture
  114871. * @returns a serialized noise procedural texture object
  114872. */
  114873. serialize(): any;
  114874. /**
  114875. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  114876. * @param parsedTexture defines parsed texture data
  114877. * @param scene defines the current scene
  114878. * @param rootUrl defines the root URL containing noise procedural texture information
  114879. * @returns a parsed NoiseProceduralTexture
  114880. */
  114881. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  114882. }
  114883. }
  114884. declare module BABYLON {
  114885. /**
  114886. * Raw cube texture where the raw buffers are passed in
  114887. */
  114888. export class RawCubeTexture extends CubeTexture {
  114889. /**
  114890. * Creates a cube texture where the raw buffers are passed in.
  114891. * @param scene defines the scene the texture is attached to
  114892. * @param data defines the array of data to use to create each face
  114893. * @param size defines the size of the textures
  114894. * @param format defines the format of the data
  114895. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  114896. * @param generateMipMaps defines if the engine should generate the mip levels
  114897. * @param invertY defines if data must be stored with Y axis inverted
  114898. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  114899. * @param compression defines the compression used (null by default)
  114900. */
  114901. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  114902. /**
  114903. * Updates the raw cube texture.
  114904. * @param data defines the data to store
  114905. * @param format defines the data format
  114906. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  114907. * @param invertY defines if data must be stored with Y axis inverted
  114908. * @param compression defines the compression used (null by default)
  114909. * @param level defines which level of the texture to update
  114910. */
  114911. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  114912. /**
  114913. * Updates a raw cube texture with RGBD encoded data.
  114914. * @param data defines the array of data [mipmap][face] to use to create each face
  114915. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  114916. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  114917. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  114918. * @returns a promsie that resolves when the operation is complete
  114919. */
  114920. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  114921. /**
  114922. * Clones the raw cube texture.
  114923. * @return a new cube texture
  114924. */
  114925. clone(): CubeTexture;
  114926. /** @hidden */
  114927. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  114928. }
  114929. }
  114930. declare module BABYLON {
  114931. /**
  114932. * Class used to store 3D textures containing user data
  114933. */
  114934. export class RawTexture3D extends Texture {
  114935. /** Gets or sets the texture format to use */
  114936. format: number;
  114937. private _engine;
  114938. /**
  114939. * Create a new RawTexture3D
  114940. * @param data defines the data of the texture
  114941. * @param width defines the width of the texture
  114942. * @param height defines the height of the texture
  114943. * @param depth defines the depth of the texture
  114944. * @param format defines the texture format to use
  114945. * @param scene defines the hosting scene
  114946. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  114947. * @param invertY defines if texture must be stored with Y axis inverted
  114948. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  114949. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  114950. */
  114951. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  114952. /** Gets or sets the texture format to use */
  114953. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  114954. /**
  114955. * Update the texture with new data
  114956. * @param data defines the data to store in the texture
  114957. */
  114958. update(data: ArrayBufferView): void;
  114959. }
  114960. }
  114961. declare module BABYLON {
  114962. /**
  114963. * Creates a refraction texture used by refraction channel of the standard material.
  114964. * It is like a mirror but to see through a material.
  114965. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114966. */
  114967. export class RefractionTexture extends RenderTargetTexture {
  114968. /**
  114969. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  114970. * 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.
  114971. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114972. */
  114973. refractionPlane: Plane;
  114974. /**
  114975. * Define how deep under the surface we should see.
  114976. */
  114977. depth: number;
  114978. /**
  114979. * Creates a refraction texture used by refraction channel of the standard material.
  114980. * It is like a mirror but to see through a material.
  114981. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  114982. * @param name Define the texture name
  114983. * @param size Define the size of the underlying texture
  114984. * @param scene Define the scene the refraction belongs to
  114985. * @param generateMipMaps Define if we need to generate mips level for the refraction
  114986. */
  114987. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  114988. /**
  114989. * Clone the refraction texture.
  114990. * @returns the cloned texture
  114991. */
  114992. clone(): RefractionTexture;
  114993. /**
  114994. * Serialize the texture to a JSON representation you could use in Parse later on
  114995. * @returns the serialized JSON representation
  114996. */
  114997. serialize(): any;
  114998. }
  114999. }
  115000. declare module BABYLON {
  115001. /**
  115002. * Defines the options related to the creation of an HtmlElementTexture
  115003. */
  115004. export interface IHtmlElementTextureOptions {
  115005. /**
  115006. * Defines wether mip maps should be created or not.
  115007. */
  115008. generateMipMaps?: boolean;
  115009. /**
  115010. * Defines the sampling mode of the texture.
  115011. */
  115012. samplingMode?: number;
  115013. /**
  115014. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  115015. */
  115016. engine: Nullable<Engine>;
  115017. /**
  115018. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  115019. */
  115020. scene: Nullable<Scene>;
  115021. }
  115022. /**
  115023. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  115024. * To be as efficient as possible depending on your constraints nothing aside the first upload
  115025. * is automatically managed.
  115026. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  115027. * in your application.
  115028. *
  115029. * As the update is not automatic, you need to call them manually.
  115030. */
  115031. export class HtmlElementTexture extends BaseTexture {
  115032. /**
  115033. * The texture URL.
  115034. */
  115035. element: HTMLVideoElement | HTMLCanvasElement;
  115036. private static readonly DefaultOptions;
  115037. private _textureMatrix;
  115038. private _engine;
  115039. private _isVideo;
  115040. private _generateMipMaps;
  115041. private _samplingMode;
  115042. /**
  115043. * Instantiates a HtmlElementTexture from the following parameters.
  115044. *
  115045. * @param name Defines the name of the texture
  115046. * @param element Defines the video or canvas the texture is filled with
  115047. * @param options Defines the other none mandatory texture creation options
  115048. */
  115049. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  115050. private _createInternalTexture;
  115051. /**
  115052. * Returns the texture matrix used in most of the material.
  115053. */
  115054. getTextureMatrix(): Matrix;
  115055. /**
  115056. * Updates the content of the texture.
  115057. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  115058. */
  115059. update(invertY?: Nullable<boolean>): void;
  115060. }
  115061. }
  115062. declare module BABYLON {
  115063. /**
  115064. * Enum used to define the target of a block
  115065. */
  115066. export enum NodeMaterialBlockTargets {
  115067. /** Vertex shader */
  115068. Vertex = 1,
  115069. /** Fragment shader */
  115070. Fragment = 2,
  115071. /** Neutral */
  115072. Neutral = 4,
  115073. /** Vertex and Fragment */
  115074. VertexAndFragment = 3
  115075. }
  115076. }
  115077. declare module BABYLON {
  115078. /**
  115079. * Defines the kind of connection point for node based material
  115080. */
  115081. export enum NodeMaterialBlockConnectionPointTypes {
  115082. /** Float */
  115083. Float = 1,
  115084. /** Int */
  115085. Int = 2,
  115086. /** Vector2 */
  115087. Vector2 = 4,
  115088. /** Vector3 */
  115089. Vector3 = 8,
  115090. /** Vector4 */
  115091. Vector4 = 16,
  115092. /** Color3 */
  115093. Color3 = 32,
  115094. /** Color4 */
  115095. Color4 = 64,
  115096. /** Matrix */
  115097. Matrix = 128,
  115098. /** Detect type based on connection */
  115099. AutoDetect = 1024,
  115100. /** Output type that will be defined by input type */
  115101. BasedOnInput = 2048
  115102. }
  115103. }
  115104. declare module BABYLON {
  115105. /**
  115106. * Root class for all node material optimizers
  115107. */
  115108. export class NodeMaterialOptimizer {
  115109. /**
  115110. * Function used to optimize a NodeMaterial graph
  115111. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  115112. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  115113. */
  115114. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  115115. }
  115116. }
  115117. declare module BABYLON {
  115118. /**
  115119. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  115120. */
  115121. export class TransformBlock extends NodeMaterialBlock {
  115122. /**
  115123. * Defines the value to use to complement W value to transform it to a Vector4
  115124. */
  115125. complementW: number;
  115126. /**
  115127. * Defines the value to use to complement z value to transform it to a Vector4
  115128. */
  115129. complementZ: number;
  115130. /**
  115131. * Creates a new TransformBlock
  115132. * @param name defines the block name
  115133. */
  115134. constructor(name: string);
  115135. /**
  115136. * Gets the current class name
  115137. * @returns the class name
  115138. */
  115139. getClassName(): string;
  115140. /**
  115141. * Gets the vector input
  115142. */
  115143. readonly vector: NodeMaterialConnectionPoint;
  115144. /**
  115145. * Gets the output component
  115146. */
  115147. readonly output: NodeMaterialConnectionPoint;
  115148. /**
  115149. * Gets the matrix transform input
  115150. */
  115151. readonly transform: NodeMaterialConnectionPoint;
  115152. protected _buildBlock(state: NodeMaterialBuildState): this;
  115153. serialize(): any;
  115154. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115155. }
  115156. }
  115157. declare module BABYLON {
  115158. /**
  115159. * Block used to output the vertex position
  115160. */
  115161. export class VertexOutputBlock extends NodeMaterialBlock {
  115162. /**
  115163. * Creates a new VertexOutputBlock
  115164. * @param name defines the block name
  115165. */
  115166. constructor(name: string);
  115167. /**
  115168. * Gets the current class name
  115169. * @returns the class name
  115170. */
  115171. getClassName(): string;
  115172. /**
  115173. * Gets the vector input component
  115174. */
  115175. readonly vector: NodeMaterialConnectionPoint;
  115176. protected _buildBlock(state: NodeMaterialBuildState): this;
  115177. }
  115178. }
  115179. declare module BABYLON {
  115180. /**
  115181. * Block used to output the final color
  115182. */
  115183. export class FragmentOutputBlock extends NodeMaterialBlock {
  115184. /**
  115185. * Create a new FragmentOutputBlock
  115186. * @param name defines the block name
  115187. */
  115188. constructor(name: string);
  115189. /**
  115190. * Gets the current class name
  115191. * @returns the class name
  115192. */
  115193. getClassName(): string;
  115194. /**
  115195. * Gets the rgba input component
  115196. */
  115197. readonly rgba: NodeMaterialConnectionPoint;
  115198. /**
  115199. * Gets the rgb input component
  115200. */
  115201. readonly rgb: NodeMaterialConnectionPoint;
  115202. /**
  115203. * Gets the a input component
  115204. */
  115205. readonly a: NodeMaterialConnectionPoint;
  115206. protected _buildBlock(state: NodeMaterialBuildState): this;
  115207. }
  115208. }
  115209. declare module BABYLON {
  115210. /**
  115211. * Interface used to configure the node material editor
  115212. */
  115213. export interface INodeMaterialEditorOptions {
  115214. /** Define the URl to load node editor script */
  115215. editorURL?: string;
  115216. }
  115217. /** @hidden */
  115218. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  115219. /** BONES */
  115220. NUM_BONE_INFLUENCERS: number;
  115221. BonesPerMesh: number;
  115222. BONETEXTURE: boolean;
  115223. /** MORPH TARGETS */
  115224. MORPHTARGETS: boolean;
  115225. MORPHTARGETS_NORMAL: boolean;
  115226. MORPHTARGETS_TANGENT: boolean;
  115227. MORPHTARGETS_UV: boolean;
  115228. NUM_MORPH_INFLUENCERS: number;
  115229. /** IMAGE PROCESSING */
  115230. IMAGEPROCESSING: boolean;
  115231. VIGNETTE: boolean;
  115232. VIGNETTEBLENDMODEMULTIPLY: boolean;
  115233. VIGNETTEBLENDMODEOPAQUE: boolean;
  115234. TONEMAPPING: boolean;
  115235. TONEMAPPING_ACES: boolean;
  115236. CONTRAST: boolean;
  115237. EXPOSURE: boolean;
  115238. COLORCURVES: boolean;
  115239. COLORGRADING: boolean;
  115240. COLORGRADING3D: boolean;
  115241. SAMPLER3DGREENDEPTH: boolean;
  115242. SAMPLER3DBGRMAP: boolean;
  115243. IMAGEPROCESSINGPOSTPROCESS: boolean;
  115244. constructor();
  115245. setValue(name: string, value: boolean): void;
  115246. }
  115247. /**
  115248. * Class used to configure NodeMaterial
  115249. */
  115250. export interface INodeMaterialOptions {
  115251. /**
  115252. * Defines if blocks should emit comments
  115253. */
  115254. emitComments: boolean;
  115255. }
  115256. /**
  115257. * Class used to create a node based material built by assembling shader blocks
  115258. */
  115259. export class NodeMaterial extends PushMaterial {
  115260. private _options;
  115261. private _vertexCompilationState;
  115262. private _fragmentCompilationState;
  115263. private _sharedData;
  115264. private _buildId;
  115265. private _buildWasSuccessful;
  115266. private _cachedWorldViewMatrix;
  115267. private _cachedWorldViewProjectionMatrix;
  115268. private _optimizers;
  115269. /** Define the URl to load node editor script */
  115270. static EditorURL: string;
  115271. private BJSNODEMATERIALEDITOR;
  115272. /** Get the inspector from bundle or global */
  115273. private _getGlobalNodeMaterialEditor;
  115274. /**
  115275. * 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)
  115276. */
  115277. ignoreAlpha: boolean;
  115278. /**
  115279. * Defines the maximum number of lights that can be used in the material
  115280. */
  115281. maxSimultaneousLights: number;
  115282. /**
  115283. * Observable raised when the material is built
  115284. */
  115285. onBuildObservable: Observable<NodeMaterial>;
  115286. /**
  115287. * Gets or sets the root nodes of the material vertex shader
  115288. */
  115289. _vertexOutputNodes: NodeMaterialBlock[];
  115290. /**
  115291. * Gets or sets the root nodes of the material fragment (pixel) shader
  115292. */
  115293. _fragmentOutputNodes: NodeMaterialBlock[];
  115294. /** Gets or sets options to control the node material overall behavior */
  115295. options: INodeMaterialOptions;
  115296. /**
  115297. * Default configuration related to image processing available in the standard Material.
  115298. */
  115299. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  115300. /**
  115301. * Gets the image processing configuration used either in this material.
  115302. */
  115303. /**
  115304. * Sets the Default image processing configuration used either in the this material.
  115305. *
  115306. * If sets to null, the scene one is in use.
  115307. */
  115308. imageProcessingConfiguration: ImageProcessingConfiguration;
  115309. /**
  115310. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  115311. */
  115312. attachedBlocks: NodeMaterialBlock[];
  115313. /**
  115314. * Create a new node based material
  115315. * @param name defines the material name
  115316. * @param scene defines the hosting scene
  115317. * @param options defines creation option
  115318. */
  115319. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  115320. /**
  115321. * Gets the current class name of the material e.g. "NodeMaterial"
  115322. * @returns the class name
  115323. */
  115324. getClassName(): string;
  115325. /**
  115326. * Keep track of the image processing observer to allow dispose and replace.
  115327. */
  115328. private _imageProcessingObserver;
  115329. /**
  115330. * Attaches a new image processing configuration to the Standard Material.
  115331. * @param configuration
  115332. */
  115333. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  115334. /**
  115335. * Adds a new optimizer to the list of optimizers
  115336. * @param optimizer defines the optimizers to add
  115337. * @returns the current material
  115338. */
  115339. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115340. /**
  115341. * Remove an optimizer from the list of optimizers
  115342. * @param optimizer defines the optimizers to remove
  115343. * @returns the current material
  115344. */
  115345. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  115346. /**
  115347. * Add a new block to the list of output nodes
  115348. * @param node defines the node to add
  115349. * @returns the current material
  115350. */
  115351. addOutputNode(node: NodeMaterialBlock): this;
  115352. /**
  115353. * Remove a block from the list of root nodes
  115354. * @param node defines the node to remove
  115355. * @returns the current material
  115356. */
  115357. removeOutputNode(node: NodeMaterialBlock): this;
  115358. private _addVertexOutputNode;
  115359. private _removeVertexOutputNode;
  115360. private _addFragmentOutputNode;
  115361. private _removeFragmentOutputNode;
  115362. /**
  115363. * Specifies if the material will require alpha blending
  115364. * @returns a boolean specifying if alpha blending is needed
  115365. */
  115366. needAlphaBlending(): boolean;
  115367. /**
  115368. * Specifies if this material should be rendered in alpha test mode
  115369. * @returns a boolean specifying if an alpha test is needed.
  115370. */
  115371. needAlphaTesting(): boolean;
  115372. private _initializeBlock;
  115373. private _resetDualBlocks;
  115374. /**
  115375. * Build the material and generates the inner effect
  115376. * @param verbose defines if the build should log activity
  115377. */
  115378. build(verbose?: boolean): void;
  115379. /**
  115380. * Runs an otpimization phase to try to improve the shader code
  115381. */
  115382. optimize(): void;
  115383. private _prepareDefinesForAttributes;
  115384. /**
  115385. * Get if the submesh is ready to be used and all its information available.
  115386. * Child classes can use it to update shaders
  115387. * @param mesh defines the mesh to check
  115388. * @param subMesh defines which submesh to check
  115389. * @param useInstances specifies that instances should be used
  115390. * @returns a boolean indicating that the submesh is ready or not
  115391. */
  115392. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  115393. /**
  115394. * Get a string representing the shaders built by the current node graph
  115395. */
  115396. readonly compiledShaders: string;
  115397. /**
  115398. * Binds the world matrix to the material
  115399. * @param world defines the world transformation matrix
  115400. */
  115401. bindOnlyWorldMatrix(world: Matrix): void;
  115402. /**
  115403. * Binds the submesh to this material by preparing the effect and shader to draw
  115404. * @param world defines the world transformation matrix
  115405. * @param mesh defines the mesh containing the submesh
  115406. * @param subMesh defines the submesh to bind the material to
  115407. */
  115408. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  115409. /**
  115410. * Gets the active textures from the material
  115411. * @returns an array of textures
  115412. */
  115413. getActiveTextures(): BaseTexture[];
  115414. /**
  115415. * Specifies if the material uses a texture
  115416. * @param texture defines the texture to check against the material
  115417. * @returns a boolean specifying if the material uses the texture
  115418. */
  115419. hasTexture(texture: BaseTexture): boolean;
  115420. /**
  115421. * Disposes the material
  115422. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  115423. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  115424. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  115425. */
  115426. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  115427. /** Creates the node editor window. */
  115428. private _createNodeEditor;
  115429. /**
  115430. * Launch the node material editor
  115431. * @param config Define the configuration of the editor
  115432. * @return a promise fulfilled when the node editor is visible
  115433. */
  115434. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  115435. /**
  115436. * Clear the current material
  115437. */
  115438. clear(): void;
  115439. /**
  115440. * Clear the current material and set it to a default state
  115441. */
  115442. setToDefault(): void;
  115443. private _gatherBlocks;
  115444. /**
  115445. * Serializes this material in a JSON representation
  115446. * @returns the serialized material object
  115447. */
  115448. serialize(): any;
  115449. /**
  115450. * Clear the current graph and load a new one from a serialization object
  115451. * @param source defines the JSON representation of the material
  115452. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115453. */
  115454. loadFromSerialization(source: any, rootUrl?: string): void;
  115455. /**
  115456. * Creates a node material from parsed material data
  115457. * @param source defines the JSON representation of the material
  115458. * @param scene defines the hosting scene
  115459. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  115460. * @returns a new node material
  115461. */
  115462. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  115463. }
  115464. }
  115465. declare module BABYLON {
  115466. /**
  115467. * Block used to read a texture from a sampler
  115468. */
  115469. export class TextureBlock extends NodeMaterialBlock {
  115470. private _defineName;
  115471. private _samplerName;
  115472. private _transformedUVName;
  115473. private _textureTransformName;
  115474. private _textureInfoName;
  115475. private _mainUVName;
  115476. private _mainUVDefineName;
  115477. /**
  115478. * Gets or sets the texture associated with the node
  115479. */
  115480. texture: Nullable<BaseTexture>;
  115481. /**
  115482. * Create a new TextureBlock
  115483. * @param name defines the block name
  115484. */
  115485. constructor(name: string);
  115486. /**
  115487. * Gets the current class name
  115488. * @returns the class name
  115489. */
  115490. getClassName(): string;
  115491. /**
  115492. * Gets the uv input component
  115493. */
  115494. readonly uv: NodeMaterialConnectionPoint;
  115495. /**
  115496. * Gets the output component
  115497. */
  115498. readonly output: NodeMaterialConnectionPoint;
  115499. autoConfigure(): void;
  115500. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115501. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115502. isReady(): boolean;
  115503. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115504. private _injectVertexCode;
  115505. private _writeOutput;
  115506. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  115507. serialize(): any;
  115508. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115509. }
  115510. }
  115511. declare module BABYLON {
  115512. /**
  115513. * Class used to store shared data between 2 NodeMaterialBuildState
  115514. */
  115515. export class NodeMaterialBuildStateSharedData {
  115516. /**
  115517. * Gets the list of emitted varyings
  115518. */
  115519. varyings: string[];
  115520. /**
  115521. * Gets the varying declaration string
  115522. */
  115523. varyingDeclaration: string;
  115524. /**
  115525. * Input blocks
  115526. */
  115527. inputBlocks: InputBlock[];
  115528. /**
  115529. * Input blocks
  115530. */
  115531. textureBlocks: TextureBlock[];
  115532. /**
  115533. * Bindable blocks (Blocks that need to set data to the effect)
  115534. */
  115535. bindableBlocks: NodeMaterialBlock[];
  115536. /**
  115537. * List of blocks that can provide a compilation fallback
  115538. */
  115539. blocksWithFallbacks: NodeMaterialBlock[];
  115540. /**
  115541. * List of blocks that can provide a define update
  115542. */
  115543. blocksWithDefines: NodeMaterialBlock[];
  115544. /**
  115545. * List of blocks that can provide a repeatable content
  115546. */
  115547. repeatableContentBlocks: NodeMaterialBlock[];
  115548. /**
  115549. * List of blocks that can provide a dynamic list of uniforms
  115550. */
  115551. dynamicUniformBlocks: NodeMaterialBlock[];
  115552. /**
  115553. * List of blocks that can block the isReady function for the material
  115554. */
  115555. blockingBlocks: NodeMaterialBlock[];
  115556. /**
  115557. * Build Id used to avoid multiple recompilations
  115558. */
  115559. buildId: number;
  115560. /** List of emitted variables */
  115561. variableNames: {
  115562. [key: string]: number;
  115563. };
  115564. /** List of emitted defines */
  115565. defineNames: {
  115566. [key: string]: number;
  115567. };
  115568. /** Should emit comments? */
  115569. emitComments: boolean;
  115570. /** Emit build activity */
  115571. verbose: boolean;
  115572. /**
  115573. * Gets the compilation hints emitted at compilation time
  115574. */
  115575. hints: {
  115576. needWorldViewMatrix: boolean;
  115577. needWorldViewProjectionMatrix: boolean;
  115578. needAlphaBlending: boolean;
  115579. needAlphaTesting: boolean;
  115580. };
  115581. /**
  115582. * List of compilation checks
  115583. */
  115584. checks: {
  115585. emitVertex: boolean;
  115586. emitFragment: boolean;
  115587. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  115588. };
  115589. /** Creates a new shared data */
  115590. constructor();
  115591. /**
  115592. * Emits console errors and exceptions if there is a failing check
  115593. */
  115594. emitErrors(): void;
  115595. }
  115596. }
  115597. declare module BABYLON {
  115598. /**
  115599. * Class used to store node based material build state
  115600. */
  115601. export class NodeMaterialBuildState {
  115602. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  115603. supportUniformBuffers: boolean;
  115604. /**
  115605. * Gets the list of emitted attributes
  115606. */
  115607. attributes: string[];
  115608. /**
  115609. * Gets the list of emitted uniforms
  115610. */
  115611. uniforms: string[];
  115612. /**
  115613. * Gets the list of emitted uniform buffers
  115614. */
  115615. uniformBuffers: string[];
  115616. /**
  115617. * Gets the list of emitted samplers
  115618. */
  115619. samplers: string[];
  115620. /**
  115621. * Gets the list of emitted functions
  115622. */
  115623. functions: {
  115624. [key: string]: string;
  115625. };
  115626. /**
  115627. * Gets the target of the compilation state
  115628. */
  115629. target: NodeMaterialBlockTargets;
  115630. /**
  115631. * Gets the list of emitted counters
  115632. */
  115633. counters: {
  115634. [key: string]: number;
  115635. };
  115636. /**
  115637. * Shared data between multiple NodeMaterialBuildState instances
  115638. */
  115639. sharedData: NodeMaterialBuildStateSharedData;
  115640. /** @hidden */
  115641. _vertexState: NodeMaterialBuildState;
  115642. /** @hidden */
  115643. _attributeDeclaration: string;
  115644. /** @hidden */
  115645. _uniformDeclaration: string;
  115646. /** @hidden */
  115647. _samplerDeclaration: string;
  115648. /** @hidden */
  115649. _varyingTransfer: string;
  115650. private _repeatableContentAnchorIndex;
  115651. /** @hidden */
  115652. _builtCompilationString: string;
  115653. /**
  115654. * Gets the emitted compilation strings
  115655. */
  115656. compilationString: string;
  115657. /**
  115658. * Finalize the compilation strings
  115659. * @param state defines the current compilation state
  115660. */
  115661. finalize(state: NodeMaterialBuildState): void;
  115662. /** @hidden */
  115663. readonly _repeatableContentAnchor: string;
  115664. /** @hidden */
  115665. _getFreeVariableName(prefix: string): string;
  115666. /** @hidden */
  115667. _getFreeDefineName(prefix: string): string;
  115668. /** @hidden */
  115669. _excludeVariableName(name: string): void;
  115670. /** @hidden */
  115671. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  115672. /** @hidden */
  115673. _emitFunction(name: string, code: string, comments: string): void;
  115674. /** @hidden */
  115675. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  115676. replaceStrings?: {
  115677. search: RegExp;
  115678. replace: string;
  115679. }[];
  115680. repeatKey?: string;
  115681. }): string;
  115682. /** @hidden */
  115683. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  115684. repeatKey?: string;
  115685. removeAttributes?: boolean;
  115686. removeUniforms?: boolean;
  115687. removeVaryings?: boolean;
  115688. removeIfDef?: boolean;
  115689. replaceStrings?: {
  115690. search: RegExp;
  115691. replace: string;
  115692. }[];
  115693. }, storeKey?: string): void;
  115694. /** @hidden */
  115695. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115696. /** @hidden */
  115697. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  115698. }
  115699. }
  115700. declare module BABYLON {
  115701. /**
  115702. * Defines a block that can be used inside a node based material
  115703. */
  115704. export class NodeMaterialBlock {
  115705. private _buildId;
  115706. private _buildTarget;
  115707. private _target;
  115708. private _isFinalMerger;
  115709. private _isInput;
  115710. /** @hidden */
  115711. _inputs: NodeMaterialConnectionPoint[];
  115712. /** @hidden */
  115713. _outputs: NodeMaterialConnectionPoint[];
  115714. /**
  115715. * Gets or sets the name of the block
  115716. */
  115717. name: string;
  115718. /**
  115719. * Gets or sets the unique id of the node
  115720. */
  115721. uniqueId: number;
  115722. /**
  115723. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  115724. */
  115725. readonly isFinalMerger: boolean;
  115726. /**
  115727. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  115728. */
  115729. readonly isInput: boolean;
  115730. /**
  115731. * Gets or sets the build Id
  115732. */
  115733. buildId: number;
  115734. /**
  115735. * Gets or sets the target of the block
  115736. */
  115737. target: NodeMaterialBlockTargets;
  115738. /**
  115739. * Gets the list of input points
  115740. */
  115741. readonly inputs: NodeMaterialConnectionPoint[];
  115742. /** Gets the list of output points */
  115743. readonly outputs: NodeMaterialConnectionPoint[];
  115744. /**
  115745. * Find an input by its name
  115746. * @param name defines the name of the input to look for
  115747. * @returns the input or null if not found
  115748. */
  115749. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115750. /**
  115751. * Find an output by its name
  115752. * @param name defines the name of the outputto look for
  115753. * @returns the output or null if not found
  115754. */
  115755. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  115756. /**
  115757. * Creates a new NodeMaterialBlock
  115758. * @param name defines the block name
  115759. * @param target defines the target of that block (Vertex by default)
  115760. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  115761. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  115762. */
  115763. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  115764. /**
  115765. * Initialize the block and prepare the context for build
  115766. * @param state defines the state that will be used for the build
  115767. */
  115768. initialize(state: NodeMaterialBuildState): void;
  115769. /**
  115770. * Bind data to effect. Will only be called for blocks with isBindable === true
  115771. * @param effect defines the effect to bind data to
  115772. * @param nodeMaterial defines the hosting NodeMaterial
  115773. * @param mesh defines the mesh that will be rendered
  115774. */
  115775. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  115776. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  115777. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  115778. protected _writeFloat(value: number): string;
  115779. /**
  115780. * Gets the current class name e.g. "NodeMaterialBlock"
  115781. * @returns the class name
  115782. */
  115783. getClassName(): string;
  115784. /**
  115785. * Register a new input. Must be called inside a block constructor
  115786. * @param name defines the connection point name
  115787. * @param type defines the connection point type
  115788. * @param isOptional defines a boolean indicating that this input can be omitted
  115789. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115790. * @returns the current block
  115791. */
  115792. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  115793. /**
  115794. * Register a new output. Must be called inside a block constructor
  115795. * @param name defines the connection point name
  115796. * @param type defines the connection point type
  115797. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  115798. * @returns the current block
  115799. */
  115800. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  115801. /**
  115802. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  115803. * @param forOutput defines an optional connection point to check compatibility with
  115804. * @returns the first available input or null
  115805. */
  115806. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  115807. /**
  115808. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  115809. * @param forBlock defines an optional block to check compatibility with
  115810. * @returns the first available input or null
  115811. */
  115812. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  115813. /**
  115814. * Connect current block with another block
  115815. * @param other defines the block to connect with
  115816. * @param options define the various options to help pick the right connections
  115817. * @returns the current block
  115818. */
  115819. connectTo(other: NodeMaterialBlock, options?: {
  115820. input?: string;
  115821. output?: string;
  115822. outputSwizzle?: string;
  115823. }): this | undefined;
  115824. protected _buildBlock(state: NodeMaterialBuildState): void;
  115825. /**
  115826. * Add uniforms, samplers and uniform buffers at compilation time
  115827. * @param state defines the state to update
  115828. * @param nodeMaterial defines the node material requesting the update
  115829. * @param defines defines the material defines to update
  115830. */
  115831. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  115832. /**
  115833. * Add potential fallbacks if shader compilation fails
  115834. * @param mesh defines the mesh to be rendered
  115835. * @param fallbacks defines the current prioritized list of fallbacks
  115836. */
  115837. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  115838. /**
  115839. * Update defines for shader compilation
  115840. * @param mesh defines the mesh to be rendered
  115841. * @param nodeMaterial defines the node material requesting the update
  115842. * @param defines defines the material defines to update
  115843. * @param useInstances specifies that instances should be used
  115844. */
  115845. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115846. /**
  115847. * Initialize defines for shader compilation
  115848. * @param mesh defines the mesh to be rendered
  115849. * @param nodeMaterial defines the node material requesting the update
  115850. * @param defines defines the material defines to be prepared
  115851. * @param useInstances specifies that instances should be used
  115852. */
  115853. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  115854. /**
  115855. * Lets the block try to connect some inputs automatically
  115856. */
  115857. autoConfigure(): void;
  115858. /**
  115859. * Function called when a block is declared as repeatable content generator
  115860. * @param vertexShaderState defines the current compilation state for the vertex shader
  115861. * @param fragmentShaderState defines the current compilation state for the fragment shader
  115862. * @param mesh defines the mesh to be rendered
  115863. * @param defines defines the material defines to update
  115864. */
  115865. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  115866. /**
  115867. * Checks if the block is ready
  115868. * @param mesh defines the mesh to be rendered
  115869. * @param nodeMaterial defines the node material requesting the update
  115870. * @param defines defines the material defines to update
  115871. * @param useInstances specifies that instances should be used
  115872. * @returns true if the block is ready
  115873. */
  115874. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  115875. private _processBuild;
  115876. /**
  115877. * Compile the current node and generate the shader code
  115878. * @param state defines the current compilation state (uniforms, samplers, current string)
  115879. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  115880. * @returns true if already built
  115881. */
  115882. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  115883. /**
  115884. * Serializes this block in a JSON representation
  115885. * @returns the serialized block object
  115886. */
  115887. serialize(): any;
  115888. /** @hidden */
  115889. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  115890. }
  115891. }
  115892. declare module BABYLON {
  115893. /**
  115894. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  115895. */
  115896. export enum NodeMaterialBlockConnectionPointMode {
  115897. /** Value is an uniform */
  115898. Uniform = 0,
  115899. /** Value is a mesh attribute */
  115900. Attribute = 1,
  115901. /** Value is a varying between vertex and fragment shaders */
  115902. Varying = 2,
  115903. /** Mode is undefined */
  115904. Undefined = 3
  115905. }
  115906. }
  115907. declare module BABYLON {
  115908. /**
  115909. * Enum used to define well known values e.g. values automatically provided by the system
  115910. */
  115911. export enum NodeMaterialWellKnownValues {
  115912. /** World */
  115913. World = 1,
  115914. /** View */
  115915. View = 2,
  115916. /** Projection */
  115917. Projection = 3,
  115918. /** ViewProjection */
  115919. ViewProjection = 4,
  115920. /** WorldView */
  115921. WorldView = 5,
  115922. /** WorldViewProjection */
  115923. WorldViewProjection = 6,
  115924. /** CameraPosition */
  115925. CameraPosition = 7,
  115926. /** Fog Color */
  115927. FogColor = 8
  115928. }
  115929. }
  115930. declare module BABYLON {
  115931. /**
  115932. * Contains position and normal vectors for a vertex
  115933. */
  115934. export class PositionNormalVertex {
  115935. /** the position of the vertex (defaut: 0,0,0) */
  115936. position: Vector3;
  115937. /** the normal of the vertex (defaut: 0,1,0) */
  115938. normal: Vector3;
  115939. /**
  115940. * Creates a PositionNormalVertex
  115941. * @param position the position of the vertex (defaut: 0,0,0)
  115942. * @param normal the normal of the vertex (defaut: 0,1,0)
  115943. */
  115944. constructor(
  115945. /** the position of the vertex (defaut: 0,0,0) */
  115946. position?: Vector3,
  115947. /** the normal of the vertex (defaut: 0,1,0) */
  115948. normal?: Vector3);
  115949. /**
  115950. * Clones the PositionNormalVertex
  115951. * @returns the cloned PositionNormalVertex
  115952. */
  115953. clone(): PositionNormalVertex;
  115954. }
  115955. /**
  115956. * Contains position, normal and uv vectors for a vertex
  115957. */
  115958. export class PositionNormalTextureVertex {
  115959. /** the position of the vertex (defaut: 0,0,0) */
  115960. position: Vector3;
  115961. /** the normal of the vertex (defaut: 0,1,0) */
  115962. normal: Vector3;
  115963. /** the uv of the vertex (default: 0,0) */
  115964. uv: Vector2;
  115965. /**
  115966. * Creates a PositionNormalTextureVertex
  115967. * @param position the position of the vertex (defaut: 0,0,0)
  115968. * @param normal the normal of the vertex (defaut: 0,1,0)
  115969. * @param uv the uv of the vertex (default: 0,0)
  115970. */
  115971. constructor(
  115972. /** the position of the vertex (defaut: 0,0,0) */
  115973. position?: Vector3,
  115974. /** the normal of the vertex (defaut: 0,1,0) */
  115975. normal?: Vector3,
  115976. /** the uv of the vertex (default: 0,0) */
  115977. uv?: Vector2);
  115978. /**
  115979. * Clones the PositionNormalTextureVertex
  115980. * @returns the cloned PositionNormalTextureVertex
  115981. */
  115982. clone(): PositionNormalTextureVertex;
  115983. }
  115984. }
  115985. declare module BABYLON {
  115986. /**
  115987. * Block used to expose an input value
  115988. */
  115989. export class InputBlock extends NodeMaterialBlock {
  115990. private _mode;
  115991. private _associatedVariableName;
  115992. private _storedValue;
  115993. private _valueCallback;
  115994. private _type;
  115995. /** @hidden */
  115996. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  115997. /**
  115998. * Gets or sets the connection point type (default is float)
  115999. */
  116000. readonly type: NodeMaterialBlockConnectionPointTypes;
  116001. /**
  116002. * Creates a new InputBlock
  116003. * @param name defines the block name
  116004. * @param target defines the target of that block (Vertex by default)
  116005. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  116006. */
  116007. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  116008. /**
  116009. * Gets the output component
  116010. */
  116011. readonly output: NodeMaterialConnectionPoint;
  116012. /**
  116013. * Set the source of this connection point to a vertex attribute
  116014. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  116015. * @returns the current connection point
  116016. */
  116017. setAsAttribute(attributeName?: string): InputBlock;
  116018. /**
  116019. * Set the source of this connection point to a well known value
  116020. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  116021. * @returns the current connection point
  116022. */
  116023. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  116024. /**
  116025. * Gets or sets the value of that point.
  116026. * Please note that this value will be ignored if valueCallback is defined
  116027. */
  116028. value: any;
  116029. /**
  116030. * Gets or sets a callback used to get the value of that point.
  116031. * Please note that setting this value will force the connection point to ignore the value property
  116032. */
  116033. valueCallback: () => any;
  116034. /**
  116035. * Gets or sets the associated variable name in the shader
  116036. */
  116037. associatedVariableName: string;
  116038. /**
  116039. * Gets a boolean indicating that this connection point not defined yet
  116040. */
  116041. readonly isUndefined: boolean;
  116042. /**
  116043. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  116044. * In this case the connection point name must be the name of the uniform to use.
  116045. * Can only be set on inputs
  116046. */
  116047. isUniform: boolean;
  116048. /**
  116049. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  116050. * In this case the connection point name must be the name of the attribute to use
  116051. * Can only be set on inputs
  116052. */
  116053. isAttribute: boolean;
  116054. /**
  116055. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  116056. * Can only be set on exit points
  116057. */
  116058. isVarying: boolean;
  116059. /**
  116060. * Gets a boolean indicating that the current connection point is a well known value
  116061. */
  116062. readonly isWellKnownValue: boolean;
  116063. /**
  116064. * Gets or sets the current well known value or null if not defined as well know value
  116065. */
  116066. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  116067. /**
  116068. * Gets the current class name
  116069. * @returns the class name
  116070. */
  116071. getClassName(): string;
  116072. private _emitDefine;
  116073. /**
  116074. * Set the input block to its default value (based on its type)
  116075. */
  116076. setDefaultValue(): void;
  116077. private _emit;
  116078. /** @hidden */
  116079. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  116080. /** @hidden */
  116081. _transmit(effect: Effect, scene: Scene): void;
  116082. protected _buildBlock(state: NodeMaterialBuildState): void;
  116083. serialize(): any;
  116084. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116085. }
  116086. }
  116087. declare module BABYLON {
  116088. /**
  116089. * Defines a connection point for a block
  116090. */
  116091. export class NodeMaterialConnectionPoint {
  116092. /** @hidden */
  116093. _ownerBlock: NodeMaterialBlock;
  116094. /** @hidden */
  116095. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116096. private _endpoints;
  116097. private _associatedVariableName;
  116098. /** @hidden */
  116099. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  116100. private _type;
  116101. /** @hidden */
  116102. _enforceAssociatedVariableName: boolean;
  116103. /**
  116104. * Gets or sets the additional types supported byt this connection point
  116105. */
  116106. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  116107. /**
  116108. * Gets or sets the associated variable name in the shader
  116109. */
  116110. associatedVariableName: string;
  116111. /**
  116112. * Gets or sets the connection point type (default is float)
  116113. */
  116114. type: NodeMaterialBlockConnectionPointTypes;
  116115. /**
  116116. * Gets or sets the connection point name
  116117. */
  116118. name: string;
  116119. /**
  116120. * Gets or sets a boolean indicating that this connection point can be omitted
  116121. */
  116122. isOptional: boolean;
  116123. /**
  116124. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  116125. */
  116126. define: string;
  116127. /** Gets or sets the target of that connection point */
  116128. target: NodeMaterialBlockTargets;
  116129. /**
  116130. * Gets a boolean indicating that the current point is connected
  116131. */
  116132. readonly isConnected: boolean;
  116133. /**
  116134. * Gets a boolean indicating that the current point is connected to an input block
  116135. */
  116136. readonly isConnectedToInput: boolean;
  116137. /**
  116138. * Gets a the connected input block (if any)
  116139. */
  116140. readonly connectInputBlock: Nullable<InputBlock>;
  116141. /** Get the other side of the connection (if any) */
  116142. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  116143. /** Get the block that owns this connection point */
  116144. readonly ownerBlock: NodeMaterialBlock;
  116145. /** Get the block connected on the other side of this connection (if any) */
  116146. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  116147. /** Get the block connected on the endpoints of this connection (if any) */
  116148. readonly connectedBlocks: Array<NodeMaterialBlock>;
  116149. /** Gets the list of connected endpoints */
  116150. readonly endpoints: NodeMaterialConnectionPoint[];
  116151. /**
  116152. * Creates a new connection point
  116153. * @param name defines the connection point name
  116154. * @param ownerBlock defines the block hosting this connection point
  116155. */
  116156. constructor(name: string, ownerBlock: NodeMaterialBlock);
  116157. /**
  116158. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  116159. * @returns the class name
  116160. */
  116161. getClassName(): string;
  116162. /**
  116163. * Gets an boolean indicating if the current point can be connected to another point
  116164. * @param connectionPoint defines the other connection point
  116165. * @returns true if the connection is possible
  116166. */
  116167. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  116168. /**
  116169. * Connect this point to another connection point
  116170. * @param connectionPoint defines the other connection point
  116171. * @returns the current connection point
  116172. */
  116173. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116174. /**
  116175. * Disconnect this point from one of his endpoint
  116176. * @param endpoint defines the other connection point
  116177. * @returns the current connection point
  116178. */
  116179. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  116180. /**
  116181. * Serializes this point in a JSON representation
  116182. * @returns the serialized point object
  116183. */
  116184. serialize(): any;
  116185. }
  116186. }
  116187. declare module BABYLON {
  116188. /**
  116189. * Block used to add support for vertex skinning (bones)
  116190. */
  116191. export class BonesBlock extends NodeMaterialBlock {
  116192. /**
  116193. * Creates a new BonesBlock
  116194. * @param name defines the block name
  116195. */
  116196. constructor(name: string);
  116197. /**
  116198. * Initialize the block and prepare the context for build
  116199. * @param state defines the state that will be used for the build
  116200. */
  116201. initialize(state: NodeMaterialBuildState): void;
  116202. /**
  116203. * Gets the current class name
  116204. * @returns the class name
  116205. */
  116206. getClassName(): string;
  116207. /**
  116208. * Gets the matrix indices input component
  116209. */
  116210. readonly matricesIndices: NodeMaterialConnectionPoint;
  116211. /**
  116212. * Gets the matrix weights input component
  116213. */
  116214. readonly matricesWeights: NodeMaterialConnectionPoint;
  116215. /**
  116216. * Gets the extra matrix indices input component
  116217. */
  116218. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  116219. /**
  116220. * Gets the extra matrix weights input component
  116221. */
  116222. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  116223. /**
  116224. * Gets the world input component
  116225. */
  116226. readonly world: NodeMaterialConnectionPoint;
  116227. /**
  116228. * Gets the output component
  116229. */
  116230. readonly output: NodeMaterialConnectionPoint;
  116231. autoConfigure(): void;
  116232. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  116233. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116234. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116235. protected _buildBlock(state: NodeMaterialBuildState): this;
  116236. }
  116237. }
  116238. declare module BABYLON {
  116239. /**
  116240. * Block used to add support for instances
  116241. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  116242. */
  116243. export class InstancesBlock extends NodeMaterialBlock {
  116244. /**
  116245. * Creates a new InstancesBlock
  116246. * @param name defines the block name
  116247. */
  116248. constructor(name: string);
  116249. /**
  116250. * Gets the current class name
  116251. * @returns the class name
  116252. */
  116253. getClassName(): string;
  116254. /**
  116255. * Gets the first world row input component
  116256. */
  116257. readonly world0: NodeMaterialConnectionPoint;
  116258. /**
  116259. * Gets the second world row input component
  116260. */
  116261. readonly world1: NodeMaterialConnectionPoint;
  116262. /**
  116263. * Gets the third world row input component
  116264. */
  116265. readonly world2: NodeMaterialConnectionPoint;
  116266. /**
  116267. * Gets the forth world row input component
  116268. */
  116269. readonly world3: NodeMaterialConnectionPoint;
  116270. /**
  116271. * Gets the world input component
  116272. */
  116273. readonly world: NodeMaterialConnectionPoint;
  116274. /**
  116275. * Gets the output component
  116276. */
  116277. readonly output: NodeMaterialConnectionPoint;
  116278. autoConfigure(): void;
  116279. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116280. protected _buildBlock(state: NodeMaterialBuildState): this;
  116281. }
  116282. }
  116283. declare module BABYLON {
  116284. /**
  116285. * Block used to add morph targets support to vertex shader
  116286. */
  116287. export class MorphTargetsBlock extends NodeMaterialBlock {
  116288. private _repeatableContentAnchor;
  116289. private _repeatebleContentGenerated;
  116290. /**
  116291. * Create a new MorphTargetsBlock
  116292. * @param name defines the block name
  116293. */
  116294. constructor(name: string);
  116295. /**
  116296. * Gets the current class name
  116297. * @returns the class name
  116298. */
  116299. getClassName(): string;
  116300. /**
  116301. * Gets the position input component
  116302. */
  116303. readonly position: NodeMaterialConnectionPoint;
  116304. /**
  116305. * Gets the normal input component
  116306. */
  116307. readonly normal: NodeMaterialConnectionPoint;
  116308. /**
  116309. * Gets the tangent input component
  116310. */
  116311. readonly tangent: NodeMaterialConnectionPoint;
  116312. /**
  116313. * Gets the tangent input component
  116314. */
  116315. readonly uv: NodeMaterialConnectionPoint;
  116316. /**
  116317. * Gets the position output component
  116318. */
  116319. readonly positionOutput: NodeMaterialConnectionPoint;
  116320. /**
  116321. * Gets the normal output component
  116322. */
  116323. readonly normalOutput: NodeMaterialConnectionPoint;
  116324. /**
  116325. * Gets the tangent output component
  116326. */
  116327. readonly tangentOutput: NodeMaterialConnectionPoint;
  116328. /**
  116329. * Gets the tangent output component
  116330. */
  116331. readonly uvOutput: NodeMaterialConnectionPoint;
  116332. initialize(state: NodeMaterialBuildState): void;
  116333. autoConfigure(): void;
  116334. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116335. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116336. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  116337. protected _buildBlock(state: NodeMaterialBuildState): this;
  116338. }
  116339. }
  116340. declare module BABYLON {
  116341. /**
  116342. * Block used to add an alpha test in the fragment shader
  116343. */
  116344. export class AlphaTestBlock extends NodeMaterialBlock {
  116345. /**
  116346. * Gets or sets the alpha value where alpha testing happens
  116347. */
  116348. alphaCutOff: number;
  116349. /**
  116350. * Create a new AlphaTestBlock
  116351. * @param name defines the block name
  116352. */
  116353. constructor(name: string);
  116354. /**
  116355. * Gets the current class name
  116356. * @returns the class name
  116357. */
  116358. getClassName(): string;
  116359. /**
  116360. * Gets the color input component
  116361. */
  116362. readonly color: NodeMaterialConnectionPoint;
  116363. /**
  116364. * Gets the alpha input component
  116365. */
  116366. readonly alpha: NodeMaterialConnectionPoint;
  116367. protected _buildBlock(state: NodeMaterialBuildState): this;
  116368. }
  116369. }
  116370. declare module BABYLON {
  116371. /**
  116372. * Block used to create a Color3/4 out of individual inputs (one for each component)
  116373. */
  116374. export class ColorMergerBlock extends NodeMaterialBlock {
  116375. /**
  116376. * Create a new ColorMergerBlock
  116377. * @param name defines the block name
  116378. */
  116379. constructor(name: string);
  116380. /**
  116381. * Gets the current class name
  116382. * @returns the class name
  116383. */
  116384. getClassName(): string;
  116385. /**
  116386. * Gets the r component (input)
  116387. */
  116388. readonly r: NodeMaterialConnectionPoint;
  116389. /**
  116390. * Gets the g component (input)
  116391. */
  116392. readonly g: NodeMaterialConnectionPoint;
  116393. /**
  116394. * Gets the b component (input)
  116395. */
  116396. readonly b: NodeMaterialConnectionPoint;
  116397. /**
  116398. * Gets the a component (input)
  116399. */
  116400. readonly a: NodeMaterialConnectionPoint;
  116401. /**
  116402. * Gets the rgba component (output)
  116403. */
  116404. readonly rgba: NodeMaterialConnectionPoint;
  116405. /**
  116406. * Gets the rgb component (output)
  116407. */
  116408. readonly rgb: NodeMaterialConnectionPoint;
  116409. protected _buildBlock(state: NodeMaterialBuildState): this;
  116410. }
  116411. }
  116412. declare module BABYLON {
  116413. /**
  116414. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  116415. */
  116416. export class VectorMergerBlock extends NodeMaterialBlock {
  116417. /**
  116418. * Create a new VectorMergerBlock
  116419. * @param name defines the block name
  116420. */
  116421. constructor(name: string);
  116422. /**
  116423. * Gets the current class name
  116424. * @returns the class name
  116425. */
  116426. getClassName(): string;
  116427. /**
  116428. * Gets the x component (input)
  116429. */
  116430. readonly x: NodeMaterialConnectionPoint;
  116431. /**
  116432. * Gets the y component (input)
  116433. */
  116434. readonly y: NodeMaterialConnectionPoint;
  116435. /**
  116436. * Gets the z component (input)
  116437. */
  116438. readonly z: NodeMaterialConnectionPoint;
  116439. /**
  116440. * Gets the w component (input)
  116441. */
  116442. readonly w: NodeMaterialConnectionPoint;
  116443. /**
  116444. * Gets the xyzw component (output)
  116445. */
  116446. readonly xyzw: NodeMaterialConnectionPoint;
  116447. /**
  116448. * Gets the xyz component (output)
  116449. */
  116450. readonly xyz: NodeMaterialConnectionPoint;
  116451. /**
  116452. * Gets the xy component (output)
  116453. */
  116454. readonly xy: NodeMaterialConnectionPoint;
  116455. protected _buildBlock(state: NodeMaterialBuildState): this;
  116456. }
  116457. }
  116458. declare module BABYLON {
  116459. /**
  116460. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  116461. */
  116462. export class ColorSplitterBlock extends NodeMaterialBlock {
  116463. /**
  116464. * Create a new ColorSplitterBlock
  116465. * @param name defines the block name
  116466. */
  116467. constructor(name: string);
  116468. /**
  116469. * Gets the current class name
  116470. * @returns the class name
  116471. */
  116472. getClassName(): string;
  116473. /**
  116474. * Gets the rgba component (input)
  116475. */
  116476. readonly rgba: NodeMaterialConnectionPoint;
  116477. /**
  116478. * Gets the rgb component (input)
  116479. */
  116480. readonly rgbIn: NodeMaterialConnectionPoint;
  116481. /**
  116482. * Gets the rgb component (output)
  116483. */
  116484. readonly rgbOut: NodeMaterialConnectionPoint;
  116485. /**
  116486. * Gets the r component (output)
  116487. */
  116488. readonly r: NodeMaterialConnectionPoint;
  116489. /**
  116490. * Gets the g component (output)
  116491. */
  116492. readonly g: NodeMaterialConnectionPoint;
  116493. /**
  116494. * Gets the b component (output)
  116495. */
  116496. readonly b: NodeMaterialConnectionPoint;
  116497. /**
  116498. * Gets the a component (output)
  116499. */
  116500. readonly a: NodeMaterialConnectionPoint;
  116501. protected _buildBlock(state: NodeMaterialBuildState): this;
  116502. }
  116503. }
  116504. declare module BABYLON {
  116505. /**
  116506. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  116507. */
  116508. export class VectorSplitterBlock extends NodeMaterialBlock {
  116509. /**
  116510. * Create a new VectorSplitterBlock
  116511. * @param name defines the block name
  116512. */
  116513. constructor(name: string);
  116514. /**
  116515. * Gets the current class name
  116516. * @returns the class name
  116517. */
  116518. getClassName(): string;
  116519. /**
  116520. * Gets the xyzw component (input)
  116521. */
  116522. readonly xyzw: NodeMaterialConnectionPoint;
  116523. /**
  116524. * Gets the xyz component (input)
  116525. */
  116526. readonly xyzIn: NodeMaterialConnectionPoint;
  116527. /**
  116528. * Gets the xyz component (output)
  116529. */
  116530. readonly xyzOut: NodeMaterialConnectionPoint;
  116531. /**
  116532. * Gets the xy component (output)
  116533. */
  116534. readonly xy: NodeMaterialConnectionPoint;
  116535. /**
  116536. * Gets the x component (output)
  116537. */
  116538. readonly x: NodeMaterialConnectionPoint;
  116539. /**
  116540. * Gets the y component (output)
  116541. */
  116542. readonly y: NodeMaterialConnectionPoint;
  116543. /**
  116544. * Gets the z component (output)
  116545. */
  116546. readonly z: NodeMaterialConnectionPoint;
  116547. /**
  116548. * Gets the w component (output)
  116549. */
  116550. readonly w: NodeMaterialConnectionPoint;
  116551. protected _buildBlock(state: NodeMaterialBuildState): this;
  116552. }
  116553. }
  116554. declare module BABYLON {
  116555. /**
  116556. * Block used to add image processing support to fragment shader
  116557. */
  116558. export class ImageProcessingBlock extends NodeMaterialBlock {
  116559. /**
  116560. * Create a new ImageProcessingBlock
  116561. * @param name defines the block name
  116562. */
  116563. constructor(name: string);
  116564. /**
  116565. * Gets the current class name
  116566. * @returns the class name
  116567. */
  116568. getClassName(): string;
  116569. /**
  116570. * Gets the color input component
  116571. */
  116572. readonly color: NodeMaterialConnectionPoint;
  116573. /**
  116574. * Gets the output component
  116575. */
  116576. readonly output: NodeMaterialConnectionPoint;
  116577. /**
  116578. * Initialize the block and prepare the context for build
  116579. * @param state defines the state that will be used for the build
  116580. */
  116581. initialize(state: NodeMaterialBuildState): void;
  116582. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  116583. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116584. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116585. protected _buildBlock(state: NodeMaterialBuildState): this;
  116586. }
  116587. }
  116588. declare module BABYLON {
  116589. /**
  116590. * Block used to add support for scene fog
  116591. */
  116592. export class FogBlock extends NodeMaterialBlock {
  116593. private _fogDistanceName;
  116594. private _fogParameters;
  116595. /**
  116596. * Create a new FogBlock
  116597. * @param name defines the block name
  116598. */
  116599. constructor(name: string);
  116600. /**
  116601. * Gets the current class name
  116602. * @returns the class name
  116603. */
  116604. getClassName(): string;
  116605. /**
  116606. * Gets the world position input component
  116607. */
  116608. readonly worldPosition: NodeMaterialConnectionPoint;
  116609. /**
  116610. * Gets the view input component
  116611. */
  116612. readonly view: NodeMaterialConnectionPoint;
  116613. /**
  116614. * Gets the color input component
  116615. */
  116616. readonly color: NodeMaterialConnectionPoint;
  116617. /**
  116618. * Gets the fog color input component
  116619. */
  116620. readonly fogColor: NodeMaterialConnectionPoint;
  116621. /**
  116622. * Gets the output component
  116623. */
  116624. readonly output: NodeMaterialConnectionPoint;
  116625. autoConfigure(): void;
  116626. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116627. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116628. protected _buildBlock(state: NodeMaterialBuildState): this;
  116629. }
  116630. }
  116631. declare module BABYLON {
  116632. /**
  116633. * Block used to add light in the fragment shader
  116634. */
  116635. export class LightBlock extends NodeMaterialBlock {
  116636. private _lightId;
  116637. /**
  116638. * Gets or sets the light associated with this block
  116639. */
  116640. light: Nullable<Light>;
  116641. /**
  116642. * Create a new LightBlock
  116643. * @param name defines the block name
  116644. */
  116645. constructor(name: string);
  116646. /**
  116647. * Gets the current class name
  116648. * @returns the class name
  116649. */
  116650. getClassName(): string;
  116651. /**
  116652. * Gets the world position input component
  116653. */
  116654. readonly worldPosition: NodeMaterialConnectionPoint;
  116655. /**
  116656. * Gets the world normal input component
  116657. */
  116658. readonly worldNormal: NodeMaterialConnectionPoint;
  116659. /**
  116660. * Gets the camera (or eye) position component
  116661. */
  116662. readonly cameraPosition: NodeMaterialConnectionPoint;
  116663. /**
  116664. * Gets the diffuse output component
  116665. */
  116666. readonly diffuseOutput: NodeMaterialConnectionPoint;
  116667. /**
  116668. * Gets the specular output component
  116669. */
  116670. readonly specularOutput: NodeMaterialConnectionPoint;
  116671. autoConfigure(): void;
  116672. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116673. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116674. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116675. private _injectVertexCode;
  116676. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116677. serialize(): any;
  116678. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116679. }
  116680. }
  116681. declare module BABYLON {
  116682. /**
  116683. * Block used to multiply 2 values
  116684. */
  116685. export class MultiplyBlock extends NodeMaterialBlock {
  116686. /**
  116687. * Creates a new MultiplyBlock
  116688. * @param name defines the block name
  116689. */
  116690. constructor(name: string);
  116691. /**
  116692. * Gets the current class name
  116693. * @returns the class name
  116694. */
  116695. getClassName(): string;
  116696. /**
  116697. * Gets the left operand input component
  116698. */
  116699. readonly left: NodeMaterialConnectionPoint;
  116700. /**
  116701. * Gets the right operand input component
  116702. */
  116703. readonly right: NodeMaterialConnectionPoint;
  116704. /**
  116705. * Gets the output component
  116706. */
  116707. readonly output: NodeMaterialConnectionPoint;
  116708. protected _buildBlock(state: NodeMaterialBuildState): this;
  116709. }
  116710. }
  116711. declare module BABYLON {
  116712. /**
  116713. * Block used to add 2 vectors
  116714. */
  116715. export class AddBlock extends NodeMaterialBlock {
  116716. /**
  116717. * Creates a new AddBlock
  116718. * @param name defines the block name
  116719. */
  116720. constructor(name: string);
  116721. /**
  116722. * Gets the current class name
  116723. * @returns the class name
  116724. */
  116725. getClassName(): string;
  116726. /**
  116727. * Gets the left operand input component
  116728. */
  116729. readonly left: NodeMaterialConnectionPoint;
  116730. /**
  116731. * Gets the right operand input component
  116732. */
  116733. readonly right: NodeMaterialConnectionPoint;
  116734. /**
  116735. * Gets the output component
  116736. */
  116737. readonly output: NodeMaterialConnectionPoint;
  116738. protected _buildBlock(state: NodeMaterialBuildState): this;
  116739. }
  116740. }
  116741. declare module BABYLON {
  116742. /**
  116743. * Block used to clamp a float
  116744. */
  116745. export class ClampBlock extends NodeMaterialBlock {
  116746. /** Gets or sets the minimum range */
  116747. minimum: number;
  116748. /** Gets or sets the maximum range */
  116749. maximum: number;
  116750. /**
  116751. * Creates a new ClampBlock
  116752. * @param name defines the block name
  116753. */
  116754. constructor(name: string);
  116755. /**
  116756. * Gets the current class name
  116757. * @returns the class name
  116758. */
  116759. getClassName(): string;
  116760. /**
  116761. * Gets the value input component
  116762. */
  116763. readonly value: NodeMaterialConnectionPoint;
  116764. /**
  116765. * Gets the output component
  116766. */
  116767. readonly output: NodeMaterialConnectionPoint;
  116768. protected _buildBlock(state: NodeMaterialBuildState): this;
  116769. }
  116770. }
  116771. declare module BABYLON {
  116772. /**
  116773. * Block used to apply a cross product between 2 vectors
  116774. */
  116775. export class CrossBlock extends NodeMaterialBlock {
  116776. /**
  116777. * Creates a new CrossBlock
  116778. * @param name defines the block name
  116779. */
  116780. constructor(name: string);
  116781. /**
  116782. * Gets the current class name
  116783. * @returns the class name
  116784. */
  116785. getClassName(): string;
  116786. /**
  116787. * Gets the left operand input component
  116788. */
  116789. readonly left: NodeMaterialConnectionPoint;
  116790. /**
  116791. * Gets the right operand input component
  116792. */
  116793. readonly right: NodeMaterialConnectionPoint;
  116794. /**
  116795. * Gets the output component
  116796. */
  116797. readonly output: NodeMaterialConnectionPoint;
  116798. protected _buildBlock(state: NodeMaterialBuildState): this;
  116799. }
  116800. }
  116801. declare module BABYLON {
  116802. /**
  116803. * Block used to apply a dot product between 2 vectors
  116804. */
  116805. export class DotBlock extends NodeMaterialBlock {
  116806. /**
  116807. * Creates a new DotBlock
  116808. * @param name defines the block name
  116809. */
  116810. constructor(name: string);
  116811. /**
  116812. * Gets the current class name
  116813. * @returns the class name
  116814. */
  116815. getClassName(): string;
  116816. /**
  116817. * Gets the left operand input component
  116818. */
  116819. readonly left: NodeMaterialConnectionPoint;
  116820. /**
  116821. * Gets the right operand input component
  116822. */
  116823. readonly right: NodeMaterialConnectionPoint;
  116824. /**
  116825. * Gets the output component
  116826. */
  116827. readonly output: NodeMaterialConnectionPoint;
  116828. protected _buildBlock(state: NodeMaterialBuildState): this;
  116829. }
  116830. }
  116831. declare module BABYLON {
  116832. /**
  116833. * Block used to remap a float from a range to a new one
  116834. */
  116835. export class RemapBlock extends NodeMaterialBlock {
  116836. /**
  116837. * Gets or sets the source range
  116838. */
  116839. sourceRange: Vector2;
  116840. /**
  116841. * Gets or sets the target range
  116842. */
  116843. targetRange: Vector2;
  116844. /**
  116845. * Creates a new RemapBlock
  116846. * @param name defines the block name
  116847. */
  116848. constructor(name: string);
  116849. /**
  116850. * Gets the current class name
  116851. * @returns the class name
  116852. */
  116853. getClassName(): string;
  116854. /**
  116855. * Gets the input component
  116856. */
  116857. readonly input: NodeMaterialConnectionPoint;
  116858. /**
  116859. * Gets the output component
  116860. */
  116861. readonly output: NodeMaterialConnectionPoint;
  116862. protected _buildBlock(state: NodeMaterialBuildState): this;
  116863. }
  116864. }
  116865. declare module BABYLON {
  116866. /**
  116867. * Block used to normalize a vector
  116868. */
  116869. export class NormalizeBlock extends NodeMaterialBlock {
  116870. /**
  116871. * Creates a new NormalizeBlock
  116872. * @param name defines the block name
  116873. */
  116874. constructor(name: string);
  116875. /**
  116876. * Gets the current class name
  116877. * @returns the class name
  116878. */
  116879. getClassName(): string;
  116880. /**
  116881. * Gets the input component
  116882. */
  116883. readonly input: NodeMaterialConnectionPoint;
  116884. /**
  116885. * Gets the output component
  116886. */
  116887. readonly output: NodeMaterialConnectionPoint;
  116888. protected _buildBlock(state: NodeMaterialBuildState): this;
  116889. }
  116890. }
  116891. declare module BABYLON {
  116892. /**
  116893. * Effect Render Options
  116894. */
  116895. export interface IEffectRendererOptions {
  116896. /**
  116897. * Defines the vertices positions.
  116898. */
  116899. positions?: number[];
  116900. /**
  116901. * Defines the indices.
  116902. */
  116903. indices?: number[];
  116904. }
  116905. /**
  116906. * Helper class to render one or more effects
  116907. */
  116908. export class EffectRenderer {
  116909. private engine;
  116910. private static _DefaultOptions;
  116911. private _vertexBuffers;
  116912. private _indexBuffer;
  116913. private _ringBufferIndex;
  116914. private _ringScreenBuffer;
  116915. private _fullscreenViewport;
  116916. private _getNextFrameBuffer;
  116917. /**
  116918. * Creates an effect renderer
  116919. * @param engine the engine to use for rendering
  116920. * @param options defines the options of the effect renderer
  116921. */
  116922. constructor(engine: Engine, options?: IEffectRendererOptions);
  116923. /**
  116924. * Sets the current viewport in normalized coordinates 0-1
  116925. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  116926. */
  116927. setViewport(viewport?: Viewport): void;
  116928. /**
  116929. * Sets the current effect wrapper to use during draw.
  116930. * The effect needs to be ready before calling this api.
  116931. * This also sets the default full screen position attribute.
  116932. * @param effectWrapper Defines the effect to draw with
  116933. */
  116934. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  116935. /**
  116936. * Draws a full screen quad.
  116937. */
  116938. draw(): void;
  116939. /**
  116940. * renders one or more effects to a specified texture
  116941. * @param effectWrappers list of effects to renderer
  116942. * @param outputTexture texture to draw to, if null it will render to the screen
  116943. */
  116944. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  116945. /**
  116946. * Disposes of the effect renderer
  116947. */
  116948. dispose(): void;
  116949. }
  116950. /**
  116951. * Options to create an EffectWrapper
  116952. */
  116953. interface EffectWrapperCreationOptions {
  116954. /**
  116955. * Engine to use to create the effect
  116956. */
  116957. engine: Engine;
  116958. /**
  116959. * Fragment shader for the effect
  116960. */
  116961. fragmentShader: string;
  116962. /**
  116963. * Vertex shader for the effect
  116964. */
  116965. vertexShader: string;
  116966. /**
  116967. * Attributes to use in the shader
  116968. */
  116969. attributeNames?: Array<string>;
  116970. /**
  116971. * Uniforms to use in the shader
  116972. */
  116973. uniformNames?: Array<string>;
  116974. /**
  116975. * Texture sampler names to use in the shader
  116976. */
  116977. samplerNames?: Array<string>;
  116978. /**
  116979. * The friendly name of the effect displayed in Spector.
  116980. */
  116981. name?: string;
  116982. }
  116983. /**
  116984. * Wraps an effect to be used for rendering
  116985. */
  116986. export class EffectWrapper {
  116987. /**
  116988. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  116989. */
  116990. onApplyObservable: Observable<{}>;
  116991. /**
  116992. * The underlying effect
  116993. */
  116994. effect: Effect;
  116995. /**
  116996. * Creates an effect to be renderer
  116997. * @param creationOptions options to create the effect
  116998. */
  116999. constructor(creationOptions: EffectWrapperCreationOptions);
  117000. /**
  117001. * Disposes of the effect wrapper
  117002. */
  117003. dispose(): void;
  117004. }
  117005. }
  117006. declare module BABYLON {
  117007. /**
  117008. * Helper class to push actions to a pool of workers.
  117009. */
  117010. export class WorkerPool implements IDisposable {
  117011. private _workerInfos;
  117012. private _pendingActions;
  117013. /**
  117014. * Constructor
  117015. * @param workers Array of workers to use for actions
  117016. */
  117017. constructor(workers: Array<Worker>);
  117018. /**
  117019. * Terminates all workers and clears any pending actions.
  117020. */
  117021. dispose(): void;
  117022. /**
  117023. * Pushes an action to the worker pool. If all the workers are active, the action will be
  117024. * pended until a worker has completed its action.
  117025. * @param action The action to perform. Call onComplete when the action is complete.
  117026. */
  117027. push(action: (worker: Worker, onComplete: () => void) => void): void;
  117028. private _execute;
  117029. }
  117030. }
  117031. declare module BABYLON {
  117032. /**
  117033. * Configuration for Draco compression
  117034. */
  117035. export interface IDracoCompressionConfiguration {
  117036. /**
  117037. * Configuration for the decoder.
  117038. */
  117039. decoder: {
  117040. /**
  117041. * The url to the WebAssembly module.
  117042. */
  117043. wasmUrl?: string;
  117044. /**
  117045. * The url to the WebAssembly binary.
  117046. */
  117047. wasmBinaryUrl?: string;
  117048. /**
  117049. * The url to the fallback JavaScript module.
  117050. */
  117051. fallbackUrl?: string;
  117052. };
  117053. }
  117054. /**
  117055. * Draco compression (https://google.github.io/draco/)
  117056. *
  117057. * This class wraps the Draco module.
  117058. *
  117059. * **Encoder**
  117060. *
  117061. * The encoder is not currently implemented.
  117062. *
  117063. * **Decoder**
  117064. *
  117065. * 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.
  117066. *
  117067. * To update the configuration, use the following code:
  117068. * ```javascript
  117069. * DracoCompression.Configuration = {
  117070. * decoder: {
  117071. * wasmUrl: "<url to the WebAssembly library>",
  117072. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  117073. * fallbackUrl: "<url to the fallback JavaScript library>",
  117074. * }
  117075. * };
  117076. * ```
  117077. *
  117078. * 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.
  117079. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  117080. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  117081. *
  117082. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  117083. * ```javascript
  117084. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  117085. * ```
  117086. *
  117087. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  117088. */
  117089. export class DracoCompression implements IDisposable {
  117090. private _workerPoolPromise?;
  117091. private _decoderModulePromise?;
  117092. /**
  117093. * The configuration. Defaults to the following urls:
  117094. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  117095. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  117096. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  117097. */
  117098. static Configuration: IDracoCompressionConfiguration;
  117099. /**
  117100. * Returns true if the decoder configuration is available.
  117101. */
  117102. static readonly DecoderAvailable: boolean;
  117103. /**
  117104. * Default number of workers to create when creating the draco compression object.
  117105. */
  117106. static DefaultNumWorkers: number;
  117107. private static GetDefaultNumWorkers;
  117108. private static _Default;
  117109. /**
  117110. * Default instance for the draco compression object.
  117111. */
  117112. static readonly Default: DracoCompression;
  117113. /**
  117114. * Constructor
  117115. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  117116. */
  117117. constructor(numWorkers?: number);
  117118. /**
  117119. * Stop all async operations and release resources.
  117120. */
  117121. dispose(): void;
  117122. /**
  117123. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  117124. * @returns a promise that resolves when ready
  117125. */
  117126. whenReadyAsync(): Promise<void>;
  117127. /**
  117128. * Decode Draco compressed mesh data to vertex data.
  117129. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  117130. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  117131. * @returns A promise that resolves with the decoded vertex data
  117132. */
  117133. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  117134. [kind: string]: number;
  117135. }): Promise<VertexData>;
  117136. }
  117137. }
  117138. declare module BABYLON {
  117139. /**
  117140. * Class for building Constructive Solid Geometry
  117141. */
  117142. export class CSG {
  117143. private polygons;
  117144. /**
  117145. * The world matrix
  117146. */
  117147. matrix: Matrix;
  117148. /**
  117149. * Stores the position
  117150. */
  117151. position: Vector3;
  117152. /**
  117153. * Stores the rotation
  117154. */
  117155. rotation: Vector3;
  117156. /**
  117157. * Stores the rotation quaternion
  117158. */
  117159. rotationQuaternion: Nullable<Quaternion>;
  117160. /**
  117161. * Stores the scaling vector
  117162. */
  117163. scaling: Vector3;
  117164. /**
  117165. * Convert the Mesh to CSG
  117166. * @param mesh The Mesh to convert to CSG
  117167. * @returns A new CSG from the Mesh
  117168. */
  117169. static FromMesh(mesh: Mesh): CSG;
  117170. /**
  117171. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  117172. * @param polygons Polygons used to construct a CSG solid
  117173. */
  117174. private static FromPolygons;
  117175. /**
  117176. * Clones, or makes a deep copy, of the CSG
  117177. * @returns A new CSG
  117178. */
  117179. clone(): CSG;
  117180. /**
  117181. * Unions this CSG with another CSG
  117182. * @param csg The CSG to union against this CSG
  117183. * @returns The unioned CSG
  117184. */
  117185. union(csg: CSG): CSG;
  117186. /**
  117187. * Unions this CSG with another CSG in place
  117188. * @param csg The CSG to union against this CSG
  117189. */
  117190. unionInPlace(csg: CSG): void;
  117191. /**
  117192. * Subtracts this CSG with another CSG
  117193. * @param csg The CSG to subtract against this CSG
  117194. * @returns A new CSG
  117195. */
  117196. subtract(csg: CSG): CSG;
  117197. /**
  117198. * Subtracts this CSG with another CSG in place
  117199. * @param csg The CSG to subtact against this CSG
  117200. */
  117201. subtractInPlace(csg: CSG): void;
  117202. /**
  117203. * Intersect this CSG with another CSG
  117204. * @param csg The CSG to intersect against this CSG
  117205. * @returns A new CSG
  117206. */
  117207. intersect(csg: CSG): CSG;
  117208. /**
  117209. * Intersects this CSG with another CSG in place
  117210. * @param csg The CSG to intersect against this CSG
  117211. */
  117212. intersectInPlace(csg: CSG): void;
  117213. /**
  117214. * Return a new CSG solid with solid and empty space switched. This solid is
  117215. * not modified.
  117216. * @returns A new CSG solid with solid and empty space switched
  117217. */
  117218. inverse(): CSG;
  117219. /**
  117220. * Inverses the CSG in place
  117221. */
  117222. inverseInPlace(): void;
  117223. /**
  117224. * This is used to keep meshes transformations so they can be restored
  117225. * when we build back a Babylon Mesh
  117226. * NB : All CSG operations are performed in world coordinates
  117227. * @param csg The CSG to copy the transform attributes from
  117228. * @returns This CSG
  117229. */
  117230. copyTransformAttributes(csg: CSG): CSG;
  117231. /**
  117232. * Build Raw mesh from CSG
  117233. * Coordinates here are in world space
  117234. * @param name The name of the mesh geometry
  117235. * @param scene The Scene
  117236. * @param keepSubMeshes Specifies if the submeshes should be kept
  117237. * @returns A new Mesh
  117238. */
  117239. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  117240. /**
  117241. * Build Mesh from CSG taking material and transforms into account
  117242. * @param name The name of the Mesh
  117243. * @param material The material of the Mesh
  117244. * @param scene The Scene
  117245. * @param keepSubMeshes Specifies if submeshes should be kept
  117246. * @returns The new Mesh
  117247. */
  117248. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  117249. }
  117250. }
  117251. declare module BABYLON {
  117252. /**
  117253. * Class used to create a trail following a mesh
  117254. */
  117255. export class TrailMesh extends Mesh {
  117256. private _generator;
  117257. private _autoStart;
  117258. private _running;
  117259. private _diameter;
  117260. private _length;
  117261. private _sectionPolygonPointsCount;
  117262. private _sectionVectors;
  117263. private _sectionNormalVectors;
  117264. private _beforeRenderObserver;
  117265. /**
  117266. * @constructor
  117267. * @param name The value used by scene.getMeshByName() to do a lookup.
  117268. * @param generator The mesh to generate a trail.
  117269. * @param scene The scene to add this mesh to.
  117270. * @param diameter Diameter of trailing mesh. Default is 1.
  117271. * @param length Length of trailing mesh. Default is 60.
  117272. * @param autoStart Automatically start trailing mesh. Default true.
  117273. */
  117274. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  117275. /**
  117276. * "TrailMesh"
  117277. * @returns "TrailMesh"
  117278. */
  117279. getClassName(): string;
  117280. private _createMesh;
  117281. /**
  117282. * Start trailing mesh.
  117283. */
  117284. start(): void;
  117285. /**
  117286. * Stop trailing mesh.
  117287. */
  117288. stop(): void;
  117289. /**
  117290. * Update trailing mesh geometry.
  117291. */
  117292. update(): void;
  117293. /**
  117294. * Returns a new TrailMesh object.
  117295. * @param name is a string, the name given to the new mesh
  117296. * @param newGenerator use new generator object for cloned trail mesh
  117297. * @returns a new mesh
  117298. */
  117299. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  117300. /**
  117301. * Serializes this trail mesh
  117302. * @param serializationObject object to write serialization to
  117303. */
  117304. serialize(serializationObject: any): void;
  117305. /**
  117306. * Parses a serialized trail mesh
  117307. * @param parsedMesh the serialized mesh
  117308. * @param scene the scene to create the trail mesh in
  117309. * @returns the created trail mesh
  117310. */
  117311. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  117312. }
  117313. }
  117314. declare module BABYLON {
  117315. /**
  117316. * Class containing static functions to help procedurally build meshes
  117317. */
  117318. export class TiledBoxBuilder {
  117319. /**
  117320. * Creates a box mesh
  117321. * 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)
  117322. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117323. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117324. * * 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
  117325. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117326. * @param name defines the name of the mesh
  117327. * @param options defines the options used to create the mesh
  117328. * @param scene defines the hosting scene
  117329. * @returns the box mesh
  117330. */
  117331. static CreateTiledBox(name: string, options: {
  117332. pattern?: number;
  117333. width?: number;
  117334. height?: number;
  117335. depth?: number;
  117336. tileSize?: number;
  117337. tileWidth?: number;
  117338. tileHeight?: number;
  117339. alignHorizontal?: number;
  117340. alignVertical?: number;
  117341. faceUV?: Vector4[];
  117342. faceColors?: Color4[];
  117343. sideOrientation?: number;
  117344. updatable?: boolean;
  117345. }, scene?: Nullable<Scene>): Mesh;
  117346. }
  117347. }
  117348. declare module BABYLON {
  117349. /**
  117350. * Class containing static functions to help procedurally build meshes
  117351. */
  117352. export class TorusKnotBuilder {
  117353. /**
  117354. * Creates a torus knot mesh
  117355. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117356. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117357. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117358. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117359. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117360. * * 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
  117361. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117362. * @param name defines the name of the mesh
  117363. * @param options defines the options used to create the mesh
  117364. * @param scene defines the hosting scene
  117365. * @returns the torus knot mesh
  117366. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117367. */
  117368. static CreateTorusKnot(name: string, options: {
  117369. radius?: number;
  117370. tube?: number;
  117371. radialSegments?: number;
  117372. tubularSegments?: number;
  117373. p?: number;
  117374. q?: number;
  117375. updatable?: boolean;
  117376. sideOrientation?: number;
  117377. frontUVs?: Vector4;
  117378. backUVs?: Vector4;
  117379. }, scene: any): Mesh;
  117380. }
  117381. }
  117382. declare module BABYLON {
  117383. /**
  117384. * Polygon
  117385. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  117386. */
  117387. export class Polygon {
  117388. /**
  117389. * Creates a rectangle
  117390. * @param xmin bottom X coord
  117391. * @param ymin bottom Y coord
  117392. * @param xmax top X coord
  117393. * @param ymax top Y coord
  117394. * @returns points that make the resulting rectation
  117395. */
  117396. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  117397. /**
  117398. * Creates a circle
  117399. * @param radius radius of circle
  117400. * @param cx scale in x
  117401. * @param cy scale in y
  117402. * @param numberOfSides number of sides that make up the circle
  117403. * @returns points that make the resulting circle
  117404. */
  117405. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  117406. /**
  117407. * Creates a polygon from input string
  117408. * @param input Input polygon data
  117409. * @returns the parsed points
  117410. */
  117411. static Parse(input: string): Vector2[];
  117412. /**
  117413. * Starts building a polygon from x and y coordinates
  117414. * @param x x coordinate
  117415. * @param y y coordinate
  117416. * @returns the started path2
  117417. */
  117418. static StartingAt(x: number, y: number): Path2;
  117419. }
  117420. /**
  117421. * Builds a polygon
  117422. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  117423. */
  117424. export class PolygonMeshBuilder {
  117425. private _points;
  117426. private _outlinepoints;
  117427. private _holes;
  117428. private _name;
  117429. private _scene;
  117430. private _epoints;
  117431. private _eholes;
  117432. private _addToepoint;
  117433. /**
  117434. * Babylon reference to the earcut plugin.
  117435. */
  117436. bjsEarcut: any;
  117437. /**
  117438. * Creates a PolygonMeshBuilder
  117439. * @param name name of the builder
  117440. * @param contours Path of the polygon
  117441. * @param scene scene to add to when creating the mesh
  117442. * @param earcutInjection can be used to inject your own earcut reference
  117443. */
  117444. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  117445. /**
  117446. * Adds a whole within the polygon
  117447. * @param hole Array of points defining the hole
  117448. * @returns this
  117449. */
  117450. addHole(hole: Vector2[]): PolygonMeshBuilder;
  117451. /**
  117452. * Creates the polygon
  117453. * @param updatable If the mesh should be updatable
  117454. * @param depth The depth of the mesh created
  117455. * @returns the created mesh
  117456. */
  117457. build(updatable?: boolean, depth?: number): Mesh;
  117458. /**
  117459. * Creates the polygon
  117460. * @param depth The depth of the mesh created
  117461. * @returns the created VertexData
  117462. */
  117463. buildVertexData(depth?: number): VertexData;
  117464. /**
  117465. * Adds a side to the polygon
  117466. * @param positions points that make the polygon
  117467. * @param normals normals of the polygon
  117468. * @param uvs uvs of the polygon
  117469. * @param indices indices of the polygon
  117470. * @param bounds bounds of the polygon
  117471. * @param points points of the polygon
  117472. * @param depth depth of the polygon
  117473. * @param flip flip of the polygon
  117474. */
  117475. private addSide;
  117476. }
  117477. }
  117478. declare module BABYLON {
  117479. /**
  117480. * Class containing static functions to help procedurally build meshes
  117481. */
  117482. export class PolygonBuilder {
  117483. /**
  117484. * Creates a polygon mesh
  117485. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  117486. * * 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
  117487. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117489. * * 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)
  117490. * * Remember you can only change the shape positions, not their number when updating a polygon
  117491. * @param name defines the name of the mesh
  117492. * @param options defines the options used to create the mesh
  117493. * @param scene defines the hosting scene
  117494. * @param earcutInjection can be used to inject your own earcut reference
  117495. * @returns the polygon mesh
  117496. */
  117497. static CreatePolygon(name: string, options: {
  117498. shape: Vector3[];
  117499. holes?: Vector3[][];
  117500. depth?: number;
  117501. faceUV?: Vector4[];
  117502. faceColors?: Color4[];
  117503. updatable?: boolean;
  117504. sideOrientation?: number;
  117505. frontUVs?: Vector4;
  117506. backUVs?: Vector4;
  117507. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117508. /**
  117509. * Creates an extruded polygon mesh, with depth in the Y direction.
  117510. * * 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)
  117511. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117512. * @param name defines the name of the mesh
  117513. * @param options defines the options used to create the mesh
  117514. * @param scene defines the hosting scene
  117515. * @param earcutInjection can be used to inject your own earcut reference
  117516. * @returns the polygon mesh
  117517. */
  117518. static ExtrudePolygon(name: string, options: {
  117519. shape: Vector3[];
  117520. holes?: Vector3[][];
  117521. depth?: number;
  117522. faceUV?: Vector4[];
  117523. faceColors?: Color4[];
  117524. updatable?: boolean;
  117525. sideOrientation?: number;
  117526. frontUVs?: Vector4;
  117527. backUVs?: Vector4;
  117528. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  117529. }
  117530. }
  117531. declare module BABYLON {
  117532. /**
  117533. * Class containing static functions to help procedurally build meshes
  117534. */
  117535. export class LatheBuilder {
  117536. /**
  117537. * Creates lathe mesh.
  117538. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  117539. * * 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
  117540. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  117541. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  117542. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  117543. * * 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
  117544. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  117545. * * 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
  117546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117547. * * 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
  117548. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117550. * @param name defines the name of the mesh
  117551. * @param options defines the options used to create the mesh
  117552. * @param scene defines the hosting scene
  117553. * @returns the lathe mesh
  117554. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  117555. */
  117556. static CreateLathe(name: string, options: {
  117557. shape: Vector3[];
  117558. radius?: number;
  117559. tessellation?: number;
  117560. clip?: number;
  117561. arc?: number;
  117562. closed?: boolean;
  117563. updatable?: boolean;
  117564. sideOrientation?: number;
  117565. frontUVs?: Vector4;
  117566. backUVs?: Vector4;
  117567. cap?: number;
  117568. invertUV?: boolean;
  117569. }, scene?: Nullable<Scene>): Mesh;
  117570. }
  117571. }
  117572. declare module BABYLON {
  117573. /**
  117574. * Class containing static functions to help procedurally build meshes
  117575. */
  117576. export class TiledPlaneBuilder {
  117577. /**
  117578. * Creates a tiled plane mesh
  117579. * * The parameter `pattern` will, depending on value, do nothing or
  117580. * * * flip (reflect about central vertical) alternate tiles across and up
  117581. * * * flip every tile on alternate rows
  117582. * * * rotate (180 degs) alternate tiles across and up
  117583. * * * rotate every tile on alternate rows
  117584. * * * flip and rotate alternate tiles across and up
  117585. * * * flip and rotate every tile on alternate rows
  117586. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  117587. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  117588. * * 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
  117589. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  117590. * * 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)
  117591. * * 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)
  117592. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117593. * @param name defines the name of the mesh
  117594. * @param options defines the options used to create the mesh
  117595. * @param scene defines the hosting scene
  117596. * @returns the box mesh
  117597. */
  117598. static CreateTiledPlane(name: string, options: {
  117599. pattern?: number;
  117600. tileSize?: number;
  117601. tileWidth?: number;
  117602. tileHeight?: number;
  117603. size?: number;
  117604. width?: number;
  117605. height?: number;
  117606. alignHorizontal?: number;
  117607. alignVertical?: number;
  117608. sideOrientation?: number;
  117609. frontUVs?: Vector4;
  117610. backUVs?: Vector4;
  117611. updatable?: boolean;
  117612. }, scene?: Nullable<Scene>): Mesh;
  117613. }
  117614. }
  117615. declare module BABYLON {
  117616. /**
  117617. * Class containing static functions to help procedurally build meshes
  117618. */
  117619. export class TubeBuilder {
  117620. /**
  117621. * Creates a tube mesh.
  117622. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117623. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  117624. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  117625. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  117626. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  117627. * * 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)
  117628. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  117629. * * 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
  117630. * * 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
  117631. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117632. * * 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
  117633. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117634. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117635. * @param name defines the name of the mesh
  117636. * @param options defines the options used to create the mesh
  117637. * @param scene defines the hosting scene
  117638. * @returns the tube mesh
  117639. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117640. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  117641. */
  117642. static CreateTube(name: string, options: {
  117643. path: Vector3[];
  117644. radius?: number;
  117645. tessellation?: number;
  117646. radiusFunction?: {
  117647. (i: number, distance: number): number;
  117648. };
  117649. cap?: number;
  117650. arc?: number;
  117651. updatable?: boolean;
  117652. sideOrientation?: number;
  117653. frontUVs?: Vector4;
  117654. backUVs?: Vector4;
  117655. instance?: Mesh;
  117656. invertUV?: boolean;
  117657. }, scene?: Nullable<Scene>): Mesh;
  117658. }
  117659. }
  117660. declare module BABYLON {
  117661. /**
  117662. * Class containing static functions to help procedurally build meshes
  117663. */
  117664. export class IcoSphereBuilder {
  117665. /**
  117666. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117667. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117668. * * 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`)
  117669. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117670. * * 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
  117671. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117672. * * 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
  117673. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117674. * @param name defines the name of the mesh
  117675. * @param options defines the options used to create the mesh
  117676. * @param scene defines the hosting scene
  117677. * @returns the icosahedron mesh
  117678. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117679. */
  117680. static CreateIcoSphere(name: string, options: {
  117681. radius?: number;
  117682. radiusX?: number;
  117683. radiusY?: number;
  117684. radiusZ?: number;
  117685. flat?: boolean;
  117686. subdivisions?: number;
  117687. sideOrientation?: number;
  117688. frontUVs?: Vector4;
  117689. backUVs?: Vector4;
  117690. updatable?: boolean;
  117691. }, scene?: Nullable<Scene>): Mesh;
  117692. }
  117693. }
  117694. declare module BABYLON {
  117695. /**
  117696. * Class containing static functions to help procedurally build meshes
  117697. */
  117698. export class DecalBuilder {
  117699. /**
  117700. * Creates a decal mesh.
  117701. * 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
  117702. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  117703. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  117704. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  117705. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  117706. * @param name defines the name of the mesh
  117707. * @param sourceMesh defines the mesh where the decal must be applied
  117708. * @param options defines the options used to create the mesh
  117709. * @param scene defines the hosting scene
  117710. * @returns the decal mesh
  117711. * @see https://doc.babylonjs.com/how_to/decals
  117712. */
  117713. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  117714. position?: Vector3;
  117715. normal?: Vector3;
  117716. size?: Vector3;
  117717. angle?: number;
  117718. }): Mesh;
  117719. }
  117720. }
  117721. declare module BABYLON {
  117722. /**
  117723. * Class containing static functions to help procedurally build meshes
  117724. */
  117725. export class MeshBuilder {
  117726. /**
  117727. * Creates a box mesh
  117728. * * The parameter `size` sets the size (float) of each box side (default 1)
  117729. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  117730. * * 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)
  117731. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  117732. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117733. * * 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
  117734. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117735. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  117736. * @param name defines the name of the mesh
  117737. * @param options defines the options used to create the mesh
  117738. * @param scene defines the hosting scene
  117739. * @returns the box mesh
  117740. */
  117741. static CreateBox(name: string, options: {
  117742. size?: number;
  117743. width?: number;
  117744. height?: number;
  117745. depth?: number;
  117746. faceUV?: Vector4[];
  117747. faceColors?: Color4[];
  117748. sideOrientation?: number;
  117749. frontUVs?: Vector4;
  117750. backUVs?: Vector4;
  117751. updatable?: boolean;
  117752. }, scene?: Nullable<Scene>): Mesh;
  117753. /**
  117754. * Creates a tiled box mesh
  117755. * * faceTiles sets the pattern, tile size and number of tiles for a face
  117756. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117757. * @param name defines the name of the mesh
  117758. * @param options defines the options used to create the mesh
  117759. * @param scene defines the hosting scene
  117760. * @returns the tiled box mesh
  117761. */
  117762. static CreateTiledBox(name: string, options: {
  117763. pattern?: number;
  117764. size?: number;
  117765. width?: number;
  117766. height?: number;
  117767. depth: number;
  117768. tileSize?: number;
  117769. tileWidth?: number;
  117770. tileHeight?: number;
  117771. faceUV?: Vector4[];
  117772. faceColors?: Color4[];
  117773. alignHorizontal?: number;
  117774. alignVertical?: number;
  117775. sideOrientation?: number;
  117776. updatable?: boolean;
  117777. }, scene?: Nullable<Scene>): Mesh;
  117778. /**
  117779. * Creates a sphere mesh
  117780. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  117781. * * 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`)
  117782. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  117783. * * 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
  117784. * * 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)
  117785. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117786. * * 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
  117787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117788. * @param name defines the name of the mesh
  117789. * @param options defines the options used to create the mesh
  117790. * @param scene defines the hosting scene
  117791. * @returns the sphere mesh
  117792. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  117793. */
  117794. static CreateSphere(name: string, options: {
  117795. segments?: number;
  117796. diameter?: number;
  117797. diameterX?: number;
  117798. diameterY?: number;
  117799. diameterZ?: number;
  117800. arc?: number;
  117801. slice?: number;
  117802. sideOrientation?: number;
  117803. frontUVs?: Vector4;
  117804. backUVs?: Vector4;
  117805. updatable?: boolean;
  117806. }, scene?: Nullable<Scene>): Mesh;
  117807. /**
  117808. * Creates a plane polygonal mesh. By default, this is a disc
  117809. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  117810. * * 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
  117811. * * 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
  117812. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117813. * * 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
  117814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117815. * @param name defines the name of the mesh
  117816. * @param options defines the options used to create the mesh
  117817. * @param scene defines the hosting scene
  117818. * @returns the plane polygonal mesh
  117819. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  117820. */
  117821. static CreateDisc(name: string, options: {
  117822. radius?: number;
  117823. tessellation?: number;
  117824. arc?: number;
  117825. updatable?: boolean;
  117826. sideOrientation?: number;
  117827. frontUVs?: Vector4;
  117828. backUVs?: Vector4;
  117829. }, scene?: Nullable<Scene>): Mesh;
  117830. /**
  117831. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  117832. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  117833. * * 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`)
  117834. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  117835. * * 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
  117836. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117837. * * 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
  117838. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117839. * @param name defines the name of the mesh
  117840. * @param options defines the options used to create the mesh
  117841. * @param scene defines the hosting scene
  117842. * @returns the icosahedron mesh
  117843. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  117844. */
  117845. static CreateIcoSphere(name: string, options: {
  117846. radius?: number;
  117847. radiusX?: number;
  117848. radiusY?: number;
  117849. radiusZ?: number;
  117850. flat?: boolean;
  117851. subdivisions?: number;
  117852. sideOrientation?: number;
  117853. frontUVs?: Vector4;
  117854. backUVs?: Vector4;
  117855. updatable?: boolean;
  117856. }, scene?: Nullable<Scene>): Mesh;
  117857. /**
  117858. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  117859. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  117860. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  117861. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  117862. * * 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
  117863. * * 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
  117864. * * 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
  117865. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117866. * * 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
  117867. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  117868. * * 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
  117869. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  117870. * * 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
  117871. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  117872. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  117873. * @param name defines the name of the mesh
  117874. * @param options defines the options used to create the mesh
  117875. * @param scene defines the hosting scene
  117876. * @returns the ribbon mesh
  117877. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  117878. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  117879. */
  117880. static CreateRibbon(name: string, options: {
  117881. pathArray: Vector3[][];
  117882. closeArray?: boolean;
  117883. closePath?: boolean;
  117884. offset?: number;
  117885. updatable?: boolean;
  117886. sideOrientation?: number;
  117887. frontUVs?: Vector4;
  117888. backUVs?: Vector4;
  117889. instance?: Mesh;
  117890. invertUV?: boolean;
  117891. uvs?: Vector2[];
  117892. colors?: Color4[];
  117893. }, scene?: Nullable<Scene>): Mesh;
  117894. /**
  117895. * Creates a cylinder or a cone mesh
  117896. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  117897. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  117898. * * 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.
  117899. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  117900. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  117901. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  117902. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  117903. * * 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).
  117904. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  117905. * * 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).
  117906. * * 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
  117907. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  117908. * * 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
  117909. * * 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.
  117910. * * If `enclose` is false, a ring surface is one element.
  117911. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  117912. * * 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
  117913. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117914. * * 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
  117915. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117916. * @param name defines the name of the mesh
  117917. * @param options defines the options used to create the mesh
  117918. * @param scene defines the hosting scene
  117919. * @returns the cylinder mesh
  117920. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  117921. */
  117922. static CreateCylinder(name: string, options: {
  117923. height?: number;
  117924. diameterTop?: number;
  117925. diameterBottom?: number;
  117926. diameter?: number;
  117927. tessellation?: number;
  117928. subdivisions?: number;
  117929. arc?: number;
  117930. faceColors?: Color4[];
  117931. faceUV?: Vector4[];
  117932. updatable?: boolean;
  117933. hasRings?: boolean;
  117934. enclose?: boolean;
  117935. cap?: number;
  117936. sideOrientation?: number;
  117937. frontUVs?: Vector4;
  117938. backUVs?: Vector4;
  117939. }, scene?: Nullable<Scene>): Mesh;
  117940. /**
  117941. * Creates a torus mesh
  117942. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  117943. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  117944. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  117945. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117946. * * 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
  117947. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117948. * @param name defines the name of the mesh
  117949. * @param options defines the options used to create the mesh
  117950. * @param scene defines the hosting scene
  117951. * @returns the torus mesh
  117952. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  117953. */
  117954. static CreateTorus(name: string, options: {
  117955. diameter?: number;
  117956. thickness?: number;
  117957. tessellation?: number;
  117958. updatable?: boolean;
  117959. sideOrientation?: number;
  117960. frontUVs?: Vector4;
  117961. backUVs?: Vector4;
  117962. }, scene?: Nullable<Scene>): Mesh;
  117963. /**
  117964. * Creates a torus knot mesh
  117965. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  117966. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  117967. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  117968. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  117969. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  117970. * * 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
  117971. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  117972. * @param name defines the name of the mesh
  117973. * @param options defines the options used to create the mesh
  117974. * @param scene defines the hosting scene
  117975. * @returns the torus knot mesh
  117976. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  117977. */
  117978. static CreateTorusKnot(name: string, options: {
  117979. radius?: number;
  117980. tube?: number;
  117981. radialSegments?: number;
  117982. tubularSegments?: number;
  117983. p?: number;
  117984. q?: number;
  117985. updatable?: boolean;
  117986. sideOrientation?: number;
  117987. frontUVs?: Vector4;
  117988. backUVs?: Vector4;
  117989. }, scene?: Nullable<Scene>): Mesh;
  117990. /**
  117991. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  117992. * * 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
  117993. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  117994. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  117995. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  117996. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  117997. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  117998. * * 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
  117999. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  118000. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118001. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  118002. * @param name defines the name of the new line system
  118003. * @param options defines the options used to create the line system
  118004. * @param scene defines the hosting scene
  118005. * @returns a new line system mesh
  118006. */
  118007. static CreateLineSystem(name: string, options: {
  118008. lines: Vector3[][];
  118009. updatable?: boolean;
  118010. instance?: Nullable<LinesMesh>;
  118011. colors?: Nullable<Color4[][]>;
  118012. useVertexAlpha?: boolean;
  118013. }, scene: Nullable<Scene>): LinesMesh;
  118014. /**
  118015. * Creates a line mesh
  118016. * 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
  118017. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118018. * * The parameter `points` is an array successive Vector3
  118019. * * 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
  118020. * * The optional parameter `colors` is an array of successive Color4, one per line point
  118021. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  118022. * * When updating an instance, remember that only point positions can change, not the number of points
  118023. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118024. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  118025. * @param name defines the name of the new line system
  118026. * @param options defines the options used to create the line system
  118027. * @param scene defines the hosting scene
  118028. * @returns a new line mesh
  118029. */
  118030. static CreateLines(name: string, options: {
  118031. points: Vector3[];
  118032. updatable?: boolean;
  118033. instance?: Nullable<LinesMesh>;
  118034. colors?: Color4[];
  118035. useVertexAlpha?: boolean;
  118036. }, scene?: Nullable<Scene>): LinesMesh;
  118037. /**
  118038. * Creates a dashed line mesh
  118039. * * 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
  118040. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  118041. * * The parameter `points` is an array successive Vector3
  118042. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  118043. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  118044. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  118045. * * 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
  118046. * * When updating an instance, remember that only point positions can change, not the number of points
  118047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118048. * @param name defines the name of the mesh
  118049. * @param options defines the options used to create the mesh
  118050. * @param scene defines the hosting scene
  118051. * @returns the dashed line mesh
  118052. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  118053. */
  118054. static CreateDashedLines(name: string, options: {
  118055. points: Vector3[];
  118056. dashSize?: number;
  118057. gapSize?: number;
  118058. dashNb?: number;
  118059. updatable?: boolean;
  118060. instance?: LinesMesh;
  118061. }, scene?: Nullable<Scene>): LinesMesh;
  118062. /**
  118063. * 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.
  118064. * * 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.
  118065. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118066. * * 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.
  118067. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  118068. * * 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
  118069. * * 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
  118070. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  118071. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118072. * * 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
  118073. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  118074. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118075. * @param name defines the name of the mesh
  118076. * @param options defines the options used to create the mesh
  118077. * @param scene defines the hosting scene
  118078. * @returns the extruded shape mesh
  118079. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118080. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118081. */
  118082. static ExtrudeShape(name: string, options: {
  118083. shape: Vector3[];
  118084. path: Vector3[];
  118085. scale?: number;
  118086. rotation?: number;
  118087. cap?: number;
  118088. updatable?: boolean;
  118089. sideOrientation?: number;
  118090. frontUVs?: Vector4;
  118091. backUVs?: Vector4;
  118092. instance?: Mesh;
  118093. invertUV?: boolean;
  118094. }, scene?: Nullable<Scene>): Mesh;
  118095. /**
  118096. * Creates an custom extruded shape mesh.
  118097. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  118098. * * 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.
  118099. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  118100. * * 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
  118101. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  118102. * * 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
  118103. * * It must returns a float value that will be the scale value applied to the shape on each path point
  118104. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  118105. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  118106. * * 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
  118107. * * 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
  118108. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  118109. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118110. * * 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
  118111. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118112. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118113. * @param name defines the name of the mesh
  118114. * @param options defines the options used to create the mesh
  118115. * @param scene defines the hosting scene
  118116. * @returns the custom extruded shape mesh
  118117. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  118118. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118119. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  118120. */
  118121. static ExtrudeShapeCustom(name: string, options: {
  118122. shape: Vector3[];
  118123. path: Vector3[];
  118124. scaleFunction?: any;
  118125. rotationFunction?: any;
  118126. ribbonCloseArray?: boolean;
  118127. ribbonClosePath?: boolean;
  118128. cap?: number;
  118129. updatable?: boolean;
  118130. sideOrientation?: number;
  118131. frontUVs?: Vector4;
  118132. backUVs?: Vector4;
  118133. instance?: Mesh;
  118134. invertUV?: boolean;
  118135. }, scene?: Nullable<Scene>): Mesh;
  118136. /**
  118137. * Creates lathe mesh.
  118138. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118139. * * 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
  118140. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118141. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118142. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118143. * * 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
  118144. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118145. * * 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
  118146. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118147. * * 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
  118148. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118150. * @param name defines the name of the mesh
  118151. * @param options defines the options used to create the mesh
  118152. * @param scene defines the hosting scene
  118153. * @returns the lathe mesh
  118154. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118155. */
  118156. static CreateLathe(name: string, options: {
  118157. shape: Vector3[];
  118158. radius?: number;
  118159. tessellation?: number;
  118160. clip?: number;
  118161. arc?: number;
  118162. closed?: boolean;
  118163. updatable?: boolean;
  118164. sideOrientation?: number;
  118165. frontUVs?: Vector4;
  118166. backUVs?: Vector4;
  118167. cap?: number;
  118168. invertUV?: boolean;
  118169. }, scene?: Nullable<Scene>): Mesh;
  118170. /**
  118171. * Creates a tiled plane mesh
  118172. * * You can set a limited pattern arrangement with the tiles
  118173. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118174. * * 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
  118175. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118176. * @param name defines the name of the mesh
  118177. * @param options defines the options used to create the mesh
  118178. * @param scene defines the hosting scene
  118179. * @returns the plane mesh
  118180. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118181. */
  118182. static CreateTiledPlane(name: string, options: {
  118183. pattern?: number;
  118184. tileSize?: number;
  118185. tileWidth?: number;
  118186. tileHeight?: number;
  118187. size?: number;
  118188. width?: number;
  118189. height?: number;
  118190. alignHorizontal?: number;
  118191. alignVertical?: number;
  118192. sideOrientation?: number;
  118193. frontUVs?: Vector4;
  118194. backUVs?: Vector4;
  118195. updatable?: boolean;
  118196. }, scene?: Nullable<Scene>): Mesh;
  118197. /**
  118198. * Creates a plane mesh
  118199. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  118200. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  118201. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  118202. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118203. * * 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
  118204. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118205. * @param name defines the name of the mesh
  118206. * @param options defines the options used to create the mesh
  118207. * @param scene defines the hosting scene
  118208. * @returns the plane mesh
  118209. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  118210. */
  118211. static CreatePlane(name: string, options: {
  118212. size?: number;
  118213. width?: number;
  118214. height?: number;
  118215. sideOrientation?: number;
  118216. frontUVs?: Vector4;
  118217. backUVs?: Vector4;
  118218. updatable?: boolean;
  118219. sourcePlane?: Plane;
  118220. }, scene?: Nullable<Scene>): Mesh;
  118221. /**
  118222. * Creates a ground mesh
  118223. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  118224. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  118225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118226. * @param name defines the name of the mesh
  118227. * @param options defines the options used to create the mesh
  118228. * @param scene defines the hosting scene
  118229. * @returns the ground mesh
  118230. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  118231. */
  118232. static CreateGround(name: string, options: {
  118233. width?: number;
  118234. height?: number;
  118235. subdivisions?: number;
  118236. subdivisionsX?: number;
  118237. subdivisionsY?: number;
  118238. updatable?: boolean;
  118239. }, scene?: Nullable<Scene>): Mesh;
  118240. /**
  118241. * Creates a tiled ground mesh
  118242. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  118243. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  118244. * * 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
  118245. * * 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
  118246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118247. * @param name defines the name of the mesh
  118248. * @param options defines the options used to create the mesh
  118249. * @param scene defines the hosting scene
  118250. * @returns the tiled ground mesh
  118251. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  118252. */
  118253. static CreateTiledGround(name: string, options: {
  118254. xmin: number;
  118255. zmin: number;
  118256. xmax: number;
  118257. zmax: number;
  118258. subdivisions?: {
  118259. w: number;
  118260. h: number;
  118261. };
  118262. precision?: {
  118263. w: number;
  118264. h: number;
  118265. };
  118266. updatable?: boolean;
  118267. }, scene?: Nullable<Scene>): Mesh;
  118268. /**
  118269. * Creates a ground mesh from a height map
  118270. * * The parameter `url` sets the URL of the height map image resource.
  118271. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  118272. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  118273. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  118274. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  118275. * * 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.
  118276. * * 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).
  118277. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  118278. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118279. * @param name defines the name of the mesh
  118280. * @param url defines the url to the height map
  118281. * @param options defines the options used to create the mesh
  118282. * @param scene defines the hosting scene
  118283. * @returns the ground mesh
  118284. * @see https://doc.babylonjs.com/babylon101/height_map
  118285. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  118286. */
  118287. static CreateGroundFromHeightMap(name: string, url: string, options: {
  118288. width?: number;
  118289. height?: number;
  118290. subdivisions?: number;
  118291. minHeight?: number;
  118292. maxHeight?: number;
  118293. colorFilter?: Color3;
  118294. alphaFilter?: number;
  118295. updatable?: boolean;
  118296. onReady?: (mesh: GroundMesh) => void;
  118297. }, scene?: Nullable<Scene>): GroundMesh;
  118298. /**
  118299. * Creates a polygon mesh
  118300. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118301. * * 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
  118302. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118303. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118304. * * 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)
  118305. * * Remember you can only change the shape positions, not their number when updating a polygon
  118306. * @param name defines the name of the mesh
  118307. * @param options defines the options used to create the mesh
  118308. * @param scene defines the hosting scene
  118309. * @param earcutInjection can be used to inject your own earcut reference
  118310. * @returns the polygon mesh
  118311. */
  118312. static CreatePolygon(name: string, options: {
  118313. shape: Vector3[];
  118314. holes?: Vector3[][];
  118315. depth?: number;
  118316. faceUV?: Vector4[];
  118317. faceColors?: Color4[];
  118318. updatable?: boolean;
  118319. sideOrientation?: number;
  118320. frontUVs?: Vector4;
  118321. backUVs?: Vector4;
  118322. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118323. /**
  118324. * Creates an extruded polygon mesh, with depth in the Y direction.
  118325. * * 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)
  118326. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118327. * @param name defines the name of the mesh
  118328. * @param options defines the options used to create the mesh
  118329. * @param scene defines the hosting scene
  118330. * @param earcutInjection can be used to inject your own earcut reference
  118331. * @returns the polygon mesh
  118332. */
  118333. static ExtrudePolygon(name: string, options: {
  118334. shape: Vector3[];
  118335. holes?: Vector3[][];
  118336. depth?: number;
  118337. faceUV?: Vector4[];
  118338. faceColors?: Color4[];
  118339. updatable?: boolean;
  118340. sideOrientation?: number;
  118341. frontUVs?: Vector4;
  118342. backUVs?: Vector4;
  118343. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118344. /**
  118345. * Creates a tube mesh.
  118346. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118347. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118348. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118349. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118350. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118351. * * 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)
  118352. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118353. * * 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
  118354. * * 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
  118355. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118356. * * 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
  118357. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118358. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118359. * @param name defines the name of the mesh
  118360. * @param options defines the options used to create the mesh
  118361. * @param scene defines the hosting scene
  118362. * @returns the tube mesh
  118363. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118364. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118365. */
  118366. static CreateTube(name: string, options: {
  118367. path: Vector3[];
  118368. radius?: number;
  118369. tessellation?: number;
  118370. radiusFunction?: {
  118371. (i: number, distance: number): number;
  118372. };
  118373. cap?: number;
  118374. arc?: number;
  118375. updatable?: boolean;
  118376. sideOrientation?: number;
  118377. frontUVs?: Vector4;
  118378. backUVs?: Vector4;
  118379. instance?: Mesh;
  118380. invertUV?: boolean;
  118381. }, scene?: Nullable<Scene>): Mesh;
  118382. /**
  118383. * Creates a polyhedron mesh
  118384. * * 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
  118385. * * The parameter `size` (positive float, default 1) sets the polygon size
  118386. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  118387. * * 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`
  118388. * * 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
  118389. * * 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)`)
  118390. * * 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
  118391. * * 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
  118392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118393. * * 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
  118394. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118395. * @param name defines the name of the mesh
  118396. * @param options defines the options used to create the mesh
  118397. * @param scene defines the hosting scene
  118398. * @returns the polyhedron mesh
  118399. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  118400. */
  118401. static CreatePolyhedron(name: string, options: {
  118402. type?: number;
  118403. size?: number;
  118404. sizeX?: number;
  118405. sizeY?: number;
  118406. sizeZ?: number;
  118407. custom?: any;
  118408. faceUV?: Vector4[];
  118409. faceColors?: Color4[];
  118410. flat?: boolean;
  118411. updatable?: boolean;
  118412. sideOrientation?: number;
  118413. frontUVs?: Vector4;
  118414. backUVs?: Vector4;
  118415. }, scene?: Nullable<Scene>): Mesh;
  118416. /**
  118417. * Creates a decal mesh.
  118418. * 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
  118419. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118420. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118421. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118422. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118423. * @param name defines the name of the mesh
  118424. * @param sourceMesh defines the mesh where the decal must be applied
  118425. * @param options defines the options used to create the mesh
  118426. * @param scene defines the hosting scene
  118427. * @returns the decal mesh
  118428. * @see https://doc.babylonjs.com/how_to/decals
  118429. */
  118430. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118431. position?: Vector3;
  118432. normal?: Vector3;
  118433. size?: Vector3;
  118434. angle?: number;
  118435. }): Mesh;
  118436. }
  118437. }
  118438. declare module BABYLON {
  118439. /**
  118440. * A simplifier interface for future simplification implementations
  118441. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118442. */
  118443. export interface ISimplifier {
  118444. /**
  118445. * Simplification of a given mesh according to the given settings.
  118446. * Since this requires computation, it is assumed that the function runs async.
  118447. * @param settings The settings of the simplification, including quality and distance
  118448. * @param successCallback A callback that will be called after the mesh was simplified.
  118449. * @param errorCallback in case of an error, this callback will be called. optional.
  118450. */
  118451. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  118452. }
  118453. /**
  118454. * Expected simplification settings.
  118455. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  118456. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118457. */
  118458. export interface ISimplificationSettings {
  118459. /**
  118460. * Gets or sets the expected quality
  118461. */
  118462. quality: number;
  118463. /**
  118464. * Gets or sets the distance when this optimized version should be used
  118465. */
  118466. distance: number;
  118467. /**
  118468. * Gets an already optimized mesh
  118469. */
  118470. optimizeMesh?: boolean;
  118471. }
  118472. /**
  118473. * Class used to specify simplification options
  118474. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118475. */
  118476. export class SimplificationSettings implements ISimplificationSettings {
  118477. /** expected quality */
  118478. quality: number;
  118479. /** distance when this optimized version should be used */
  118480. distance: number;
  118481. /** already optimized mesh */
  118482. optimizeMesh?: boolean | undefined;
  118483. /**
  118484. * Creates a SimplificationSettings
  118485. * @param quality expected quality
  118486. * @param distance distance when this optimized version should be used
  118487. * @param optimizeMesh already optimized mesh
  118488. */
  118489. constructor(
  118490. /** expected quality */
  118491. quality: number,
  118492. /** distance when this optimized version should be used */
  118493. distance: number,
  118494. /** already optimized mesh */
  118495. optimizeMesh?: boolean | undefined);
  118496. }
  118497. /**
  118498. * Interface used to define a simplification task
  118499. */
  118500. export interface ISimplificationTask {
  118501. /**
  118502. * Array of settings
  118503. */
  118504. settings: Array<ISimplificationSettings>;
  118505. /**
  118506. * Simplification type
  118507. */
  118508. simplificationType: SimplificationType;
  118509. /**
  118510. * Mesh to simplify
  118511. */
  118512. mesh: Mesh;
  118513. /**
  118514. * Callback called on success
  118515. */
  118516. successCallback?: () => void;
  118517. /**
  118518. * Defines if parallel processing can be used
  118519. */
  118520. parallelProcessing: boolean;
  118521. }
  118522. /**
  118523. * Queue used to order the simplification tasks
  118524. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118525. */
  118526. export class SimplificationQueue {
  118527. private _simplificationArray;
  118528. /**
  118529. * Gets a boolean indicating that the process is still running
  118530. */
  118531. running: boolean;
  118532. /**
  118533. * Creates a new queue
  118534. */
  118535. constructor();
  118536. /**
  118537. * Adds a new simplification task
  118538. * @param task defines a task to add
  118539. */
  118540. addTask(task: ISimplificationTask): void;
  118541. /**
  118542. * Execute next task
  118543. */
  118544. executeNext(): void;
  118545. /**
  118546. * Execute a simplification task
  118547. * @param task defines the task to run
  118548. */
  118549. runSimplification(task: ISimplificationTask): void;
  118550. private getSimplifier;
  118551. }
  118552. /**
  118553. * The implemented types of simplification
  118554. * At the moment only Quadratic Error Decimation is implemented
  118555. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118556. */
  118557. export enum SimplificationType {
  118558. /** Quadratic error decimation */
  118559. QUADRATIC = 0
  118560. }
  118561. }
  118562. declare module BABYLON {
  118563. interface Scene {
  118564. /** @hidden (Backing field) */
  118565. _simplificationQueue: SimplificationQueue;
  118566. /**
  118567. * Gets or sets the simplification queue attached to the scene
  118568. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  118569. */
  118570. simplificationQueue: SimplificationQueue;
  118571. }
  118572. interface Mesh {
  118573. /**
  118574. * Simplify the mesh according to the given array of settings.
  118575. * Function will return immediately and will simplify async
  118576. * @param settings a collection of simplification settings
  118577. * @param parallelProcessing should all levels calculate parallel or one after the other
  118578. * @param simplificationType the type of simplification to run
  118579. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  118580. * @returns the current mesh
  118581. */
  118582. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  118583. }
  118584. /**
  118585. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  118586. * created in a scene
  118587. */
  118588. export class SimplicationQueueSceneComponent implements ISceneComponent {
  118589. /**
  118590. * The component name helpfull to identify the component in the list of scene components.
  118591. */
  118592. readonly name: string;
  118593. /**
  118594. * The scene the component belongs to.
  118595. */
  118596. scene: Scene;
  118597. /**
  118598. * Creates a new instance of the component for the given scene
  118599. * @param scene Defines the scene to register the component in
  118600. */
  118601. constructor(scene: Scene);
  118602. /**
  118603. * Registers the component in a given scene
  118604. */
  118605. register(): void;
  118606. /**
  118607. * Rebuilds the elements related to this component in case of
  118608. * context lost for instance.
  118609. */
  118610. rebuild(): void;
  118611. /**
  118612. * Disposes the component and the associated ressources
  118613. */
  118614. dispose(): void;
  118615. private _beforeCameraUpdate;
  118616. }
  118617. }
  118618. declare module BABYLON {
  118619. /**
  118620. * Navigation plugin interface to add navigation constrained by a navigation mesh
  118621. */
  118622. export interface INavigationEnginePlugin {
  118623. /**
  118624. * plugin name
  118625. */
  118626. name: string;
  118627. /**
  118628. * Creates a navigation mesh
  118629. * @param meshes array of all the geometry used to compute the navigatio mesh
  118630. * @param parameters bunch of parameters used to filter geometry
  118631. */
  118632. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118633. /**
  118634. * Create a navigation mesh debug mesh
  118635. * @param scene is where the mesh will be added
  118636. * @returns debug display mesh
  118637. */
  118638. createDebugNavMesh(scene: Scene): Mesh;
  118639. /**
  118640. * Get a navigation mesh constrained position, closest to the parameter position
  118641. * @param position world position
  118642. * @returns the closest point to position constrained by the navigation mesh
  118643. */
  118644. getClosestPoint(position: Vector3): Vector3;
  118645. /**
  118646. * Get a navigation mesh constrained position, within a particular radius
  118647. * @param position world position
  118648. * @param maxRadius the maximum distance to the constrained world position
  118649. * @returns the closest point to position constrained by the navigation mesh
  118650. */
  118651. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118652. /**
  118653. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118654. * @param start world position
  118655. * @param end world position
  118656. * @returns array containing world position composing the path
  118657. */
  118658. computePath(start: Vector3, end: Vector3): Vector3[];
  118659. /**
  118660. * If this plugin is supported
  118661. * @returns true if plugin is supported
  118662. */
  118663. isSupported(): boolean;
  118664. /**
  118665. * Create a new Crowd so you can add agents
  118666. * @param maxAgents the maximum agent count in the crowd
  118667. * @param maxAgentRadius the maximum radius an agent can have
  118668. * @param scene to attach the crowd to
  118669. * @returns the crowd you can add agents to
  118670. */
  118671. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118672. /**
  118673. * Release all resources
  118674. */
  118675. dispose(): void;
  118676. }
  118677. /**
  118678. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  118679. */
  118680. export interface ICrowd {
  118681. /**
  118682. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118683. * You can attach anything to that node. The node position is updated in the scene update tick.
  118684. * @param pos world position that will be constrained by the navigation mesh
  118685. * @param parameters agent parameters
  118686. * @param transform hooked to the agent that will be update by the scene
  118687. * @returns agent index
  118688. */
  118689. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118690. /**
  118691. * Returns the agent position in world space
  118692. * @param index agent index returned by addAgent
  118693. * @returns world space position
  118694. */
  118695. getAgentPosition(index: number): Vector3;
  118696. /**
  118697. * Gets the agent velocity in world space
  118698. * @param index agent index returned by addAgent
  118699. * @returns world space velocity
  118700. */
  118701. getAgentVelocity(index: number): Vector3;
  118702. /**
  118703. * remove a particular agent previously created
  118704. * @param index agent index returned by addAgent
  118705. */
  118706. removeAgent(index: number): void;
  118707. /**
  118708. * get the list of all agents attached to this crowd
  118709. * @returns list of agent indices
  118710. */
  118711. getAgents(): number[];
  118712. /**
  118713. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118714. * @param deltaTime in seconds
  118715. */
  118716. update(deltaTime: number): void;
  118717. /**
  118718. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118719. * @param index agent index returned by addAgent
  118720. * @param destination targeted world position
  118721. */
  118722. agentGoto(index: number, destination: Vector3): void;
  118723. /**
  118724. * Release all resources
  118725. */
  118726. dispose(): void;
  118727. }
  118728. /**
  118729. * Configures an agent
  118730. */
  118731. export interface IAgentParameters {
  118732. /**
  118733. * Agent radius. [Limit: >= 0]
  118734. */
  118735. radius: number;
  118736. /**
  118737. * Agent height. [Limit: > 0]
  118738. */
  118739. height: number;
  118740. /**
  118741. * Maximum allowed acceleration. [Limit: >= 0]
  118742. */
  118743. maxAcceleration: number;
  118744. /**
  118745. * Maximum allowed speed. [Limit: >= 0]
  118746. */
  118747. maxSpeed: number;
  118748. /**
  118749. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  118750. */
  118751. collisionQueryRange: number;
  118752. /**
  118753. * The path visibility optimization range. [Limit: > 0]
  118754. */
  118755. pathOptimizationRange: number;
  118756. /**
  118757. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  118758. */
  118759. separationWeight: number;
  118760. }
  118761. /**
  118762. * Configures the navigation mesh creation
  118763. */
  118764. export interface INavMeshParameters {
  118765. /**
  118766. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  118767. */
  118768. cs: number;
  118769. /**
  118770. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  118771. */
  118772. ch: number;
  118773. /**
  118774. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  118775. */
  118776. walkableSlopeAngle: number;
  118777. /**
  118778. * Minimum floor to 'ceiling' height that will still allow the floor area to
  118779. * be considered walkable. [Limit: >= 3] [Units: vx]
  118780. */
  118781. walkableHeight: number;
  118782. /**
  118783. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  118784. */
  118785. walkableClimb: number;
  118786. /**
  118787. * The distance to erode/shrink the walkable area of the heightfield away from
  118788. * obstructions. [Limit: >=0] [Units: vx]
  118789. */
  118790. walkableRadius: number;
  118791. /**
  118792. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  118793. */
  118794. maxEdgeLen: number;
  118795. /**
  118796. * The maximum distance a simplfied contour's border edges should deviate
  118797. * the original raw contour. [Limit: >=0] [Units: vx]
  118798. */
  118799. maxSimplificationError: number;
  118800. /**
  118801. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  118802. */
  118803. minRegionArea: number;
  118804. /**
  118805. * Any regions with a span count smaller than this value will, if possible,
  118806. * be merged with larger regions. [Limit: >=0] [Units: vx]
  118807. */
  118808. mergeRegionArea: number;
  118809. /**
  118810. * The maximum number of vertices allowed for polygons generated during the
  118811. * contour to polygon conversion process. [Limit: >= 3]
  118812. */
  118813. maxVertsPerPoly: number;
  118814. /**
  118815. * Sets the sampling distance to use when generating the detail mesh.
  118816. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  118817. */
  118818. detailSampleDist: number;
  118819. /**
  118820. * The maximum distance the detail mesh surface should deviate from heightfield
  118821. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  118822. */
  118823. detailSampleMaxError: number;
  118824. }
  118825. }
  118826. declare module BABYLON {
  118827. /**
  118828. * RecastJS navigation plugin
  118829. */
  118830. export class RecastJSPlugin implements INavigationEnginePlugin {
  118831. /**
  118832. * Reference to the Recast library
  118833. */
  118834. bjsRECAST: any;
  118835. /**
  118836. * plugin name
  118837. */
  118838. name: string;
  118839. /**
  118840. * the first navmesh created. We might extend this to support multiple navmeshes
  118841. */
  118842. navMesh: any;
  118843. /**
  118844. * Initializes the recastJS plugin
  118845. * @param recastInjection can be used to inject your own recast reference
  118846. */
  118847. constructor(recastInjection?: any);
  118848. /**
  118849. * Creates a navigation mesh
  118850. * @param meshes array of all the geometry used to compute the navigatio mesh
  118851. * @param parameters bunch of parameters used to filter geometry
  118852. */
  118853. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  118854. /**
  118855. * Create a navigation mesh debug mesh
  118856. * @param scene is where the mesh will be added
  118857. * @returns debug display mesh
  118858. */
  118859. createDebugNavMesh(scene: Scene): Mesh;
  118860. /**
  118861. * Get a navigation mesh constrained position, closest to the parameter position
  118862. * @param position world position
  118863. * @returns the closest point to position constrained by the navigation mesh
  118864. */
  118865. getClosestPoint(position: Vector3): Vector3;
  118866. /**
  118867. * Get a navigation mesh constrained position, within a particular radius
  118868. * @param position world position
  118869. * @param maxRadius the maximum distance to the constrained world position
  118870. * @returns the closest point to position constrained by the navigation mesh
  118871. */
  118872. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  118873. /**
  118874. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  118875. * @param start world position
  118876. * @param end world position
  118877. * @returns array containing world position composing the path
  118878. */
  118879. computePath(start: Vector3, end: Vector3): Vector3[];
  118880. /**
  118881. * Create a new Crowd so you can add agents
  118882. * @param maxAgents the maximum agent count in the crowd
  118883. * @param maxAgentRadius the maximum radius an agent can have
  118884. * @param scene to attach the crowd to
  118885. * @returns the crowd you can add agents to
  118886. */
  118887. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  118888. /**
  118889. * Disposes
  118890. */
  118891. dispose(): void;
  118892. /**
  118893. * If this plugin is supported
  118894. * @returns true if plugin is supported
  118895. */
  118896. isSupported(): boolean;
  118897. }
  118898. /**
  118899. * Recast detour crowd implementation
  118900. */
  118901. export class RecastJSCrowd implements ICrowd {
  118902. /**
  118903. * Recast/detour plugin
  118904. */
  118905. bjsRECASTPlugin: RecastJSPlugin;
  118906. /**
  118907. * Link to the detour crowd
  118908. */
  118909. recastCrowd: any;
  118910. /**
  118911. * One transform per agent
  118912. */
  118913. transforms: TransformNode[];
  118914. /**
  118915. * All agents created
  118916. */
  118917. agents: number[];
  118918. /**
  118919. * Link to the scene is kept to unregister the crowd from the scene
  118920. */
  118921. private _scene;
  118922. /**
  118923. * Observer for crowd updates
  118924. */
  118925. private _onBeforeAnimationsObserver;
  118926. /**
  118927. * Constructor
  118928. * @param plugin recastJS plugin
  118929. * @param maxAgents the maximum agent count in the crowd
  118930. * @param maxAgentRadius the maximum radius an agent can have
  118931. * @param scene to attach the crowd to
  118932. * @returns the crowd you can add agents to
  118933. */
  118934. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  118935. /**
  118936. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  118937. * You can attach anything to that node. The node position is updated in the scene update tick.
  118938. * @param pos world position that will be constrained by the navigation mesh
  118939. * @param parameters agent parameters
  118940. * @param transform hooked to the agent that will be update by the scene
  118941. * @returns agent index
  118942. */
  118943. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  118944. /**
  118945. * Returns the agent position in world space
  118946. * @param index agent index returned by addAgent
  118947. * @returns world space position
  118948. */
  118949. getAgentPosition(index: number): Vector3;
  118950. /**
  118951. * Returns the agent velocity in world space
  118952. * @param index agent index returned by addAgent
  118953. * @returns world space velocity
  118954. */
  118955. getAgentVelocity(index: number): Vector3;
  118956. /**
  118957. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  118958. * @param index agent index returned by addAgent
  118959. * @param destination targeted world position
  118960. */
  118961. agentGoto(index: number, destination: Vector3): void;
  118962. /**
  118963. * remove a particular agent previously created
  118964. * @param index agent index returned by addAgent
  118965. */
  118966. removeAgent(index: number): void;
  118967. /**
  118968. * get the list of all agents attached to this crowd
  118969. * @returns list of agent indices
  118970. */
  118971. getAgents(): number[];
  118972. /**
  118973. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  118974. * @param deltaTime in seconds
  118975. */
  118976. update(deltaTime: number): void;
  118977. /**
  118978. * Release all resources
  118979. */
  118980. dispose(): void;
  118981. }
  118982. }
  118983. declare module BABYLON {
  118984. /**
  118985. * Class used to enable access to IndexedDB
  118986. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  118987. */
  118988. export class Database implements IOfflineProvider {
  118989. private _callbackManifestChecked;
  118990. private _currentSceneUrl;
  118991. private _db;
  118992. private _enableSceneOffline;
  118993. private _enableTexturesOffline;
  118994. private _manifestVersionFound;
  118995. private _mustUpdateRessources;
  118996. private _hasReachedQuota;
  118997. private _isSupported;
  118998. private _idbFactory;
  118999. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  119000. private static IsUASupportingBlobStorage;
  119001. /**
  119002. * Gets a boolean indicating if Database storate is enabled (off by default)
  119003. */
  119004. static IDBStorageEnabled: boolean;
  119005. /**
  119006. * Gets a boolean indicating if scene must be saved in the database
  119007. */
  119008. readonly enableSceneOffline: boolean;
  119009. /**
  119010. * Gets a boolean indicating if textures must be saved in the database
  119011. */
  119012. readonly enableTexturesOffline: boolean;
  119013. /**
  119014. * Creates a new Database
  119015. * @param urlToScene defines the url to load the scene
  119016. * @param callbackManifestChecked defines the callback to use when manifest is checked
  119017. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  119018. */
  119019. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  119020. private static _ParseURL;
  119021. private static _ReturnFullUrlLocation;
  119022. private _checkManifestFile;
  119023. /**
  119024. * Open the database and make it available
  119025. * @param successCallback defines the callback to call on success
  119026. * @param errorCallback defines the callback to call on error
  119027. */
  119028. open(successCallback: () => void, errorCallback: () => void): void;
  119029. /**
  119030. * Loads an image from the database
  119031. * @param url defines the url to load from
  119032. * @param image defines the target DOM image
  119033. */
  119034. loadImage(url: string, image: HTMLImageElement): void;
  119035. private _loadImageFromDBAsync;
  119036. private _saveImageIntoDBAsync;
  119037. private _checkVersionFromDB;
  119038. private _loadVersionFromDBAsync;
  119039. private _saveVersionIntoDBAsync;
  119040. /**
  119041. * Loads a file from database
  119042. * @param url defines the URL to load from
  119043. * @param sceneLoaded defines a callback to call on success
  119044. * @param progressCallBack defines a callback to call when progress changed
  119045. * @param errorCallback defines a callback to call on error
  119046. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  119047. */
  119048. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  119049. private _loadFileAsync;
  119050. private _saveFileAsync;
  119051. /**
  119052. * Validates if xhr data is correct
  119053. * @param xhr defines the request to validate
  119054. * @param dataType defines the expected data type
  119055. * @returns true if data is correct
  119056. */
  119057. private static _ValidateXHRData;
  119058. }
  119059. }
  119060. declare module BABYLON {
  119061. /** @hidden */
  119062. export var gpuUpdateParticlesPixelShader: {
  119063. name: string;
  119064. shader: string;
  119065. };
  119066. }
  119067. declare module BABYLON {
  119068. /** @hidden */
  119069. export var gpuUpdateParticlesVertexShader: {
  119070. name: string;
  119071. shader: string;
  119072. };
  119073. }
  119074. declare module BABYLON {
  119075. /** @hidden */
  119076. export var clipPlaneFragmentDeclaration2: {
  119077. name: string;
  119078. shader: string;
  119079. };
  119080. }
  119081. declare module BABYLON {
  119082. /** @hidden */
  119083. export var gpuRenderParticlesPixelShader: {
  119084. name: string;
  119085. shader: string;
  119086. };
  119087. }
  119088. declare module BABYLON {
  119089. /** @hidden */
  119090. export var clipPlaneVertexDeclaration2: {
  119091. name: string;
  119092. shader: string;
  119093. };
  119094. }
  119095. declare module BABYLON {
  119096. /** @hidden */
  119097. export var gpuRenderParticlesVertexShader: {
  119098. name: string;
  119099. shader: string;
  119100. };
  119101. }
  119102. declare module BABYLON {
  119103. /**
  119104. * This represents a GPU particle system in Babylon
  119105. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  119106. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  119107. */
  119108. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  119109. /**
  119110. * The layer mask we are rendering the particles through.
  119111. */
  119112. layerMask: number;
  119113. private _capacity;
  119114. private _activeCount;
  119115. private _currentActiveCount;
  119116. private _accumulatedCount;
  119117. private _renderEffect;
  119118. private _updateEffect;
  119119. private _buffer0;
  119120. private _buffer1;
  119121. private _spriteBuffer;
  119122. private _updateVAO;
  119123. private _renderVAO;
  119124. private _targetIndex;
  119125. private _sourceBuffer;
  119126. private _targetBuffer;
  119127. private _engine;
  119128. private _currentRenderId;
  119129. private _started;
  119130. private _stopped;
  119131. private _timeDelta;
  119132. private _randomTexture;
  119133. private _randomTexture2;
  119134. private _attributesStrideSize;
  119135. private _updateEffectOptions;
  119136. private _randomTextureSize;
  119137. private _actualFrame;
  119138. private readonly _rawTextureWidth;
  119139. /**
  119140. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  119141. */
  119142. static readonly IsSupported: boolean;
  119143. /**
  119144. * An event triggered when the system is disposed.
  119145. */
  119146. onDisposeObservable: Observable<GPUParticleSystem>;
  119147. /**
  119148. * Gets the maximum number of particles active at the same time.
  119149. * @returns The max number of active particles.
  119150. */
  119151. getCapacity(): number;
  119152. /**
  119153. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  119154. * to override the particles.
  119155. */
  119156. forceDepthWrite: boolean;
  119157. /**
  119158. * Gets or set the number of active particles
  119159. */
  119160. activeParticleCount: number;
  119161. private _preWarmDone;
  119162. /**
  119163. * Is this system ready to be used/rendered
  119164. * @return true if the system is ready
  119165. */
  119166. isReady(): boolean;
  119167. /**
  119168. * Gets if the system has been started. (Note: this will still be true after stop is called)
  119169. * @returns True if it has been started, otherwise false.
  119170. */
  119171. isStarted(): boolean;
  119172. /**
  119173. * Starts the particle system and begins to emit
  119174. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  119175. */
  119176. start(delay?: number): void;
  119177. /**
  119178. * Stops the particle system.
  119179. */
  119180. stop(): void;
  119181. /**
  119182. * Remove all active particles
  119183. */
  119184. reset(): void;
  119185. /**
  119186. * Returns the string "GPUParticleSystem"
  119187. * @returns a string containing the class name
  119188. */
  119189. getClassName(): string;
  119190. private _colorGradientsTexture;
  119191. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  119192. /**
  119193. * Adds a new color gradient
  119194. * @param gradient defines the gradient to use (between 0 and 1)
  119195. * @param color1 defines the color to affect to the specified gradient
  119196. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  119197. * @returns the current particle system
  119198. */
  119199. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  119200. /**
  119201. * Remove a specific color gradient
  119202. * @param gradient defines the gradient to remove
  119203. * @returns the current particle system
  119204. */
  119205. removeColorGradient(gradient: number): GPUParticleSystem;
  119206. private _angularSpeedGradientsTexture;
  119207. private _sizeGradientsTexture;
  119208. private _velocityGradientsTexture;
  119209. private _limitVelocityGradientsTexture;
  119210. private _dragGradientsTexture;
  119211. private _addFactorGradient;
  119212. /**
  119213. * Adds a new size gradient
  119214. * @param gradient defines the gradient to use (between 0 and 1)
  119215. * @param factor defines the size factor to affect to the specified gradient
  119216. * @returns the current particle system
  119217. */
  119218. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  119219. /**
  119220. * Remove a specific size gradient
  119221. * @param gradient defines the gradient to remove
  119222. * @returns the current particle system
  119223. */
  119224. removeSizeGradient(gradient: number): GPUParticleSystem;
  119225. /**
  119226. * Adds a new angular speed gradient
  119227. * @param gradient defines the gradient to use (between 0 and 1)
  119228. * @param factor defines the angular speed to affect to the specified gradient
  119229. * @returns the current particle system
  119230. */
  119231. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  119232. /**
  119233. * Remove a specific angular speed gradient
  119234. * @param gradient defines the gradient to remove
  119235. * @returns the current particle system
  119236. */
  119237. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  119238. /**
  119239. * Adds a new velocity gradient
  119240. * @param gradient defines the gradient to use (between 0 and 1)
  119241. * @param factor defines the velocity to affect to the specified gradient
  119242. * @returns the current particle system
  119243. */
  119244. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119245. /**
  119246. * Remove a specific velocity gradient
  119247. * @param gradient defines the gradient to remove
  119248. * @returns the current particle system
  119249. */
  119250. removeVelocityGradient(gradient: number): GPUParticleSystem;
  119251. /**
  119252. * Adds a new limit velocity gradient
  119253. * @param gradient defines the gradient to use (between 0 and 1)
  119254. * @param factor defines the limit velocity value to affect to the specified gradient
  119255. * @returns the current particle system
  119256. */
  119257. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  119258. /**
  119259. * Remove a specific limit velocity gradient
  119260. * @param gradient defines the gradient to remove
  119261. * @returns the current particle system
  119262. */
  119263. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  119264. /**
  119265. * Adds a new drag gradient
  119266. * @param gradient defines the gradient to use (between 0 and 1)
  119267. * @param factor defines the drag value to affect to the specified gradient
  119268. * @returns the current particle system
  119269. */
  119270. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  119271. /**
  119272. * Remove a specific drag gradient
  119273. * @param gradient defines the gradient to remove
  119274. * @returns the current particle system
  119275. */
  119276. removeDragGradient(gradient: number): GPUParticleSystem;
  119277. /**
  119278. * Not supported by GPUParticleSystem
  119279. * @param gradient defines the gradient to use (between 0 and 1)
  119280. * @param factor defines the emit rate value to affect to the specified gradient
  119281. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119282. * @returns the current particle system
  119283. */
  119284. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119285. /**
  119286. * Not supported by GPUParticleSystem
  119287. * @param gradient defines the gradient to remove
  119288. * @returns the current particle system
  119289. */
  119290. removeEmitRateGradient(gradient: number): IParticleSystem;
  119291. /**
  119292. * Not supported by GPUParticleSystem
  119293. * @param gradient defines the gradient to use (between 0 and 1)
  119294. * @param factor defines the start size value to affect to the specified gradient
  119295. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119296. * @returns the current particle system
  119297. */
  119298. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119299. /**
  119300. * Not supported by GPUParticleSystem
  119301. * @param gradient defines the gradient to remove
  119302. * @returns the current particle system
  119303. */
  119304. removeStartSizeGradient(gradient: number): IParticleSystem;
  119305. /**
  119306. * Not supported by GPUParticleSystem
  119307. * @param gradient defines the gradient to use (between 0 and 1)
  119308. * @param min defines the color remap minimal range
  119309. * @param max defines the color remap maximal range
  119310. * @returns the current particle system
  119311. */
  119312. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119313. /**
  119314. * Not supported by GPUParticleSystem
  119315. * @param gradient defines the gradient to remove
  119316. * @returns the current particle system
  119317. */
  119318. removeColorRemapGradient(): IParticleSystem;
  119319. /**
  119320. * Not supported by GPUParticleSystem
  119321. * @param gradient defines the gradient to use (between 0 and 1)
  119322. * @param min defines the alpha remap minimal range
  119323. * @param max defines the alpha remap maximal range
  119324. * @returns the current particle system
  119325. */
  119326. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  119327. /**
  119328. * Not supported by GPUParticleSystem
  119329. * @param gradient defines the gradient to remove
  119330. * @returns the current particle system
  119331. */
  119332. removeAlphaRemapGradient(): IParticleSystem;
  119333. /**
  119334. * Not supported by GPUParticleSystem
  119335. * @param gradient defines the gradient to use (between 0 and 1)
  119336. * @param color defines the color to affect to the specified gradient
  119337. * @returns the current particle system
  119338. */
  119339. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  119340. /**
  119341. * Not supported by GPUParticleSystem
  119342. * @param gradient defines the gradient to remove
  119343. * @returns the current particle system
  119344. */
  119345. removeRampGradient(): IParticleSystem;
  119346. /**
  119347. * Not supported by GPUParticleSystem
  119348. * @returns the list of ramp gradients
  119349. */
  119350. getRampGradients(): Nullable<Array<Color3Gradient>>;
  119351. /**
  119352. * Not supported by GPUParticleSystem
  119353. * Gets or sets a boolean indicating that ramp gradients must be used
  119354. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  119355. */
  119356. useRampGradients: boolean;
  119357. /**
  119358. * Not supported by GPUParticleSystem
  119359. * @param gradient defines the gradient to use (between 0 and 1)
  119360. * @param factor defines the life time factor to affect to the specified gradient
  119361. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  119362. * @returns the current particle system
  119363. */
  119364. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  119365. /**
  119366. * Not supported by GPUParticleSystem
  119367. * @param gradient defines the gradient to remove
  119368. * @returns the current particle system
  119369. */
  119370. removeLifeTimeGradient(gradient: number): IParticleSystem;
  119371. /**
  119372. * Instantiates a GPU particle system.
  119373. * 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.
  119374. * @param name The name of the particle system
  119375. * @param options The options used to create the system
  119376. * @param scene The scene the particle system belongs to
  119377. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  119378. */
  119379. constructor(name: string, options: Partial<{
  119380. capacity: number;
  119381. randomTextureSize: number;
  119382. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  119383. protected _reset(): void;
  119384. private _createUpdateVAO;
  119385. private _createRenderVAO;
  119386. private _initialize;
  119387. /** @hidden */
  119388. _recreateUpdateEffect(): void;
  119389. /** @hidden */
  119390. _recreateRenderEffect(): void;
  119391. /**
  119392. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  119393. * @param preWarm defines if we are in the pre-warmimg phase
  119394. */
  119395. animate(preWarm?: boolean): void;
  119396. private _createFactorGradientTexture;
  119397. private _createSizeGradientTexture;
  119398. private _createAngularSpeedGradientTexture;
  119399. private _createVelocityGradientTexture;
  119400. private _createLimitVelocityGradientTexture;
  119401. private _createDragGradientTexture;
  119402. private _createColorGradientTexture;
  119403. /**
  119404. * Renders the particle system in its current state
  119405. * @param preWarm defines if the system should only update the particles but not render them
  119406. * @returns the current number of particles
  119407. */
  119408. render(preWarm?: boolean): number;
  119409. /**
  119410. * Rebuilds the particle system
  119411. */
  119412. rebuild(): void;
  119413. private _releaseBuffers;
  119414. private _releaseVAOs;
  119415. /**
  119416. * Disposes the particle system and free the associated resources
  119417. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  119418. */
  119419. dispose(disposeTexture?: boolean): void;
  119420. /**
  119421. * Clones the particle system.
  119422. * @param name The name of the cloned object
  119423. * @param newEmitter The new emitter to use
  119424. * @returns the cloned particle system
  119425. */
  119426. clone(name: string, newEmitter: any): GPUParticleSystem;
  119427. /**
  119428. * Serializes the particle system to a JSON object.
  119429. * @returns the JSON object
  119430. */
  119431. serialize(): any;
  119432. /**
  119433. * Parses a JSON object to create a GPU particle system.
  119434. * @param parsedParticleSystem The JSON object to parse
  119435. * @param scene The scene to create the particle system in
  119436. * @param rootUrl The root url to use to load external dependencies like texture
  119437. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  119438. * @returns the parsed GPU particle system
  119439. */
  119440. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  119441. }
  119442. }
  119443. declare module BABYLON {
  119444. /**
  119445. * Represents a set of particle systems working together to create a specific effect
  119446. */
  119447. export class ParticleSystemSet implements IDisposable {
  119448. private _emitterCreationOptions;
  119449. private _emitterNode;
  119450. /**
  119451. * Gets the particle system list
  119452. */
  119453. systems: IParticleSystem[];
  119454. /**
  119455. * Gets the emitter node used with this set
  119456. */
  119457. readonly emitterNode: Nullable<TransformNode>;
  119458. /**
  119459. * Creates a new emitter mesh as a sphere
  119460. * @param options defines the options used to create the sphere
  119461. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119462. * @param scene defines the hosting scene
  119463. */
  119464. setEmitterAsSphere(options: {
  119465. diameter: number;
  119466. segments: number;
  119467. color: Color3;
  119468. }, renderingGroupId: number, scene: Scene): void;
  119469. /**
  119470. * Starts all particle systems of the set
  119471. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119472. */
  119473. start(emitter?: AbstractMesh): void;
  119474. /**
  119475. * Release all associated resources
  119476. */
  119477. dispose(): void;
  119478. /**
  119479. * Serialize the set into a JSON compatible object
  119480. * @returns a JSON compatible representation of the set
  119481. */
  119482. serialize(): any;
  119483. /**
  119484. * Parse a new ParticleSystemSet from a serialized source
  119485. * @param data defines a JSON compatible representation of the set
  119486. * @param scene defines the hosting scene
  119487. * @param gpu defines if we want GPU particles or CPU particles
  119488. * @returns a new ParticleSystemSet
  119489. */
  119490. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  119491. }
  119492. }
  119493. declare module BABYLON {
  119494. /**
  119495. * This class is made for on one-liner static method to help creating particle system set.
  119496. */
  119497. export class ParticleHelper {
  119498. /**
  119499. * Gets or sets base Assets URL
  119500. */
  119501. static BaseAssetsUrl: string;
  119502. /**
  119503. * Create a default particle system that you can tweak
  119504. * @param emitter defines the emitter to use
  119505. * @param capacity defines the system capacity (default is 500 particles)
  119506. * @param scene defines the hosting scene
  119507. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  119508. * @returns the new Particle system
  119509. */
  119510. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  119511. /**
  119512. * This is the main static method (one-liner) of this helper to create different particle systems
  119513. * @param type This string represents the type to the particle system to create
  119514. * @param scene The scene where the particle system should live
  119515. * @param gpu If the system will use gpu
  119516. * @returns the ParticleSystemSet created
  119517. */
  119518. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  119519. /**
  119520. * Static function used to export a particle system to a ParticleSystemSet variable.
  119521. * Please note that the emitter shape is not exported
  119522. * @param systems defines the particle systems to export
  119523. * @returns the created particle system set
  119524. */
  119525. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  119526. }
  119527. }
  119528. declare module BABYLON {
  119529. interface Engine {
  119530. /**
  119531. * Create an effect to use with particle systems.
  119532. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  119533. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  119534. * @param uniformsNames defines a list of attribute names
  119535. * @param samplers defines an array of string used to represent textures
  119536. * @param defines defines the string containing the defines to use to compile the shaders
  119537. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  119538. * @param onCompiled defines a function to call when the effect creation is successful
  119539. * @param onError defines a function to call when the effect creation has failed
  119540. * @returns the new Effect
  119541. */
  119542. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  119543. }
  119544. interface Mesh {
  119545. /**
  119546. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  119547. * @returns an array of IParticleSystem
  119548. */
  119549. getEmittedParticleSystems(): IParticleSystem[];
  119550. /**
  119551. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  119552. * @returns an array of IParticleSystem
  119553. */
  119554. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  119555. }
  119556. /**
  119557. * @hidden
  119558. */
  119559. export var _IDoNeedToBeInTheBuild: number;
  119560. }
  119561. declare module BABYLON {
  119562. interface Scene {
  119563. /** @hidden (Backing field) */
  119564. _physicsEngine: Nullable<IPhysicsEngine>;
  119565. /**
  119566. * Gets the current physics engine
  119567. * @returns a IPhysicsEngine or null if none attached
  119568. */
  119569. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  119570. /**
  119571. * Enables physics to the current scene
  119572. * @param gravity defines the scene's gravity for the physics engine
  119573. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  119574. * @return a boolean indicating if the physics engine was initialized
  119575. */
  119576. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  119577. /**
  119578. * Disables and disposes the physics engine associated with the scene
  119579. */
  119580. disablePhysicsEngine(): void;
  119581. /**
  119582. * Gets a boolean indicating if there is an active physics engine
  119583. * @returns a boolean indicating if there is an active physics engine
  119584. */
  119585. isPhysicsEnabled(): boolean;
  119586. /**
  119587. * Deletes a physics compound impostor
  119588. * @param compound defines the compound to delete
  119589. */
  119590. deleteCompoundImpostor(compound: any): void;
  119591. /**
  119592. * An event triggered when physic simulation is about to be run
  119593. */
  119594. onBeforePhysicsObservable: Observable<Scene>;
  119595. /**
  119596. * An event triggered when physic simulation has been done
  119597. */
  119598. onAfterPhysicsObservable: Observable<Scene>;
  119599. }
  119600. interface AbstractMesh {
  119601. /** @hidden */
  119602. _physicsImpostor: Nullable<PhysicsImpostor>;
  119603. /**
  119604. * Gets or sets impostor used for physic simulation
  119605. * @see http://doc.babylonjs.com/features/physics_engine
  119606. */
  119607. physicsImpostor: Nullable<PhysicsImpostor>;
  119608. /**
  119609. * Gets the current physics impostor
  119610. * @see http://doc.babylonjs.com/features/physics_engine
  119611. * @returns a physics impostor or null
  119612. */
  119613. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  119614. /** Apply a physic impulse to the mesh
  119615. * @param force defines the force to apply
  119616. * @param contactPoint defines where to apply the force
  119617. * @returns the current mesh
  119618. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119619. */
  119620. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  119621. /**
  119622. * Creates a physic joint between two meshes
  119623. * @param otherMesh defines the other mesh to use
  119624. * @param pivot1 defines the pivot to use on this mesh
  119625. * @param pivot2 defines the pivot to use on the other mesh
  119626. * @param options defines additional options (can be plugin dependent)
  119627. * @returns the current mesh
  119628. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  119629. */
  119630. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  119631. /** @hidden */
  119632. _disposePhysicsObserver: Nullable<Observer<Node>>;
  119633. }
  119634. /**
  119635. * Defines the physics engine scene component responsible to manage a physics engine
  119636. */
  119637. export class PhysicsEngineSceneComponent implements ISceneComponent {
  119638. /**
  119639. * The component name helpful to identify the component in the list of scene components.
  119640. */
  119641. readonly name: string;
  119642. /**
  119643. * The scene the component belongs to.
  119644. */
  119645. scene: Scene;
  119646. /**
  119647. * Creates a new instance of the component for the given scene
  119648. * @param scene Defines the scene to register the component in
  119649. */
  119650. constructor(scene: Scene);
  119651. /**
  119652. * Registers the component in a given scene
  119653. */
  119654. register(): void;
  119655. /**
  119656. * Rebuilds the elements related to this component in case of
  119657. * context lost for instance.
  119658. */
  119659. rebuild(): void;
  119660. /**
  119661. * Disposes the component and the associated ressources
  119662. */
  119663. dispose(): void;
  119664. }
  119665. }
  119666. declare module BABYLON {
  119667. /**
  119668. * A helper for physics simulations
  119669. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119670. */
  119671. export class PhysicsHelper {
  119672. private _scene;
  119673. private _physicsEngine;
  119674. /**
  119675. * Initializes the Physics helper
  119676. * @param scene Babylon.js scene
  119677. */
  119678. constructor(scene: Scene);
  119679. /**
  119680. * Applies a radial explosion impulse
  119681. * @param origin the origin of the explosion
  119682. * @param radiusOrEventOptions the radius or the options of radial explosion
  119683. * @param strength the explosion strength
  119684. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119685. * @returns A physics radial explosion event, or null
  119686. */
  119687. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119688. /**
  119689. * Applies a radial explosion force
  119690. * @param origin the origin of the explosion
  119691. * @param radiusOrEventOptions the radius or the options of radial explosion
  119692. * @param strength the explosion strength
  119693. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119694. * @returns A physics radial explosion event, or null
  119695. */
  119696. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  119697. /**
  119698. * Creates a gravitational field
  119699. * @param origin the origin of the explosion
  119700. * @param radiusOrEventOptions the radius or the options of radial explosion
  119701. * @param strength the explosion strength
  119702. * @param falloff possible options: Constant & Linear. Defaults to Constant
  119703. * @returns A physics gravitational field event, or null
  119704. */
  119705. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  119706. /**
  119707. * Creates a physics updraft event
  119708. * @param origin the origin of the updraft
  119709. * @param radiusOrEventOptions the radius or the options of the updraft
  119710. * @param strength the strength of the updraft
  119711. * @param height the height of the updraft
  119712. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  119713. * @returns A physics updraft event, or null
  119714. */
  119715. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  119716. /**
  119717. * Creates a physics vortex event
  119718. * @param origin the of the vortex
  119719. * @param radiusOrEventOptions the radius or the options of the vortex
  119720. * @param strength the strength of the vortex
  119721. * @param height the height of the vortex
  119722. * @returns a Physics vortex event, or null
  119723. * A physics vortex event or null
  119724. */
  119725. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  119726. }
  119727. /**
  119728. * Represents a physics radial explosion event
  119729. */
  119730. class PhysicsRadialExplosionEvent {
  119731. private _scene;
  119732. private _options;
  119733. private _sphere;
  119734. private _dataFetched;
  119735. /**
  119736. * Initializes a radial explosioin event
  119737. * @param _scene BabylonJS scene
  119738. * @param _options The options for the vortex event
  119739. */
  119740. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  119741. /**
  119742. * Returns the data related to the radial explosion event (sphere).
  119743. * @returns The radial explosion event data
  119744. */
  119745. getData(): PhysicsRadialExplosionEventData;
  119746. /**
  119747. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  119748. * @param impostor A physics imposter
  119749. * @param origin the origin of the explosion
  119750. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  119751. */
  119752. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  119753. /**
  119754. * Triggers affecterd impostors callbacks
  119755. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  119756. */
  119757. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  119758. /**
  119759. * Disposes the sphere.
  119760. * @param force Specifies if the sphere should be disposed by force
  119761. */
  119762. dispose(force?: boolean): void;
  119763. /*** Helpers ***/
  119764. private _prepareSphere;
  119765. private _intersectsWithSphere;
  119766. }
  119767. /**
  119768. * Represents a gravitational field event
  119769. */
  119770. class PhysicsGravitationalFieldEvent {
  119771. private _physicsHelper;
  119772. private _scene;
  119773. private _origin;
  119774. private _options;
  119775. private _tickCallback;
  119776. private _sphere;
  119777. private _dataFetched;
  119778. /**
  119779. * Initializes the physics gravitational field event
  119780. * @param _physicsHelper A physics helper
  119781. * @param _scene BabylonJS scene
  119782. * @param _origin The origin position of the gravitational field event
  119783. * @param _options The options for the vortex event
  119784. */
  119785. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  119786. /**
  119787. * Returns the data related to the gravitational field event (sphere).
  119788. * @returns A gravitational field event
  119789. */
  119790. getData(): PhysicsGravitationalFieldEventData;
  119791. /**
  119792. * Enables the gravitational field.
  119793. */
  119794. enable(): void;
  119795. /**
  119796. * Disables the gravitational field.
  119797. */
  119798. disable(): void;
  119799. /**
  119800. * Disposes the sphere.
  119801. * @param force The force to dispose from the gravitational field event
  119802. */
  119803. dispose(force?: boolean): void;
  119804. private _tick;
  119805. }
  119806. /**
  119807. * Represents a physics updraft event
  119808. */
  119809. class PhysicsUpdraftEvent {
  119810. private _scene;
  119811. private _origin;
  119812. private _options;
  119813. private _physicsEngine;
  119814. private _originTop;
  119815. private _originDirection;
  119816. private _tickCallback;
  119817. private _cylinder;
  119818. private _cylinderPosition;
  119819. private _dataFetched;
  119820. /**
  119821. * Initializes the physics updraft event
  119822. * @param _scene BabylonJS scene
  119823. * @param _origin The origin position of the updraft
  119824. * @param _options The options for the updraft event
  119825. */
  119826. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  119827. /**
  119828. * Returns the data related to the updraft event (cylinder).
  119829. * @returns A physics updraft event
  119830. */
  119831. getData(): PhysicsUpdraftEventData;
  119832. /**
  119833. * Enables the updraft.
  119834. */
  119835. enable(): void;
  119836. /**
  119837. * Disables the updraft.
  119838. */
  119839. disable(): void;
  119840. /**
  119841. * Disposes the cylinder.
  119842. * @param force Specifies if the updraft should be disposed by force
  119843. */
  119844. dispose(force?: boolean): void;
  119845. private getImpostorHitData;
  119846. private _tick;
  119847. /*** Helpers ***/
  119848. private _prepareCylinder;
  119849. private _intersectsWithCylinder;
  119850. }
  119851. /**
  119852. * Represents a physics vortex event
  119853. */
  119854. class PhysicsVortexEvent {
  119855. private _scene;
  119856. private _origin;
  119857. private _options;
  119858. private _physicsEngine;
  119859. private _originTop;
  119860. private _tickCallback;
  119861. private _cylinder;
  119862. private _cylinderPosition;
  119863. private _dataFetched;
  119864. /**
  119865. * Initializes the physics vortex event
  119866. * @param _scene The BabylonJS scene
  119867. * @param _origin The origin position of the vortex
  119868. * @param _options The options for the vortex event
  119869. */
  119870. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  119871. /**
  119872. * Returns the data related to the vortex event (cylinder).
  119873. * @returns The physics vortex event data
  119874. */
  119875. getData(): PhysicsVortexEventData;
  119876. /**
  119877. * Enables the vortex.
  119878. */
  119879. enable(): void;
  119880. /**
  119881. * Disables the cortex.
  119882. */
  119883. disable(): void;
  119884. /**
  119885. * Disposes the sphere.
  119886. * @param force
  119887. */
  119888. dispose(force?: boolean): void;
  119889. private getImpostorHitData;
  119890. private _tick;
  119891. /*** Helpers ***/
  119892. private _prepareCylinder;
  119893. private _intersectsWithCylinder;
  119894. }
  119895. /**
  119896. * Options fot the radial explosion event
  119897. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119898. */
  119899. export class PhysicsRadialExplosionEventOptions {
  119900. /**
  119901. * The radius of the sphere for the radial explosion.
  119902. */
  119903. radius: number;
  119904. /**
  119905. * The strenth of the explosion.
  119906. */
  119907. strength: number;
  119908. /**
  119909. * The strenght of the force in correspondence to the distance of the affected object
  119910. */
  119911. falloff: PhysicsRadialImpulseFalloff;
  119912. /**
  119913. * Sphere options for the radial explosion.
  119914. */
  119915. sphere: {
  119916. segments: number;
  119917. diameter: number;
  119918. };
  119919. /**
  119920. * Sphere options for the radial explosion.
  119921. */
  119922. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  119923. }
  119924. /**
  119925. * Options fot the updraft event
  119926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119927. */
  119928. export class PhysicsUpdraftEventOptions {
  119929. /**
  119930. * The radius of the cylinder for the vortex
  119931. */
  119932. radius: number;
  119933. /**
  119934. * The strenth of the updraft.
  119935. */
  119936. strength: number;
  119937. /**
  119938. * The height of the cylinder for the updraft.
  119939. */
  119940. height: number;
  119941. /**
  119942. * The mode for the the updraft.
  119943. */
  119944. updraftMode: PhysicsUpdraftMode;
  119945. }
  119946. /**
  119947. * Options fot the vortex event
  119948. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119949. */
  119950. export class PhysicsVortexEventOptions {
  119951. /**
  119952. * The radius of the cylinder for the vortex
  119953. */
  119954. radius: number;
  119955. /**
  119956. * The strenth of the vortex.
  119957. */
  119958. strength: number;
  119959. /**
  119960. * The height of the cylinder for the vortex.
  119961. */
  119962. height: number;
  119963. /**
  119964. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  119965. */
  119966. centripetalForceThreshold: number;
  119967. /**
  119968. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  119969. */
  119970. centripetalForceMultiplier: number;
  119971. /**
  119972. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  119973. */
  119974. centrifugalForceMultiplier: number;
  119975. /**
  119976. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  119977. */
  119978. updraftForceMultiplier: number;
  119979. }
  119980. /**
  119981. * The strenght of the force in correspondence to the distance of the affected object
  119982. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119983. */
  119984. export enum PhysicsRadialImpulseFalloff {
  119985. /** Defines that impulse is constant in strength across it's whole radius */
  119986. Constant = 0,
  119987. /** Defines that impulse gets weaker if it's further from the origin */
  119988. Linear = 1
  119989. }
  119990. /**
  119991. * The strength of the force in correspondence to the distance of the affected object
  119992. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  119993. */
  119994. export enum PhysicsUpdraftMode {
  119995. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  119996. Center = 0,
  119997. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  119998. Perpendicular = 1
  119999. }
  120000. /**
  120001. * Interface for a physics hit data
  120002. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120003. */
  120004. export interface PhysicsHitData {
  120005. /**
  120006. * The force applied at the contact point
  120007. */
  120008. force: Vector3;
  120009. /**
  120010. * The contact point
  120011. */
  120012. contactPoint: Vector3;
  120013. /**
  120014. * The distance from the origin to the contact point
  120015. */
  120016. distanceFromOrigin: number;
  120017. }
  120018. /**
  120019. * Interface for radial explosion event data
  120020. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120021. */
  120022. export interface PhysicsRadialExplosionEventData {
  120023. /**
  120024. * A sphere used for the radial explosion event
  120025. */
  120026. sphere: Mesh;
  120027. }
  120028. /**
  120029. * Interface for gravitational field event data
  120030. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120031. */
  120032. export interface PhysicsGravitationalFieldEventData {
  120033. /**
  120034. * A sphere mesh used for the gravitational field event
  120035. */
  120036. sphere: Mesh;
  120037. }
  120038. /**
  120039. * Interface for updraft event data
  120040. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120041. */
  120042. export interface PhysicsUpdraftEventData {
  120043. /**
  120044. * A cylinder used for the updraft event
  120045. */
  120046. cylinder: Mesh;
  120047. }
  120048. /**
  120049. * Interface for vortex event data
  120050. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120051. */
  120052. export interface PhysicsVortexEventData {
  120053. /**
  120054. * A cylinder used for the vortex event
  120055. */
  120056. cylinder: Mesh;
  120057. }
  120058. /**
  120059. * Interface for an affected physics impostor
  120060. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120061. */
  120062. export interface PhysicsAffectedImpostorWithData {
  120063. /**
  120064. * The impostor affected by the effect
  120065. */
  120066. impostor: PhysicsImpostor;
  120067. /**
  120068. * The data about the hit/horce from the explosion
  120069. */
  120070. hitData: PhysicsHitData;
  120071. }
  120072. }
  120073. declare module BABYLON {
  120074. /** @hidden */
  120075. export var blackAndWhitePixelShader: {
  120076. name: string;
  120077. shader: string;
  120078. };
  120079. }
  120080. declare module BABYLON {
  120081. /**
  120082. * Post process used to render in black and white
  120083. */
  120084. export class BlackAndWhitePostProcess extends PostProcess {
  120085. /**
  120086. * Linear about to convert he result to black and white (default: 1)
  120087. */
  120088. degree: number;
  120089. /**
  120090. * Creates a black and white post process
  120091. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  120092. * @param name The name of the effect.
  120093. * @param options The required width/height ratio to downsize to before computing the render pass.
  120094. * @param camera The camera to apply the render pass to.
  120095. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120096. * @param engine The engine which the post process will be applied. (default: current engine)
  120097. * @param reusable If the post process can be reused on the same frame. (default: false)
  120098. */
  120099. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120100. }
  120101. }
  120102. declare module BABYLON {
  120103. /**
  120104. * This represents a set of one or more post processes in Babylon.
  120105. * A post process can be used to apply a shader to a texture after it is rendered.
  120106. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  120107. */
  120108. export class PostProcessRenderEffect {
  120109. private _postProcesses;
  120110. private _getPostProcesses;
  120111. private _singleInstance;
  120112. private _cameras;
  120113. private _indicesForCamera;
  120114. /**
  120115. * Name of the effect
  120116. * @hidden
  120117. */
  120118. _name: string;
  120119. /**
  120120. * Instantiates a post process render effect.
  120121. * A post process can be used to apply a shader to a texture after it is rendered.
  120122. * @param engine The engine the effect is tied to
  120123. * @param name The name of the effect
  120124. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  120125. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  120126. */
  120127. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  120128. /**
  120129. * Checks if all the post processes in the effect are supported.
  120130. */
  120131. readonly isSupported: boolean;
  120132. /**
  120133. * Updates the current state of the effect
  120134. * @hidden
  120135. */
  120136. _update(): void;
  120137. /**
  120138. * Attaches the effect on cameras
  120139. * @param cameras The camera to attach to.
  120140. * @hidden
  120141. */
  120142. _attachCameras(cameras: Camera): void;
  120143. /**
  120144. * Attaches the effect on cameras
  120145. * @param cameras The camera to attach to.
  120146. * @hidden
  120147. */
  120148. _attachCameras(cameras: Camera[]): void;
  120149. /**
  120150. * Detaches the effect on cameras
  120151. * @param cameras The camera to detatch from.
  120152. * @hidden
  120153. */
  120154. _detachCameras(cameras: Camera): void;
  120155. /**
  120156. * Detatches the effect on cameras
  120157. * @param cameras The camera to detatch from.
  120158. * @hidden
  120159. */
  120160. _detachCameras(cameras: Camera[]): void;
  120161. /**
  120162. * Enables the effect on given cameras
  120163. * @param cameras The camera to enable.
  120164. * @hidden
  120165. */
  120166. _enable(cameras: Camera): void;
  120167. /**
  120168. * Enables the effect on given cameras
  120169. * @param cameras The camera to enable.
  120170. * @hidden
  120171. */
  120172. _enable(cameras: Nullable<Camera[]>): void;
  120173. /**
  120174. * Disables the effect on the given cameras
  120175. * @param cameras The camera to disable.
  120176. * @hidden
  120177. */
  120178. _disable(cameras: Camera): void;
  120179. /**
  120180. * Disables the effect on the given cameras
  120181. * @param cameras The camera to disable.
  120182. * @hidden
  120183. */
  120184. _disable(cameras: Nullable<Camera[]>): void;
  120185. /**
  120186. * Gets a list of the post processes contained in the effect.
  120187. * @param camera The camera to get the post processes on.
  120188. * @returns The list of the post processes in the effect.
  120189. */
  120190. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  120191. }
  120192. }
  120193. declare module BABYLON {
  120194. /** @hidden */
  120195. export var extractHighlightsPixelShader: {
  120196. name: string;
  120197. shader: string;
  120198. };
  120199. }
  120200. declare module BABYLON {
  120201. /**
  120202. * 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.
  120203. */
  120204. export class ExtractHighlightsPostProcess extends PostProcess {
  120205. /**
  120206. * The luminance threshold, pixels below this value will be set to black.
  120207. */
  120208. threshold: number;
  120209. /** @hidden */
  120210. _exposure: number;
  120211. /**
  120212. * Post process which has the input texture to be used when performing highlight extraction
  120213. * @hidden
  120214. */
  120215. _inputPostProcess: Nullable<PostProcess>;
  120216. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120217. }
  120218. }
  120219. declare module BABYLON {
  120220. /** @hidden */
  120221. export var bloomMergePixelShader: {
  120222. name: string;
  120223. shader: string;
  120224. };
  120225. }
  120226. declare module BABYLON {
  120227. /**
  120228. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120229. */
  120230. export class BloomMergePostProcess extends PostProcess {
  120231. /** Weight of the bloom to be added to the original input. */
  120232. weight: number;
  120233. /**
  120234. * Creates a new instance of @see BloomMergePostProcess
  120235. * @param name The name of the effect.
  120236. * @param originalFromInput Post process which's input will be used for the merge.
  120237. * @param blurred Blurred highlights post process which's output will be used.
  120238. * @param weight Weight of the bloom to be added to the original input.
  120239. * @param options The required width/height ratio to downsize to before computing the render pass.
  120240. * @param camera The camera to apply the render pass to.
  120241. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120242. * @param engine The engine which the post process will be applied. (default: current engine)
  120243. * @param reusable If the post process can be reused on the same frame. (default: false)
  120244. * @param textureType Type of textures used when performing the post process. (default: 0)
  120245. * @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)
  120246. */
  120247. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  120248. /** Weight of the bloom to be added to the original input. */
  120249. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120250. }
  120251. }
  120252. declare module BABYLON {
  120253. /**
  120254. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  120255. */
  120256. export class BloomEffect extends PostProcessRenderEffect {
  120257. private bloomScale;
  120258. /**
  120259. * @hidden Internal
  120260. */
  120261. _effects: Array<PostProcess>;
  120262. /**
  120263. * @hidden Internal
  120264. */
  120265. _downscale: ExtractHighlightsPostProcess;
  120266. private _blurX;
  120267. private _blurY;
  120268. private _merge;
  120269. /**
  120270. * The luminance threshold to find bright areas of the image to bloom.
  120271. */
  120272. threshold: number;
  120273. /**
  120274. * The strength of the bloom.
  120275. */
  120276. weight: number;
  120277. /**
  120278. * Specifies the size of the bloom blur kernel, relative to the final output size
  120279. */
  120280. kernel: number;
  120281. /**
  120282. * Creates a new instance of @see BloomEffect
  120283. * @param scene The scene the effect belongs to.
  120284. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  120285. * @param bloomKernel The size of the kernel to be used when applying the blur.
  120286. * @param bloomWeight The the strength of bloom.
  120287. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120288. * @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)
  120289. */
  120290. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  120291. /**
  120292. * Disposes each of the internal effects for a given camera.
  120293. * @param camera The camera to dispose the effect on.
  120294. */
  120295. disposeEffects(camera: Camera): void;
  120296. /**
  120297. * @hidden Internal
  120298. */
  120299. _updateEffects(): void;
  120300. /**
  120301. * Internal
  120302. * @returns if all the contained post processes are ready.
  120303. * @hidden
  120304. */
  120305. _isReady(): boolean;
  120306. }
  120307. }
  120308. declare module BABYLON {
  120309. /** @hidden */
  120310. export var chromaticAberrationPixelShader: {
  120311. name: string;
  120312. shader: string;
  120313. };
  120314. }
  120315. declare module BABYLON {
  120316. /**
  120317. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  120318. */
  120319. export class ChromaticAberrationPostProcess extends PostProcess {
  120320. /**
  120321. * The amount of seperation of rgb channels (default: 30)
  120322. */
  120323. aberrationAmount: number;
  120324. /**
  120325. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  120326. */
  120327. radialIntensity: number;
  120328. /**
  120329. * 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))
  120330. */
  120331. direction: Vector2;
  120332. /**
  120333. * 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))
  120334. */
  120335. centerPosition: Vector2;
  120336. /**
  120337. * Creates a new instance ChromaticAberrationPostProcess
  120338. * @param name The name of the effect.
  120339. * @param screenWidth The width of the screen to apply the effect on.
  120340. * @param screenHeight The height of the screen to apply the effect on.
  120341. * @param options The required width/height ratio to downsize to before computing the render pass.
  120342. * @param camera The camera to apply the render pass to.
  120343. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120344. * @param engine The engine which the post process will be applied. (default: current engine)
  120345. * @param reusable If the post process can be reused on the same frame. (default: false)
  120346. * @param textureType Type of textures used when performing the post process. (default: 0)
  120347. * @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)
  120348. */
  120349. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120350. }
  120351. }
  120352. declare module BABYLON {
  120353. /** @hidden */
  120354. export var circleOfConfusionPixelShader: {
  120355. name: string;
  120356. shader: string;
  120357. };
  120358. }
  120359. declare module BABYLON {
  120360. /**
  120361. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  120362. */
  120363. export class CircleOfConfusionPostProcess extends PostProcess {
  120364. /**
  120365. * 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.
  120366. */
  120367. lensSize: number;
  120368. /**
  120369. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120370. */
  120371. fStop: number;
  120372. /**
  120373. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120374. */
  120375. focusDistance: number;
  120376. /**
  120377. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  120378. */
  120379. focalLength: number;
  120380. private _depthTexture;
  120381. /**
  120382. * Creates a new instance CircleOfConfusionPostProcess
  120383. * @param name The name of the effect.
  120384. * @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.
  120385. * @param options The required width/height ratio to downsize to before computing the render pass.
  120386. * @param camera The camera to apply the render pass to.
  120387. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120388. * @param engine The engine which the post process will be applied. (default: current engine)
  120389. * @param reusable If the post process can be reused on the same frame. (default: false)
  120390. * @param textureType Type of textures used when performing the post process. (default: 0)
  120391. * @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)
  120392. */
  120393. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120394. /**
  120395. * 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.
  120396. */
  120397. depthTexture: RenderTargetTexture;
  120398. }
  120399. }
  120400. declare module BABYLON {
  120401. /** @hidden */
  120402. export var colorCorrectionPixelShader: {
  120403. name: string;
  120404. shader: string;
  120405. };
  120406. }
  120407. declare module BABYLON {
  120408. /**
  120409. *
  120410. * This post-process allows the modification of rendered colors by using
  120411. * a 'look-up table' (LUT). This effect is also called Color Grading.
  120412. *
  120413. * The object needs to be provided an url to a texture containing the color
  120414. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  120415. * Use an image editing software to tweak the LUT to match your needs.
  120416. *
  120417. * For an example of a color LUT, see here:
  120418. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  120419. * For explanations on color grading, see here:
  120420. * @see http://udn.epicgames.com/Three/ColorGrading.html
  120421. *
  120422. */
  120423. export class ColorCorrectionPostProcess extends PostProcess {
  120424. private _colorTableTexture;
  120425. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120426. }
  120427. }
  120428. declare module BABYLON {
  120429. /** @hidden */
  120430. export var convolutionPixelShader: {
  120431. name: string;
  120432. shader: string;
  120433. };
  120434. }
  120435. declare module BABYLON {
  120436. /**
  120437. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  120438. * input texture to perform effects such as edge detection or sharpening
  120439. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  120440. */
  120441. export class ConvolutionPostProcess extends PostProcess {
  120442. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120443. kernel: number[];
  120444. /**
  120445. * Creates a new instance ConvolutionPostProcess
  120446. * @param name The name of the effect.
  120447. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  120448. * @param options The required width/height ratio to downsize to before computing the render pass.
  120449. * @param camera The camera to apply the render pass to.
  120450. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120451. * @param engine The engine which the post process will be applied. (default: current engine)
  120452. * @param reusable If the post process can be reused on the same frame. (default: false)
  120453. * @param textureType Type of textures used when performing the post process. (default: 0)
  120454. */
  120455. constructor(name: string,
  120456. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  120457. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120458. /**
  120459. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120460. */
  120461. static EdgeDetect0Kernel: number[];
  120462. /**
  120463. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120464. */
  120465. static EdgeDetect1Kernel: number[];
  120466. /**
  120467. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120468. */
  120469. static EdgeDetect2Kernel: number[];
  120470. /**
  120471. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120472. */
  120473. static SharpenKernel: number[];
  120474. /**
  120475. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120476. */
  120477. static EmbossKernel: number[];
  120478. /**
  120479. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  120480. */
  120481. static GaussianKernel: number[];
  120482. }
  120483. }
  120484. declare module BABYLON {
  120485. /**
  120486. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  120487. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  120488. * based on samples that have a large difference in distance than the center pixel.
  120489. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  120490. */
  120491. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  120492. direction: Vector2;
  120493. /**
  120494. * Creates a new instance CircleOfConfusionPostProcess
  120495. * @param name The name of the effect.
  120496. * @param scene The scene the effect belongs to.
  120497. * @param direction The direction the blur should be applied.
  120498. * @param kernel The size of the kernel used to blur.
  120499. * @param options The required width/height ratio to downsize to before computing the render pass.
  120500. * @param camera The camera to apply the render pass to.
  120501. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  120502. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  120503. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120504. * @param engine The engine which the post process will be applied. (default: current engine)
  120505. * @param reusable If the post process can be reused on the same frame. (default: false)
  120506. * @param textureType Type of textures used when performing the post process. (default: 0)
  120507. * @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)
  120508. */
  120509. 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);
  120510. }
  120511. }
  120512. declare module BABYLON {
  120513. /** @hidden */
  120514. export var depthOfFieldMergePixelShader: {
  120515. name: string;
  120516. shader: string;
  120517. };
  120518. }
  120519. declare module BABYLON {
  120520. /**
  120521. * Options to be set when merging outputs from the default pipeline.
  120522. */
  120523. export class DepthOfFieldMergePostProcessOptions {
  120524. /**
  120525. * The original image to merge on top of
  120526. */
  120527. originalFromInput: PostProcess;
  120528. /**
  120529. * Parameters to perform the merge of the depth of field effect
  120530. */
  120531. depthOfField?: {
  120532. circleOfConfusion: PostProcess;
  120533. blurSteps: Array<PostProcess>;
  120534. };
  120535. /**
  120536. * Parameters to perform the merge of bloom effect
  120537. */
  120538. bloom?: {
  120539. blurred: PostProcess;
  120540. weight: number;
  120541. };
  120542. }
  120543. /**
  120544. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  120545. */
  120546. export class DepthOfFieldMergePostProcess extends PostProcess {
  120547. private blurSteps;
  120548. /**
  120549. * Creates a new instance of DepthOfFieldMergePostProcess
  120550. * @param name The name of the effect.
  120551. * @param originalFromInput Post process which's input will be used for the merge.
  120552. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  120553. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  120554. * @param options The required width/height ratio to downsize to before computing the render pass.
  120555. * @param camera The camera to apply the render pass to.
  120556. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120557. * @param engine The engine which the post process will be applied. (default: current engine)
  120558. * @param reusable If the post process can be reused on the same frame. (default: false)
  120559. * @param textureType Type of textures used when performing the post process. (default: 0)
  120560. * @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)
  120561. */
  120562. 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);
  120563. /**
  120564. * Updates the effect with the current post process compile time values and recompiles the shader.
  120565. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  120566. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  120567. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  120568. * @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
  120569. * @param onCompiled Called when the shader has been compiled.
  120570. * @param onError Called if there is an error when compiling a shader.
  120571. */
  120572. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  120573. }
  120574. }
  120575. declare module BABYLON {
  120576. /**
  120577. * Specifies the level of max blur that should be applied when using the depth of field effect
  120578. */
  120579. export enum DepthOfFieldEffectBlurLevel {
  120580. /**
  120581. * Subtle blur
  120582. */
  120583. Low = 0,
  120584. /**
  120585. * Medium blur
  120586. */
  120587. Medium = 1,
  120588. /**
  120589. * Large blur
  120590. */
  120591. High = 2
  120592. }
  120593. /**
  120594. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  120595. */
  120596. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  120597. private _circleOfConfusion;
  120598. /**
  120599. * @hidden Internal, blurs from high to low
  120600. */
  120601. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  120602. private _depthOfFieldBlurY;
  120603. private _dofMerge;
  120604. /**
  120605. * @hidden Internal post processes in depth of field effect
  120606. */
  120607. _effects: Array<PostProcess>;
  120608. /**
  120609. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  120610. */
  120611. focalLength: number;
  120612. /**
  120613. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  120614. */
  120615. fStop: number;
  120616. /**
  120617. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  120618. */
  120619. focusDistance: number;
  120620. /**
  120621. * 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.
  120622. */
  120623. lensSize: number;
  120624. /**
  120625. * Creates a new instance DepthOfFieldEffect
  120626. * @param scene The scene the effect belongs to.
  120627. * @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.
  120628. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  120629. * @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)
  120630. */
  120631. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  120632. /**
  120633. * Get the current class name of the current effet
  120634. * @returns "DepthOfFieldEffect"
  120635. */
  120636. getClassName(): string;
  120637. /**
  120638. * 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.
  120639. */
  120640. depthTexture: RenderTargetTexture;
  120641. /**
  120642. * Disposes each of the internal effects for a given camera.
  120643. * @param camera The camera to dispose the effect on.
  120644. */
  120645. disposeEffects(camera: Camera): void;
  120646. /**
  120647. * @hidden Internal
  120648. */
  120649. _updateEffects(): void;
  120650. /**
  120651. * Internal
  120652. * @returns if all the contained post processes are ready.
  120653. * @hidden
  120654. */
  120655. _isReady(): boolean;
  120656. }
  120657. }
  120658. declare module BABYLON {
  120659. /** @hidden */
  120660. export var displayPassPixelShader: {
  120661. name: string;
  120662. shader: string;
  120663. };
  120664. }
  120665. declare module BABYLON {
  120666. /**
  120667. * DisplayPassPostProcess which produces an output the same as it's input
  120668. */
  120669. export class DisplayPassPostProcess extends PostProcess {
  120670. /**
  120671. * Creates the DisplayPassPostProcess
  120672. * @param name The name of the effect.
  120673. * @param options The required width/height ratio to downsize to before computing the render pass.
  120674. * @param camera The camera to apply the render pass to.
  120675. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120676. * @param engine The engine which the post process will be applied. (default: current engine)
  120677. * @param reusable If the post process can be reused on the same frame. (default: false)
  120678. */
  120679. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120680. }
  120681. }
  120682. declare module BABYLON {
  120683. /** @hidden */
  120684. export var filterPixelShader: {
  120685. name: string;
  120686. shader: string;
  120687. };
  120688. }
  120689. declare module BABYLON {
  120690. /**
  120691. * Applies a kernel filter to the image
  120692. */
  120693. export class FilterPostProcess extends PostProcess {
  120694. /** The matrix to be applied to the image */
  120695. kernelMatrix: Matrix;
  120696. /**
  120697. *
  120698. * @param name The name of the effect.
  120699. * @param kernelMatrix The matrix to be applied to the image
  120700. * @param options The required width/height ratio to downsize to before computing the render pass.
  120701. * @param camera The camera to apply the render pass to.
  120702. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120703. * @param engine The engine which the post process will be applied. (default: current engine)
  120704. * @param reusable If the post process can be reused on the same frame. (default: false)
  120705. */
  120706. constructor(name: string,
  120707. /** The matrix to be applied to the image */
  120708. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  120709. }
  120710. }
  120711. declare module BABYLON {
  120712. /** @hidden */
  120713. export var fxaaPixelShader: {
  120714. name: string;
  120715. shader: string;
  120716. };
  120717. }
  120718. declare module BABYLON {
  120719. /** @hidden */
  120720. export var fxaaVertexShader: {
  120721. name: string;
  120722. shader: string;
  120723. };
  120724. }
  120725. declare module BABYLON {
  120726. /**
  120727. * Fxaa post process
  120728. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  120729. */
  120730. export class FxaaPostProcess extends PostProcess {
  120731. /** @hidden */
  120732. texelWidth: number;
  120733. /** @hidden */
  120734. texelHeight: number;
  120735. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120736. private _getDefines;
  120737. }
  120738. }
  120739. declare module BABYLON {
  120740. /** @hidden */
  120741. export var grainPixelShader: {
  120742. name: string;
  120743. shader: string;
  120744. };
  120745. }
  120746. declare module BABYLON {
  120747. /**
  120748. * The GrainPostProcess adds noise to the image at mid luminance levels
  120749. */
  120750. export class GrainPostProcess extends PostProcess {
  120751. /**
  120752. * The intensity of the grain added (default: 30)
  120753. */
  120754. intensity: number;
  120755. /**
  120756. * If the grain should be randomized on every frame
  120757. */
  120758. animated: boolean;
  120759. /**
  120760. * Creates a new instance of @see GrainPostProcess
  120761. * @param name The name of the effect.
  120762. * @param options The required width/height ratio to downsize to before computing the render pass.
  120763. * @param camera The camera to apply the render pass to.
  120764. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120765. * @param engine The engine which the post process will be applied. (default: current engine)
  120766. * @param reusable If the post process can be reused on the same frame. (default: false)
  120767. * @param textureType Type of textures used when performing the post process. (default: 0)
  120768. * @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)
  120769. */
  120770. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  120771. }
  120772. }
  120773. declare module BABYLON {
  120774. /** @hidden */
  120775. export var highlightsPixelShader: {
  120776. name: string;
  120777. shader: string;
  120778. };
  120779. }
  120780. declare module BABYLON {
  120781. /**
  120782. * Extracts highlights from the image
  120783. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120784. */
  120785. export class HighlightsPostProcess extends PostProcess {
  120786. /**
  120787. * Extracts highlights from the image
  120788. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  120789. * @param name The name of the effect.
  120790. * @param options The required width/height ratio to downsize to before computing the render pass.
  120791. * @param camera The camera to apply the render pass to.
  120792. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  120793. * @param engine The engine which the post process will be applied. (default: current engine)
  120794. * @param reusable If the post process can be reused on the same frame. (default: false)
  120795. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  120796. */
  120797. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  120798. }
  120799. }
  120800. declare module BABYLON {
  120801. /** @hidden */
  120802. export var mrtFragmentDeclaration: {
  120803. name: string;
  120804. shader: string;
  120805. };
  120806. }
  120807. declare module BABYLON {
  120808. /** @hidden */
  120809. export var geometryPixelShader: {
  120810. name: string;
  120811. shader: string;
  120812. };
  120813. }
  120814. declare module BABYLON {
  120815. /** @hidden */
  120816. export var geometryVertexShader: {
  120817. name: string;
  120818. shader: string;
  120819. };
  120820. }
  120821. declare module BABYLON {
  120822. /** @hidden */
  120823. interface ISavedTransformationMatrix {
  120824. world: Matrix;
  120825. viewProjection: Matrix;
  120826. }
  120827. /**
  120828. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  120829. */
  120830. export class GeometryBufferRenderer {
  120831. /**
  120832. * Constant used to retrieve the position texture index in the G-Buffer textures array
  120833. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  120834. */
  120835. static readonly POSITION_TEXTURE_TYPE: number;
  120836. /**
  120837. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  120838. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  120839. */
  120840. static readonly VELOCITY_TEXTURE_TYPE: number;
  120841. /**
  120842. * Dictionary used to store the previous transformation matrices of each rendered mesh
  120843. * in order to compute objects velocities when enableVelocity is set to "true"
  120844. * @hidden
  120845. */
  120846. _previousTransformationMatrices: {
  120847. [index: number]: ISavedTransformationMatrix;
  120848. };
  120849. /**
  120850. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  120851. * in order to compute objects velocities when enableVelocity is set to "true"
  120852. * @hidden
  120853. */
  120854. _previousBonesTransformationMatrices: {
  120855. [index: number]: Float32Array;
  120856. };
  120857. /**
  120858. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  120859. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  120860. */
  120861. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  120862. private _scene;
  120863. private _multiRenderTarget;
  120864. private _ratio;
  120865. private _enablePosition;
  120866. private _enableVelocity;
  120867. private _positionIndex;
  120868. private _velocityIndex;
  120869. protected _effect: Effect;
  120870. protected _cachedDefines: string;
  120871. /**
  120872. * Set the render list (meshes to be rendered) used in the G buffer.
  120873. */
  120874. renderList: Mesh[];
  120875. /**
  120876. * Gets wether or not G buffer are supported by the running hardware.
  120877. * This requires draw buffer supports
  120878. */
  120879. readonly isSupported: boolean;
  120880. /**
  120881. * Returns the index of the given texture type in the G-Buffer textures array
  120882. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  120883. * @returns the index of the given texture type in the G-Buffer textures array
  120884. */
  120885. getTextureIndex(textureType: number): number;
  120886. /**
  120887. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  120888. */
  120889. /**
  120890. * Sets whether or not objects positions are enabled for the G buffer.
  120891. */
  120892. enablePosition: boolean;
  120893. /**
  120894. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  120895. */
  120896. /**
  120897. * Sets wether or not objects velocities are enabled for the G buffer.
  120898. */
  120899. enableVelocity: boolean;
  120900. /**
  120901. * Gets the scene associated with the buffer.
  120902. */
  120903. readonly scene: Scene;
  120904. /**
  120905. * Gets the ratio used by the buffer during its creation.
  120906. * How big is the buffer related to the main canvas.
  120907. */
  120908. readonly ratio: number;
  120909. /** @hidden */
  120910. static _SceneComponentInitialization: (scene: Scene) => void;
  120911. /**
  120912. * Creates a new G Buffer for the scene
  120913. * @param scene The scene the buffer belongs to
  120914. * @param ratio How big is the buffer related to the main canvas.
  120915. */
  120916. constructor(scene: Scene, ratio?: number);
  120917. /**
  120918. * Checks wether everything is ready to render a submesh to the G buffer.
  120919. * @param subMesh the submesh to check readiness for
  120920. * @param useInstances is the mesh drawn using instance or not
  120921. * @returns true if ready otherwise false
  120922. */
  120923. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  120924. /**
  120925. * Gets the current underlying G Buffer.
  120926. * @returns the buffer
  120927. */
  120928. getGBuffer(): MultiRenderTarget;
  120929. /**
  120930. * Gets the number of samples used to render the buffer (anti aliasing).
  120931. */
  120932. /**
  120933. * Sets the number of samples used to render the buffer (anti aliasing).
  120934. */
  120935. samples: number;
  120936. /**
  120937. * Disposes the renderer and frees up associated resources.
  120938. */
  120939. dispose(): void;
  120940. protected _createRenderTargets(): void;
  120941. private _copyBonesTransformationMatrices;
  120942. }
  120943. }
  120944. declare module BABYLON {
  120945. interface Scene {
  120946. /** @hidden (Backing field) */
  120947. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120948. /**
  120949. * Gets or Sets the current geometry buffer associated to the scene.
  120950. */
  120951. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  120952. /**
  120953. * Enables a GeometryBufferRender and associates it with the scene
  120954. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  120955. * @returns the GeometryBufferRenderer
  120956. */
  120957. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  120958. /**
  120959. * Disables the GeometryBufferRender associated with the scene
  120960. */
  120961. disableGeometryBufferRenderer(): void;
  120962. }
  120963. /**
  120964. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  120965. * in several rendering techniques.
  120966. */
  120967. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  120968. /**
  120969. * The component name helpful to identify the component in the list of scene components.
  120970. */
  120971. readonly name: string;
  120972. /**
  120973. * The scene the component belongs to.
  120974. */
  120975. scene: Scene;
  120976. /**
  120977. * Creates a new instance of the component for the given scene
  120978. * @param scene Defines the scene to register the component in
  120979. */
  120980. constructor(scene: Scene);
  120981. /**
  120982. * Registers the component in a given scene
  120983. */
  120984. register(): void;
  120985. /**
  120986. * Rebuilds the elements related to this component in case of
  120987. * context lost for instance.
  120988. */
  120989. rebuild(): void;
  120990. /**
  120991. * Disposes the component and the associated ressources
  120992. */
  120993. dispose(): void;
  120994. private _gatherRenderTargets;
  120995. }
  120996. }
  120997. declare module BABYLON {
  120998. /** @hidden */
  120999. export var motionBlurPixelShader: {
  121000. name: string;
  121001. shader: string;
  121002. };
  121003. }
  121004. declare module BABYLON {
  121005. /**
  121006. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  121007. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  121008. * As an example, all you have to do is to create the post-process:
  121009. * var mb = new BABYLON.MotionBlurPostProcess(
  121010. * 'mb', // The name of the effect.
  121011. * scene, // The scene containing the objects to blur according to their velocity.
  121012. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  121013. * camera // The camera to apply the render pass to.
  121014. * );
  121015. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  121016. */
  121017. export class MotionBlurPostProcess extends PostProcess {
  121018. /**
  121019. * Defines how much the image is blurred by the movement. Default value is equal to 1
  121020. */
  121021. motionStrength: number;
  121022. /**
  121023. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  121024. */
  121025. /**
  121026. * Sets the number of iterations to be used for motion blur quality
  121027. */
  121028. motionBlurSamples: number;
  121029. private _motionBlurSamples;
  121030. private _geometryBufferRenderer;
  121031. /**
  121032. * Creates a new instance MotionBlurPostProcess
  121033. * @param name The name of the effect.
  121034. * @param scene The scene containing the objects to blur according to their velocity.
  121035. * @param options The required width/height ratio to downsize to before computing the render pass.
  121036. * @param camera The camera to apply the render pass to.
  121037. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121038. * @param engine The engine which the post process will be applied. (default: current engine)
  121039. * @param reusable If the post process can be reused on the same frame. (default: false)
  121040. * @param textureType Type of textures used when performing the post process. (default: 0)
  121041. * @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)
  121042. */
  121043. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121044. /**
  121045. * Excludes the given skinned mesh from computing bones velocities.
  121046. * 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.
  121047. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  121048. */
  121049. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121050. /**
  121051. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  121052. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  121053. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  121054. */
  121055. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  121056. /**
  121057. * Disposes the post process.
  121058. * @param camera The camera to dispose the post process on.
  121059. */
  121060. dispose(camera?: Camera): void;
  121061. }
  121062. }
  121063. declare module BABYLON {
  121064. /** @hidden */
  121065. export var refractionPixelShader: {
  121066. name: string;
  121067. shader: string;
  121068. };
  121069. }
  121070. declare module BABYLON {
  121071. /**
  121072. * Post process which applies a refractin texture
  121073. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121074. */
  121075. export class RefractionPostProcess extends PostProcess {
  121076. /** the base color of the refraction (used to taint the rendering) */
  121077. color: Color3;
  121078. /** simulated refraction depth */
  121079. depth: number;
  121080. /** the coefficient of the base color (0 to remove base color tainting) */
  121081. colorLevel: number;
  121082. private _refTexture;
  121083. private _ownRefractionTexture;
  121084. /**
  121085. * Gets or sets the refraction texture
  121086. * Please note that you are responsible for disposing the texture if you set it manually
  121087. */
  121088. refractionTexture: Texture;
  121089. /**
  121090. * Initializes the RefractionPostProcess
  121091. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  121092. * @param name The name of the effect.
  121093. * @param refractionTextureUrl Url of the refraction texture to use
  121094. * @param color the base color of the refraction (used to taint the rendering)
  121095. * @param depth simulated refraction depth
  121096. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  121097. * @param camera The camera to apply the render pass to.
  121098. * @param options The required width/height ratio to downsize to before computing the render pass.
  121099. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121100. * @param engine The engine which the post process will be applied. (default: current engine)
  121101. * @param reusable If the post process can be reused on the same frame. (default: false)
  121102. */
  121103. constructor(name: string, refractionTextureUrl: string,
  121104. /** the base color of the refraction (used to taint the rendering) */
  121105. color: Color3,
  121106. /** simulated refraction depth */
  121107. depth: number,
  121108. /** the coefficient of the base color (0 to remove base color tainting) */
  121109. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121110. /**
  121111. * Disposes of the post process
  121112. * @param camera Camera to dispose post process on
  121113. */
  121114. dispose(camera: Camera): void;
  121115. }
  121116. }
  121117. declare module BABYLON {
  121118. /** @hidden */
  121119. export var sharpenPixelShader: {
  121120. name: string;
  121121. shader: string;
  121122. };
  121123. }
  121124. declare module BABYLON {
  121125. /**
  121126. * The SharpenPostProcess applies a sharpen kernel to every pixel
  121127. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121128. */
  121129. export class SharpenPostProcess extends PostProcess {
  121130. /**
  121131. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  121132. */
  121133. colorAmount: number;
  121134. /**
  121135. * How much sharpness should be applied (default: 0.3)
  121136. */
  121137. edgeAmount: number;
  121138. /**
  121139. * Creates a new instance ConvolutionPostProcess
  121140. * @param name The name of the effect.
  121141. * @param options The required width/height ratio to downsize to before computing the render pass.
  121142. * @param camera The camera to apply the render pass to.
  121143. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121144. * @param engine The engine which the post process will be applied. (default: current engine)
  121145. * @param reusable If the post process can be reused on the same frame. (default: false)
  121146. * @param textureType Type of textures used when performing the post process. (default: 0)
  121147. * @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)
  121148. */
  121149. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121150. }
  121151. }
  121152. declare module BABYLON {
  121153. /**
  121154. * PostProcessRenderPipeline
  121155. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121156. */
  121157. export class PostProcessRenderPipeline {
  121158. private engine;
  121159. private _renderEffects;
  121160. private _renderEffectsForIsolatedPass;
  121161. /**
  121162. * List of inspectable custom properties (used by the Inspector)
  121163. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  121164. */
  121165. inspectableCustomProperties: IInspectable[];
  121166. /**
  121167. * @hidden
  121168. */
  121169. protected _cameras: Camera[];
  121170. /** @hidden */
  121171. _name: string;
  121172. /**
  121173. * Gets pipeline name
  121174. */
  121175. readonly name: string;
  121176. /**
  121177. * Initializes a PostProcessRenderPipeline
  121178. * @param engine engine to add the pipeline to
  121179. * @param name name of the pipeline
  121180. */
  121181. constructor(engine: Engine, name: string);
  121182. /**
  121183. * Gets the class name
  121184. * @returns "PostProcessRenderPipeline"
  121185. */
  121186. getClassName(): string;
  121187. /**
  121188. * If all the render effects in the pipeline are supported
  121189. */
  121190. readonly isSupported: boolean;
  121191. /**
  121192. * Adds an effect to the pipeline
  121193. * @param renderEffect the effect to add
  121194. */
  121195. addEffect(renderEffect: PostProcessRenderEffect): void;
  121196. /** @hidden */
  121197. _rebuild(): void;
  121198. /** @hidden */
  121199. _enableEffect(renderEffectName: string, cameras: Camera): void;
  121200. /** @hidden */
  121201. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  121202. /** @hidden */
  121203. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121204. /** @hidden */
  121205. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  121206. /** @hidden */
  121207. _attachCameras(cameras: Camera, unique: boolean): void;
  121208. /** @hidden */
  121209. _attachCameras(cameras: Camera[], unique: boolean): void;
  121210. /** @hidden */
  121211. _detachCameras(cameras: Camera): void;
  121212. /** @hidden */
  121213. _detachCameras(cameras: Nullable<Camera[]>): void;
  121214. /** @hidden */
  121215. _update(): void;
  121216. /** @hidden */
  121217. _reset(): void;
  121218. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  121219. /**
  121220. * Disposes of the pipeline
  121221. */
  121222. dispose(): void;
  121223. }
  121224. }
  121225. declare module BABYLON {
  121226. /**
  121227. * PostProcessRenderPipelineManager class
  121228. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121229. */
  121230. export class PostProcessRenderPipelineManager {
  121231. private _renderPipelines;
  121232. /**
  121233. * Initializes a PostProcessRenderPipelineManager
  121234. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121235. */
  121236. constructor();
  121237. /**
  121238. * Gets the list of supported render pipelines
  121239. */
  121240. readonly supportedPipelines: PostProcessRenderPipeline[];
  121241. /**
  121242. * Adds a pipeline to the manager
  121243. * @param renderPipeline The pipeline to add
  121244. */
  121245. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  121246. /**
  121247. * Attaches a camera to the pipeline
  121248. * @param renderPipelineName The name of the pipeline to attach to
  121249. * @param cameras the camera to attach
  121250. * @param unique if the camera can be attached multiple times to the pipeline
  121251. */
  121252. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  121253. /**
  121254. * Detaches a camera from the pipeline
  121255. * @param renderPipelineName The name of the pipeline to detach from
  121256. * @param cameras the camera to detach
  121257. */
  121258. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  121259. /**
  121260. * Enables an effect by name on a pipeline
  121261. * @param renderPipelineName the name of the pipeline to enable the effect in
  121262. * @param renderEffectName the name of the effect to enable
  121263. * @param cameras the cameras that the effect should be enabled on
  121264. */
  121265. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121266. /**
  121267. * Disables an effect by name on a pipeline
  121268. * @param renderPipelineName the name of the pipeline to disable the effect in
  121269. * @param renderEffectName the name of the effect to disable
  121270. * @param cameras the cameras that the effect should be disabled on
  121271. */
  121272. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  121273. /**
  121274. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  121275. */
  121276. update(): void;
  121277. /** @hidden */
  121278. _rebuild(): void;
  121279. /**
  121280. * Disposes of the manager and pipelines
  121281. */
  121282. dispose(): void;
  121283. }
  121284. }
  121285. declare module BABYLON {
  121286. interface Scene {
  121287. /** @hidden (Backing field) */
  121288. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121289. /**
  121290. * Gets the postprocess render pipeline manager
  121291. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121292. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121293. */
  121294. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  121295. }
  121296. /**
  121297. * Defines the Render Pipeline scene component responsible to rendering pipelines
  121298. */
  121299. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  121300. /**
  121301. * The component name helpfull to identify the component in the list of scene components.
  121302. */
  121303. readonly name: string;
  121304. /**
  121305. * The scene the component belongs to.
  121306. */
  121307. scene: Scene;
  121308. /**
  121309. * Creates a new instance of the component for the given scene
  121310. * @param scene Defines the scene to register the component in
  121311. */
  121312. constructor(scene: Scene);
  121313. /**
  121314. * Registers the component in a given scene
  121315. */
  121316. register(): void;
  121317. /**
  121318. * Rebuilds the elements related to this component in case of
  121319. * context lost for instance.
  121320. */
  121321. rebuild(): void;
  121322. /**
  121323. * Disposes the component and the associated ressources
  121324. */
  121325. dispose(): void;
  121326. private _gatherRenderTargets;
  121327. }
  121328. }
  121329. declare module BABYLON {
  121330. /**
  121331. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  121332. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  121333. */
  121334. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  121335. private _scene;
  121336. private _camerasToBeAttached;
  121337. /**
  121338. * ID of the sharpen post process,
  121339. */
  121340. private readonly SharpenPostProcessId;
  121341. /**
  121342. * @ignore
  121343. * ID of the image processing post process;
  121344. */
  121345. readonly ImageProcessingPostProcessId: string;
  121346. /**
  121347. * @ignore
  121348. * ID of the Fast Approximate Anti-Aliasing post process;
  121349. */
  121350. readonly FxaaPostProcessId: string;
  121351. /**
  121352. * ID of the chromatic aberration post process,
  121353. */
  121354. private readonly ChromaticAberrationPostProcessId;
  121355. /**
  121356. * ID of the grain post process
  121357. */
  121358. private readonly GrainPostProcessId;
  121359. /**
  121360. * Sharpen post process which will apply a sharpen convolution to enhance edges
  121361. */
  121362. sharpen: SharpenPostProcess;
  121363. private _sharpenEffect;
  121364. private bloom;
  121365. /**
  121366. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  121367. */
  121368. depthOfField: DepthOfFieldEffect;
  121369. /**
  121370. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  121371. */
  121372. fxaa: FxaaPostProcess;
  121373. /**
  121374. * Image post processing pass used to perform operations such as tone mapping or color grading.
  121375. */
  121376. imageProcessing: ImageProcessingPostProcess;
  121377. /**
  121378. * Chromatic aberration post process which will shift rgb colors in the image
  121379. */
  121380. chromaticAberration: ChromaticAberrationPostProcess;
  121381. private _chromaticAberrationEffect;
  121382. /**
  121383. * Grain post process which add noise to the image
  121384. */
  121385. grain: GrainPostProcess;
  121386. private _grainEffect;
  121387. /**
  121388. * Glow post process which adds a glow to emissive areas of the image
  121389. */
  121390. private _glowLayer;
  121391. /**
  121392. * Animations which can be used to tweak settings over a period of time
  121393. */
  121394. animations: Animation[];
  121395. private _imageProcessingConfigurationObserver;
  121396. private _sharpenEnabled;
  121397. private _bloomEnabled;
  121398. private _depthOfFieldEnabled;
  121399. private _depthOfFieldBlurLevel;
  121400. private _fxaaEnabled;
  121401. private _imageProcessingEnabled;
  121402. private _defaultPipelineTextureType;
  121403. private _bloomScale;
  121404. private _chromaticAberrationEnabled;
  121405. private _grainEnabled;
  121406. private _buildAllowed;
  121407. /**
  121408. * Gets active scene
  121409. */
  121410. readonly scene: Scene;
  121411. /**
  121412. * Enable or disable the sharpen process from the pipeline
  121413. */
  121414. sharpenEnabled: boolean;
  121415. private _resizeObserver;
  121416. private _hardwareScaleLevel;
  121417. private _bloomKernel;
  121418. /**
  121419. * Specifies the size of the bloom blur kernel, relative to the final output size
  121420. */
  121421. bloomKernel: number;
  121422. /**
  121423. * Specifies the weight of the bloom in the final rendering
  121424. */
  121425. private _bloomWeight;
  121426. /**
  121427. * Specifies the luma threshold for the area that will be blurred by the bloom
  121428. */
  121429. private _bloomThreshold;
  121430. private _hdr;
  121431. /**
  121432. * The strength of the bloom.
  121433. */
  121434. bloomWeight: number;
  121435. /**
  121436. * The strength of the bloom.
  121437. */
  121438. bloomThreshold: number;
  121439. /**
  121440. * The scale of the bloom, lower value will provide better performance.
  121441. */
  121442. bloomScale: number;
  121443. /**
  121444. * Enable or disable the bloom from the pipeline
  121445. */
  121446. bloomEnabled: boolean;
  121447. private _rebuildBloom;
  121448. /**
  121449. * If the depth of field is enabled.
  121450. */
  121451. depthOfFieldEnabled: boolean;
  121452. /**
  121453. * Blur level of the depth of field effect. (Higher blur will effect performance)
  121454. */
  121455. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  121456. /**
  121457. * If the anti aliasing is enabled.
  121458. */
  121459. fxaaEnabled: boolean;
  121460. private _samples;
  121461. /**
  121462. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  121463. */
  121464. samples: number;
  121465. /**
  121466. * If image processing is enabled.
  121467. */
  121468. imageProcessingEnabled: boolean;
  121469. /**
  121470. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  121471. */
  121472. glowLayerEnabled: boolean;
  121473. /**
  121474. * Gets the glow layer (or null if not defined)
  121475. */
  121476. readonly glowLayer: Nullable<GlowLayer>;
  121477. /**
  121478. * Enable or disable the chromaticAberration process from the pipeline
  121479. */
  121480. chromaticAberrationEnabled: boolean;
  121481. /**
  121482. * Enable or disable the grain process from the pipeline
  121483. */
  121484. grainEnabled: boolean;
  121485. /**
  121486. * @constructor
  121487. * @param name - The rendering pipeline name (default: "")
  121488. * @param hdr - If high dynamic range textures should be used (default: true)
  121489. * @param scene - The scene linked to this pipeline (default: the last created scene)
  121490. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  121491. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  121492. */
  121493. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  121494. /**
  121495. * Get the class name
  121496. * @returns "DefaultRenderingPipeline"
  121497. */
  121498. getClassName(): string;
  121499. /**
  121500. * Force the compilation of the entire pipeline.
  121501. */
  121502. prepare(): void;
  121503. private _hasCleared;
  121504. private _prevPostProcess;
  121505. private _prevPrevPostProcess;
  121506. private _setAutoClearAndTextureSharing;
  121507. private _depthOfFieldSceneObserver;
  121508. private _buildPipeline;
  121509. private _disposePostProcesses;
  121510. /**
  121511. * Adds a camera to the pipeline
  121512. * @param camera the camera to be added
  121513. */
  121514. addCamera(camera: Camera): void;
  121515. /**
  121516. * Removes a camera from the pipeline
  121517. * @param camera the camera to remove
  121518. */
  121519. removeCamera(camera: Camera): void;
  121520. /**
  121521. * Dispose of the pipeline and stop all post processes
  121522. */
  121523. dispose(): void;
  121524. /**
  121525. * Serialize the rendering pipeline (Used when exporting)
  121526. * @returns the serialized object
  121527. */
  121528. serialize(): any;
  121529. /**
  121530. * Parse the serialized pipeline
  121531. * @param source Source pipeline.
  121532. * @param scene The scene to load the pipeline to.
  121533. * @param rootUrl The URL of the serialized pipeline.
  121534. * @returns An instantiated pipeline from the serialized object.
  121535. */
  121536. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  121537. }
  121538. }
  121539. declare module BABYLON {
  121540. /** @hidden */
  121541. export var lensHighlightsPixelShader: {
  121542. name: string;
  121543. shader: string;
  121544. };
  121545. }
  121546. declare module BABYLON {
  121547. /** @hidden */
  121548. export var depthOfFieldPixelShader: {
  121549. name: string;
  121550. shader: string;
  121551. };
  121552. }
  121553. declare module BABYLON {
  121554. /**
  121555. * BABYLON.JS Chromatic Aberration GLSL Shader
  121556. * Author: Olivier Guyot
  121557. * Separates very slightly R, G and B colors on the edges of the screen
  121558. * Inspired by Francois Tarlier & Martins Upitis
  121559. */
  121560. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  121561. /**
  121562. * @ignore
  121563. * The chromatic aberration PostProcess id in the pipeline
  121564. */
  121565. LensChromaticAberrationEffect: string;
  121566. /**
  121567. * @ignore
  121568. * The highlights enhancing PostProcess id in the pipeline
  121569. */
  121570. HighlightsEnhancingEffect: string;
  121571. /**
  121572. * @ignore
  121573. * The depth-of-field PostProcess id in the pipeline
  121574. */
  121575. LensDepthOfFieldEffect: string;
  121576. private _scene;
  121577. private _depthTexture;
  121578. private _grainTexture;
  121579. private _chromaticAberrationPostProcess;
  121580. private _highlightsPostProcess;
  121581. private _depthOfFieldPostProcess;
  121582. private _edgeBlur;
  121583. private _grainAmount;
  121584. private _chromaticAberration;
  121585. private _distortion;
  121586. private _highlightsGain;
  121587. private _highlightsThreshold;
  121588. private _dofDistance;
  121589. private _dofAperture;
  121590. private _dofDarken;
  121591. private _dofPentagon;
  121592. private _blurNoise;
  121593. /**
  121594. * @constructor
  121595. *
  121596. * Effect parameters are as follow:
  121597. * {
  121598. * chromatic_aberration: number; // from 0 to x (1 for realism)
  121599. * edge_blur: number; // from 0 to x (1 for realism)
  121600. * distortion: number; // from 0 to x (1 for realism)
  121601. * grain_amount: number; // from 0 to 1
  121602. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  121603. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  121604. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  121605. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  121606. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  121607. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  121608. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  121609. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  121610. * }
  121611. * Note: if an effect parameter is unset, effect is disabled
  121612. *
  121613. * @param name The rendering pipeline name
  121614. * @param parameters - An object containing all parameters (see above)
  121615. * @param scene The scene linked to this pipeline
  121616. * @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)
  121617. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121618. */
  121619. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  121620. /**
  121621. * Get the class name
  121622. * @returns "LensRenderingPipeline"
  121623. */
  121624. getClassName(): string;
  121625. /**
  121626. * Gets associated scene
  121627. */
  121628. readonly scene: Scene;
  121629. /**
  121630. * Gets or sets the edge blur
  121631. */
  121632. edgeBlur: number;
  121633. /**
  121634. * Gets or sets the grain amount
  121635. */
  121636. grainAmount: number;
  121637. /**
  121638. * Gets or sets the chromatic aberration amount
  121639. */
  121640. chromaticAberration: number;
  121641. /**
  121642. * Gets or sets the depth of field aperture
  121643. */
  121644. dofAperture: number;
  121645. /**
  121646. * Gets or sets the edge distortion
  121647. */
  121648. edgeDistortion: number;
  121649. /**
  121650. * Gets or sets the depth of field distortion
  121651. */
  121652. dofDistortion: number;
  121653. /**
  121654. * Gets or sets the darken out of focus amount
  121655. */
  121656. darkenOutOfFocus: number;
  121657. /**
  121658. * Gets or sets a boolean indicating if blur noise is enabled
  121659. */
  121660. blurNoise: boolean;
  121661. /**
  121662. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  121663. */
  121664. pentagonBokeh: boolean;
  121665. /**
  121666. * Gets or sets the highlight grain amount
  121667. */
  121668. highlightsGain: number;
  121669. /**
  121670. * Gets or sets the highlight threshold
  121671. */
  121672. highlightsThreshold: number;
  121673. /**
  121674. * Sets the amount of blur at the edges
  121675. * @param amount blur amount
  121676. */
  121677. setEdgeBlur(amount: number): void;
  121678. /**
  121679. * Sets edge blur to 0
  121680. */
  121681. disableEdgeBlur(): void;
  121682. /**
  121683. * Sets the amout of grain
  121684. * @param amount Amount of grain
  121685. */
  121686. setGrainAmount(amount: number): void;
  121687. /**
  121688. * Set grain amount to 0
  121689. */
  121690. disableGrain(): void;
  121691. /**
  121692. * Sets the chromatic aberration amount
  121693. * @param amount amount of chromatic aberration
  121694. */
  121695. setChromaticAberration(amount: number): void;
  121696. /**
  121697. * Sets chromatic aberration amount to 0
  121698. */
  121699. disableChromaticAberration(): void;
  121700. /**
  121701. * Sets the EdgeDistortion amount
  121702. * @param amount amount of EdgeDistortion
  121703. */
  121704. setEdgeDistortion(amount: number): void;
  121705. /**
  121706. * Sets edge distortion to 0
  121707. */
  121708. disableEdgeDistortion(): void;
  121709. /**
  121710. * Sets the FocusDistance amount
  121711. * @param amount amount of FocusDistance
  121712. */
  121713. setFocusDistance(amount: number): void;
  121714. /**
  121715. * Disables depth of field
  121716. */
  121717. disableDepthOfField(): void;
  121718. /**
  121719. * Sets the Aperture amount
  121720. * @param amount amount of Aperture
  121721. */
  121722. setAperture(amount: number): void;
  121723. /**
  121724. * Sets the DarkenOutOfFocus amount
  121725. * @param amount amount of DarkenOutOfFocus
  121726. */
  121727. setDarkenOutOfFocus(amount: number): void;
  121728. private _pentagonBokehIsEnabled;
  121729. /**
  121730. * Creates a pentagon bokeh effect
  121731. */
  121732. enablePentagonBokeh(): void;
  121733. /**
  121734. * Disables the pentagon bokeh effect
  121735. */
  121736. disablePentagonBokeh(): void;
  121737. /**
  121738. * Enables noise blur
  121739. */
  121740. enableNoiseBlur(): void;
  121741. /**
  121742. * Disables noise blur
  121743. */
  121744. disableNoiseBlur(): void;
  121745. /**
  121746. * Sets the HighlightsGain amount
  121747. * @param amount amount of HighlightsGain
  121748. */
  121749. setHighlightsGain(amount: number): void;
  121750. /**
  121751. * Sets the HighlightsThreshold amount
  121752. * @param amount amount of HighlightsThreshold
  121753. */
  121754. setHighlightsThreshold(amount: number): void;
  121755. /**
  121756. * Disables highlights
  121757. */
  121758. disableHighlights(): void;
  121759. /**
  121760. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  121761. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  121762. */
  121763. dispose(disableDepthRender?: boolean): void;
  121764. private _createChromaticAberrationPostProcess;
  121765. private _createHighlightsPostProcess;
  121766. private _createDepthOfFieldPostProcess;
  121767. private _createGrainTexture;
  121768. }
  121769. }
  121770. declare module BABYLON {
  121771. /** @hidden */
  121772. export var ssao2PixelShader: {
  121773. name: string;
  121774. shader: string;
  121775. };
  121776. }
  121777. declare module BABYLON {
  121778. /** @hidden */
  121779. export var ssaoCombinePixelShader: {
  121780. name: string;
  121781. shader: string;
  121782. };
  121783. }
  121784. declare module BABYLON {
  121785. /**
  121786. * Render pipeline to produce ssao effect
  121787. */
  121788. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  121789. /**
  121790. * @ignore
  121791. * The PassPostProcess id in the pipeline that contains the original scene color
  121792. */
  121793. SSAOOriginalSceneColorEffect: string;
  121794. /**
  121795. * @ignore
  121796. * The SSAO PostProcess id in the pipeline
  121797. */
  121798. SSAORenderEffect: string;
  121799. /**
  121800. * @ignore
  121801. * The horizontal blur PostProcess id in the pipeline
  121802. */
  121803. SSAOBlurHRenderEffect: string;
  121804. /**
  121805. * @ignore
  121806. * The vertical blur PostProcess id in the pipeline
  121807. */
  121808. SSAOBlurVRenderEffect: string;
  121809. /**
  121810. * @ignore
  121811. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121812. */
  121813. SSAOCombineRenderEffect: string;
  121814. /**
  121815. * The output strength of the SSAO post-process. Default value is 1.0.
  121816. */
  121817. totalStrength: number;
  121818. /**
  121819. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  121820. */
  121821. maxZ: number;
  121822. /**
  121823. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  121824. */
  121825. minZAspect: number;
  121826. private _samples;
  121827. /**
  121828. * Number of samples used for the SSAO calculations. Default value is 8
  121829. */
  121830. samples: number;
  121831. private _textureSamples;
  121832. /**
  121833. * Number of samples to use for antialiasing
  121834. */
  121835. textureSamples: number;
  121836. /**
  121837. * Ratio object used for SSAO ratio and blur ratio
  121838. */
  121839. private _ratio;
  121840. /**
  121841. * Dynamically generated sphere sampler.
  121842. */
  121843. private _sampleSphere;
  121844. /**
  121845. * Blur filter offsets
  121846. */
  121847. private _samplerOffsets;
  121848. private _expensiveBlur;
  121849. /**
  121850. * If bilateral blur should be used
  121851. */
  121852. expensiveBlur: boolean;
  121853. /**
  121854. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  121855. */
  121856. radius: number;
  121857. /**
  121858. * The base color of the SSAO post-process
  121859. * The final result is "base + ssao" between [0, 1]
  121860. */
  121861. base: number;
  121862. /**
  121863. * Support test.
  121864. */
  121865. static readonly IsSupported: boolean;
  121866. private _scene;
  121867. private _depthTexture;
  121868. private _normalTexture;
  121869. private _randomTexture;
  121870. private _originalColorPostProcess;
  121871. private _ssaoPostProcess;
  121872. private _blurHPostProcess;
  121873. private _blurVPostProcess;
  121874. private _ssaoCombinePostProcess;
  121875. private _firstUpdate;
  121876. /**
  121877. * Gets active scene
  121878. */
  121879. readonly scene: Scene;
  121880. /**
  121881. * @constructor
  121882. * @param name The rendering pipeline name
  121883. * @param scene The scene linked to this pipeline
  121884. * @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 }
  121885. * @param cameras The array of cameras that the rendering pipeline will be attached to
  121886. */
  121887. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  121888. /**
  121889. * Get the class name
  121890. * @returns "SSAO2RenderingPipeline"
  121891. */
  121892. getClassName(): string;
  121893. /**
  121894. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  121895. */
  121896. dispose(disableGeometryBufferRenderer?: boolean): void;
  121897. private _createBlurPostProcess;
  121898. /** @hidden */
  121899. _rebuild(): void;
  121900. private _bits;
  121901. private _radicalInverse_VdC;
  121902. private _hammersley;
  121903. private _hemisphereSample_uniform;
  121904. private _generateHemisphere;
  121905. private _createSSAOPostProcess;
  121906. private _createSSAOCombinePostProcess;
  121907. private _createRandomTexture;
  121908. /**
  121909. * Serialize the rendering pipeline (Used when exporting)
  121910. * @returns the serialized object
  121911. */
  121912. serialize(): any;
  121913. /**
  121914. * Parse the serialized pipeline
  121915. * @param source Source pipeline.
  121916. * @param scene The scene to load the pipeline to.
  121917. * @param rootUrl The URL of the serialized pipeline.
  121918. * @returns An instantiated pipeline from the serialized object.
  121919. */
  121920. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  121921. }
  121922. }
  121923. declare module BABYLON {
  121924. /** @hidden */
  121925. export var ssaoPixelShader: {
  121926. name: string;
  121927. shader: string;
  121928. };
  121929. }
  121930. declare module BABYLON {
  121931. /**
  121932. * Render pipeline to produce ssao effect
  121933. */
  121934. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  121935. /**
  121936. * @ignore
  121937. * The PassPostProcess id in the pipeline that contains the original scene color
  121938. */
  121939. SSAOOriginalSceneColorEffect: string;
  121940. /**
  121941. * @ignore
  121942. * The SSAO PostProcess id in the pipeline
  121943. */
  121944. SSAORenderEffect: string;
  121945. /**
  121946. * @ignore
  121947. * The horizontal blur PostProcess id in the pipeline
  121948. */
  121949. SSAOBlurHRenderEffect: string;
  121950. /**
  121951. * @ignore
  121952. * The vertical blur PostProcess id in the pipeline
  121953. */
  121954. SSAOBlurVRenderEffect: string;
  121955. /**
  121956. * @ignore
  121957. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  121958. */
  121959. SSAOCombineRenderEffect: string;
  121960. /**
  121961. * The output strength of the SSAO post-process. Default value is 1.0.
  121962. */
  121963. totalStrength: number;
  121964. /**
  121965. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  121966. */
  121967. radius: number;
  121968. /**
  121969. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  121970. * Must not be equal to fallOff and superior to fallOff.
  121971. * Default value is 0.0075
  121972. */
  121973. area: number;
  121974. /**
  121975. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  121976. * Must not be equal to area and inferior to area.
  121977. * Default value is 0.000001
  121978. */
  121979. fallOff: number;
  121980. /**
  121981. * The base color of the SSAO post-process
  121982. * The final result is "base + ssao" between [0, 1]
  121983. */
  121984. base: number;
  121985. private _scene;
  121986. private _depthTexture;
  121987. private _randomTexture;
  121988. private _originalColorPostProcess;
  121989. private _ssaoPostProcess;
  121990. private _blurHPostProcess;
  121991. private _blurVPostProcess;
  121992. private _ssaoCombinePostProcess;
  121993. private _firstUpdate;
  121994. /**
  121995. * Gets active scene
  121996. */
  121997. readonly scene: Scene;
  121998. /**
  121999. * @constructor
  122000. * @param name - The rendering pipeline name
  122001. * @param scene - The scene linked to this pipeline
  122002. * @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 }
  122003. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  122004. */
  122005. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  122006. /**
  122007. * Get the class name
  122008. * @returns "SSAORenderingPipeline"
  122009. */
  122010. getClassName(): string;
  122011. /**
  122012. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  122013. */
  122014. dispose(disableDepthRender?: boolean): void;
  122015. private _createBlurPostProcess;
  122016. /** @hidden */
  122017. _rebuild(): void;
  122018. private _createSSAOPostProcess;
  122019. private _createSSAOCombinePostProcess;
  122020. private _createRandomTexture;
  122021. }
  122022. }
  122023. declare module BABYLON {
  122024. /** @hidden */
  122025. export var standardPixelShader: {
  122026. name: string;
  122027. shader: string;
  122028. };
  122029. }
  122030. declare module BABYLON {
  122031. /**
  122032. * Standard rendering pipeline
  122033. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122034. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  122035. */
  122036. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122037. /**
  122038. * Public members
  122039. */
  122040. /**
  122041. * Post-process which contains the original scene color before the pipeline applies all the effects
  122042. */
  122043. originalPostProcess: Nullable<PostProcess>;
  122044. /**
  122045. * Post-process used to down scale an image x4
  122046. */
  122047. downSampleX4PostProcess: Nullable<PostProcess>;
  122048. /**
  122049. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  122050. */
  122051. brightPassPostProcess: Nullable<PostProcess>;
  122052. /**
  122053. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  122054. */
  122055. blurHPostProcesses: PostProcess[];
  122056. /**
  122057. * Post-process array storing all the vertical blur post-processes used by the pipeline
  122058. */
  122059. blurVPostProcesses: PostProcess[];
  122060. /**
  122061. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  122062. */
  122063. textureAdderPostProcess: Nullable<PostProcess>;
  122064. /**
  122065. * Post-process used to create volumetric lighting effect
  122066. */
  122067. volumetricLightPostProcess: Nullable<PostProcess>;
  122068. /**
  122069. * Post-process used to smooth the previous volumetric light post-process on the X axis
  122070. */
  122071. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  122072. /**
  122073. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  122074. */
  122075. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  122076. /**
  122077. * Post-process used to merge the volumetric light effect and the real scene color
  122078. */
  122079. volumetricLightMergePostProces: Nullable<PostProcess>;
  122080. /**
  122081. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  122082. */
  122083. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  122084. /**
  122085. * Base post-process used to calculate the average luminance of the final image for HDR
  122086. */
  122087. luminancePostProcess: Nullable<PostProcess>;
  122088. /**
  122089. * Post-processes used to create down sample post-processes in order to get
  122090. * the average luminance of the final image for HDR
  122091. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  122092. */
  122093. luminanceDownSamplePostProcesses: PostProcess[];
  122094. /**
  122095. * Post-process used to create a HDR effect (light adaptation)
  122096. */
  122097. hdrPostProcess: Nullable<PostProcess>;
  122098. /**
  122099. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  122100. */
  122101. textureAdderFinalPostProcess: Nullable<PostProcess>;
  122102. /**
  122103. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  122104. */
  122105. lensFlareFinalPostProcess: Nullable<PostProcess>;
  122106. /**
  122107. * Post-process used to merge the final HDR post-process and the real scene color
  122108. */
  122109. hdrFinalPostProcess: Nullable<PostProcess>;
  122110. /**
  122111. * Post-process used to create a lens flare effect
  122112. */
  122113. lensFlarePostProcess: Nullable<PostProcess>;
  122114. /**
  122115. * Post-process that merges the result of the lens flare post-process and the real scene color
  122116. */
  122117. lensFlareComposePostProcess: Nullable<PostProcess>;
  122118. /**
  122119. * Post-process used to create a motion blur effect
  122120. */
  122121. motionBlurPostProcess: Nullable<PostProcess>;
  122122. /**
  122123. * Post-process used to create a depth of field effect
  122124. */
  122125. depthOfFieldPostProcess: Nullable<PostProcess>;
  122126. /**
  122127. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122128. */
  122129. fxaaPostProcess: Nullable<FxaaPostProcess>;
  122130. /**
  122131. * Represents the brightness threshold in order to configure the illuminated surfaces
  122132. */
  122133. brightThreshold: number;
  122134. /**
  122135. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  122136. */
  122137. blurWidth: number;
  122138. /**
  122139. * Sets if the blur for highlighted surfaces must be only horizontal
  122140. */
  122141. horizontalBlur: boolean;
  122142. /**
  122143. * Gets the overall exposure used by the pipeline
  122144. */
  122145. /**
  122146. * Sets the overall exposure used by the pipeline
  122147. */
  122148. exposure: number;
  122149. /**
  122150. * Texture used typically to simulate "dirty" on camera lens
  122151. */
  122152. lensTexture: Nullable<Texture>;
  122153. /**
  122154. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  122155. */
  122156. volumetricLightCoefficient: number;
  122157. /**
  122158. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  122159. */
  122160. volumetricLightPower: number;
  122161. /**
  122162. * Used the set the blur intensity to smooth the volumetric lights
  122163. */
  122164. volumetricLightBlurScale: number;
  122165. /**
  122166. * Light (spot or directional) used to generate the volumetric lights rays
  122167. * The source light must have a shadow generate so the pipeline can get its
  122168. * depth map
  122169. */
  122170. sourceLight: Nullable<SpotLight | DirectionalLight>;
  122171. /**
  122172. * For eye adaptation, represents the minimum luminance the eye can see
  122173. */
  122174. hdrMinimumLuminance: number;
  122175. /**
  122176. * For eye adaptation, represents the decrease luminance speed
  122177. */
  122178. hdrDecreaseRate: number;
  122179. /**
  122180. * For eye adaptation, represents the increase luminance speed
  122181. */
  122182. hdrIncreaseRate: number;
  122183. /**
  122184. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122185. */
  122186. /**
  122187. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  122188. */
  122189. hdrAutoExposure: boolean;
  122190. /**
  122191. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  122192. */
  122193. lensColorTexture: Nullable<Texture>;
  122194. /**
  122195. * The overall strengh for the lens flare effect
  122196. */
  122197. lensFlareStrength: number;
  122198. /**
  122199. * Dispersion coefficient for lens flare ghosts
  122200. */
  122201. lensFlareGhostDispersal: number;
  122202. /**
  122203. * Main lens flare halo width
  122204. */
  122205. lensFlareHaloWidth: number;
  122206. /**
  122207. * Based on the lens distortion effect, defines how much the lens flare result
  122208. * is distorted
  122209. */
  122210. lensFlareDistortionStrength: number;
  122211. /**
  122212. * Lens star texture must be used to simulate rays on the flares and is available
  122213. * in the documentation
  122214. */
  122215. lensStarTexture: Nullable<Texture>;
  122216. /**
  122217. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  122218. * flare effect by taking account of the dirt texture
  122219. */
  122220. lensFlareDirtTexture: Nullable<Texture>;
  122221. /**
  122222. * Represents the focal length for the depth of field effect
  122223. */
  122224. depthOfFieldDistance: number;
  122225. /**
  122226. * Represents the blur intensity for the blurred part of the depth of field effect
  122227. */
  122228. depthOfFieldBlurWidth: number;
  122229. /**
  122230. * Gets how much the image is blurred by the movement while using the motion blur post-process
  122231. */
  122232. /**
  122233. * Sets how much the image is blurred by the movement while using the motion blur post-process
  122234. */
  122235. motionStrength: number;
  122236. /**
  122237. * Gets wether or not the motion blur post-process is object based or screen based.
  122238. */
  122239. /**
  122240. * Sets wether or not the motion blur post-process should be object based or screen based
  122241. */
  122242. objectBasedMotionBlur: boolean;
  122243. /**
  122244. * List of animations for the pipeline (IAnimatable implementation)
  122245. */
  122246. animations: Animation[];
  122247. /**
  122248. * Private members
  122249. */
  122250. private _scene;
  122251. private _currentDepthOfFieldSource;
  122252. private _basePostProcess;
  122253. private _fixedExposure;
  122254. private _currentExposure;
  122255. private _hdrAutoExposure;
  122256. private _hdrCurrentLuminance;
  122257. private _motionStrength;
  122258. private _isObjectBasedMotionBlur;
  122259. private _floatTextureType;
  122260. private _ratio;
  122261. private _bloomEnabled;
  122262. private _depthOfFieldEnabled;
  122263. private _vlsEnabled;
  122264. private _lensFlareEnabled;
  122265. private _hdrEnabled;
  122266. private _motionBlurEnabled;
  122267. private _fxaaEnabled;
  122268. private _motionBlurSamples;
  122269. private _volumetricLightStepsCount;
  122270. private _samples;
  122271. /**
  122272. * @ignore
  122273. * Specifies if the bloom pipeline is enabled
  122274. */
  122275. BloomEnabled: boolean;
  122276. /**
  122277. * @ignore
  122278. * Specifies if the depth of field pipeline is enabed
  122279. */
  122280. DepthOfFieldEnabled: boolean;
  122281. /**
  122282. * @ignore
  122283. * Specifies if the lens flare pipeline is enabed
  122284. */
  122285. LensFlareEnabled: boolean;
  122286. /**
  122287. * @ignore
  122288. * Specifies if the HDR pipeline is enabled
  122289. */
  122290. HDREnabled: boolean;
  122291. /**
  122292. * @ignore
  122293. * Specifies if the volumetric lights scattering effect is enabled
  122294. */
  122295. VLSEnabled: boolean;
  122296. /**
  122297. * @ignore
  122298. * Specifies if the motion blur effect is enabled
  122299. */
  122300. MotionBlurEnabled: boolean;
  122301. /**
  122302. * Specifies if anti-aliasing is enabled
  122303. */
  122304. fxaaEnabled: boolean;
  122305. /**
  122306. * Specifies the number of steps used to calculate the volumetric lights
  122307. * Typically in interval [50, 200]
  122308. */
  122309. volumetricLightStepsCount: number;
  122310. /**
  122311. * Specifies the number of samples used for the motion blur effect
  122312. * Typically in interval [16, 64]
  122313. */
  122314. motionBlurSamples: number;
  122315. /**
  122316. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122317. */
  122318. samples: number;
  122319. /**
  122320. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  122321. * @constructor
  122322. * @param name The rendering pipeline name
  122323. * @param scene The scene linked to this pipeline
  122324. * @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)
  122325. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  122326. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122327. */
  122328. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  122329. private _buildPipeline;
  122330. private _createDownSampleX4PostProcess;
  122331. private _createBrightPassPostProcess;
  122332. private _createBlurPostProcesses;
  122333. private _createTextureAdderPostProcess;
  122334. private _createVolumetricLightPostProcess;
  122335. private _createLuminancePostProcesses;
  122336. private _createHdrPostProcess;
  122337. private _createLensFlarePostProcess;
  122338. private _createDepthOfFieldPostProcess;
  122339. private _createMotionBlurPostProcess;
  122340. private _getDepthTexture;
  122341. private _disposePostProcesses;
  122342. /**
  122343. * Dispose of the pipeline and stop all post processes
  122344. */
  122345. dispose(): void;
  122346. /**
  122347. * Serialize the rendering pipeline (Used when exporting)
  122348. * @returns the serialized object
  122349. */
  122350. serialize(): any;
  122351. /**
  122352. * Parse the serialized pipeline
  122353. * @param source Source pipeline.
  122354. * @param scene The scene to load the pipeline to.
  122355. * @param rootUrl The URL of the serialized pipeline.
  122356. * @returns An instantiated pipeline from the serialized object.
  122357. */
  122358. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  122359. /**
  122360. * Luminance steps
  122361. */
  122362. static LuminanceSteps: number;
  122363. }
  122364. }
  122365. declare module BABYLON {
  122366. /** @hidden */
  122367. export var tonemapPixelShader: {
  122368. name: string;
  122369. shader: string;
  122370. };
  122371. }
  122372. declare module BABYLON {
  122373. /** Defines operator used for tonemapping */
  122374. export enum TonemappingOperator {
  122375. /** Hable */
  122376. Hable = 0,
  122377. /** Reinhard */
  122378. Reinhard = 1,
  122379. /** HejiDawson */
  122380. HejiDawson = 2,
  122381. /** Photographic */
  122382. Photographic = 3
  122383. }
  122384. /**
  122385. * Defines a post process to apply tone mapping
  122386. */
  122387. export class TonemapPostProcess extends PostProcess {
  122388. private _operator;
  122389. /** Defines the required exposure adjustement */
  122390. exposureAdjustment: number;
  122391. /**
  122392. * Creates a new TonemapPostProcess
  122393. * @param name defines the name of the postprocess
  122394. * @param _operator defines the operator to use
  122395. * @param exposureAdjustment defines the required exposure adjustement
  122396. * @param camera defines the camera to use (can be null)
  122397. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  122398. * @param engine defines the hosting engine (can be ignore if camera is set)
  122399. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  122400. */
  122401. constructor(name: string, _operator: TonemappingOperator,
  122402. /** Defines the required exposure adjustement */
  122403. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  122404. }
  122405. }
  122406. declare module BABYLON {
  122407. /** @hidden */
  122408. export var depthVertexShader: {
  122409. name: string;
  122410. shader: string;
  122411. };
  122412. }
  122413. declare module BABYLON {
  122414. /** @hidden */
  122415. export var volumetricLightScatteringPixelShader: {
  122416. name: string;
  122417. shader: string;
  122418. };
  122419. }
  122420. declare module BABYLON {
  122421. /** @hidden */
  122422. export var volumetricLightScatteringPassPixelShader: {
  122423. name: string;
  122424. shader: string;
  122425. };
  122426. }
  122427. declare module BABYLON {
  122428. /**
  122429. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  122430. */
  122431. export class VolumetricLightScatteringPostProcess extends PostProcess {
  122432. private _volumetricLightScatteringPass;
  122433. private _volumetricLightScatteringRTT;
  122434. private _viewPort;
  122435. private _screenCoordinates;
  122436. private _cachedDefines;
  122437. /**
  122438. * If not undefined, the mesh position is computed from the attached node position
  122439. */
  122440. attachedNode: {
  122441. position: Vector3;
  122442. };
  122443. /**
  122444. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  122445. */
  122446. customMeshPosition: Vector3;
  122447. /**
  122448. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  122449. */
  122450. useCustomMeshPosition: boolean;
  122451. /**
  122452. * If the post-process should inverse the light scattering direction
  122453. */
  122454. invert: boolean;
  122455. /**
  122456. * The internal mesh used by the post-process
  122457. */
  122458. mesh: Mesh;
  122459. /**
  122460. * @hidden
  122461. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  122462. */
  122463. useDiffuseColor: boolean;
  122464. /**
  122465. * Array containing the excluded meshes not rendered in the internal pass
  122466. */
  122467. excludedMeshes: AbstractMesh[];
  122468. /**
  122469. * Controls the overall intensity of the post-process
  122470. */
  122471. exposure: number;
  122472. /**
  122473. * Dissipates each sample's contribution in range [0, 1]
  122474. */
  122475. decay: number;
  122476. /**
  122477. * Controls the overall intensity of each sample
  122478. */
  122479. weight: number;
  122480. /**
  122481. * Controls the density of each sample
  122482. */
  122483. density: number;
  122484. /**
  122485. * @constructor
  122486. * @param name The post-process name
  122487. * @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)
  122488. * @param camera The camera that the post-process will be attached to
  122489. * @param mesh The mesh used to create the light scattering
  122490. * @param samples The post-process quality, default 100
  122491. * @param samplingModeThe post-process filtering mode
  122492. * @param engine The babylon engine
  122493. * @param reusable If the post-process is reusable
  122494. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  122495. */
  122496. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  122497. /**
  122498. * Returns the string "VolumetricLightScatteringPostProcess"
  122499. * @returns "VolumetricLightScatteringPostProcess"
  122500. */
  122501. getClassName(): string;
  122502. private _isReady;
  122503. /**
  122504. * Sets the new light position for light scattering effect
  122505. * @param position The new custom light position
  122506. */
  122507. setCustomMeshPosition(position: Vector3): void;
  122508. /**
  122509. * Returns the light position for light scattering effect
  122510. * @return Vector3 The custom light position
  122511. */
  122512. getCustomMeshPosition(): Vector3;
  122513. /**
  122514. * Disposes the internal assets and detaches the post-process from the camera
  122515. */
  122516. dispose(camera: Camera): void;
  122517. /**
  122518. * Returns the render target texture used by the post-process
  122519. * @return the render target texture used by the post-process
  122520. */
  122521. getPass(): RenderTargetTexture;
  122522. private _meshExcluded;
  122523. private _createPass;
  122524. private _updateMeshScreenCoordinates;
  122525. /**
  122526. * Creates a default mesh for the Volumeric Light Scattering post-process
  122527. * @param name The mesh name
  122528. * @param scene The scene where to create the mesh
  122529. * @return the default mesh
  122530. */
  122531. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  122532. }
  122533. }
  122534. declare module BABYLON {
  122535. interface Scene {
  122536. /** @hidden (Backing field) */
  122537. _boundingBoxRenderer: BoundingBoxRenderer;
  122538. /** @hidden (Backing field) */
  122539. _forceShowBoundingBoxes: boolean;
  122540. /**
  122541. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  122542. */
  122543. forceShowBoundingBoxes: boolean;
  122544. /**
  122545. * Gets the bounding box renderer associated with the scene
  122546. * @returns a BoundingBoxRenderer
  122547. */
  122548. getBoundingBoxRenderer(): BoundingBoxRenderer;
  122549. }
  122550. interface AbstractMesh {
  122551. /** @hidden (Backing field) */
  122552. _showBoundingBox: boolean;
  122553. /**
  122554. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  122555. */
  122556. showBoundingBox: boolean;
  122557. }
  122558. /**
  122559. * Component responsible of rendering the bounding box of the meshes in a scene.
  122560. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  122561. */
  122562. export class BoundingBoxRenderer implements ISceneComponent {
  122563. /**
  122564. * The component name helpfull to identify the component in the list of scene components.
  122565. */
  122566. readonly name: string;
  122567. /**
  122568. * The scene the component belongs to.
  122569. */
  122570. scene: Scene;
  122571. /**
  122572. * Color of the bounding box lines placed in front of an object
  122573. */
  122574. frontColor: Color3;
  122575. /**
  122576. * Color of the bounding box lines placed behind an object
  122577. */
  122578. backColor: Color3;
  122579. /**
  122580. * Defines if the renderer should show the back lines or not
  122581. */
  122582. showBackLines: boolean;
  122583. /**
  122584. * @hidden
  122585. */
  122586. renderList: SmartArray<BoundingBox>;
  122587. private _colorShader;
  122588. private _vertexBuffers;
  122589. private _indexBuffer;
  122590. private _fillIndexBuffer;
  122591. private _fillIndexData;
  122592. /**
  122593. * Instantiates a new bounding box renderer in a scene.
  122594. * @param scene the scene the renderer renders in
  122595. */
  122596. constructor(scene: Scene);
  122597. /**
  122598. * Registers the component in a given scene
  122599. */
  122600. register(): void;
  122601. private _evaluateSubMesh;
  122602. private _activeMesh;
  122603. private _prepareRessources;
  122604. private _createIndexBuffer;
  122605. /**
  122606. * Rebuilds the elements related to this component in case of
  122607. * context lost for instance.
  122608. */
  122609. rebuild(): void;
  122610. /**
  122611. * @hidden
  122612. */
  122613. reset(): void;
  122614. /**
  122615. * Render the bounding boxes of a specific rendering group
  122616. * @param renderingGroupId defines the rendering group to render
  122617. */
  122618. render(renderingGroupId: number): void;
  122619. /**
  122620. * In case of occlusion queries, we can render the occlusion bounding box through this method
  122621. * @param mesh Define the mesh to render the occlusion bounding box for
  122622. */
  122623. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  122624. /**
  122625. * Dispose and release the resources attached to this renderer.
  122626. */
  122627. dispose(): void;
  122628. }
  122629. }
  122630. declare module BABYLON {
  122631. /** @hidden */
  122632. export var depthPixelShader: {
  122633. name: string;
  122634. shader: string;
  122635. };
  122636. }
  122637. declare module BABYLON {
  122638. /**
  122639. * This represents a depth renderer in Babylon.
  122640. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  122641. */
  122642. export class DepthRenderer {
  122643. private _scene;
  122644. private _depthMap;
  122645. private _effect;
  122646. private readonly _storeNonLinearDepth;
  122647. private readonly _clearColor;
  122648. /** Get if the depth renderer is using packed depth or not */
  122649. readonly isPacked: boolean;
  122650. private _cachedDefines;
  122651. private _camera;
  122652. /**
  122653. * Specifiess that the depth renderer will only be used within
  122654. * the camera it is created for.
  122655. * This can help forcing its rendering during the camera processing.
  122656. */
  122657. useOnlyInActiveCamera: boolean;
  122658. /** @hidden */
  122659. static _SceneComponentInitialization: (scene: Scene) => void;
  122660. /**
  122661. * Instantiates a depth renderer
  122662. * @param scene The scene the renderer belongs to
  122663. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  122664. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  122665. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122666. */
  122667. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  122668. /**
  122669. * Creates the depth rendering effect and checks if the effect is ready.
  122670. * @param subMesh The submesh to be used to render the depth map of
  122671. * @param useInstances If multiple world instances should be used
  122672. * @returns if the depth renderer is ready to render the depth map
  122673. */
  122674. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122675. /**
  122676. * Gets the texture which the depth map will be written to.
  122677. * @returns The depth map texture
  122678. */
  122679. getDepthMap(): RenderTargetTexture;
  122680. /**
  122681. * Disposes of the depth renderer.
  122682. */
  122683. dispose(): void;
  122684. }
  122685. }
  122686. declare module BABYLON {
  122687. interface Scene {
  122688. /** @hidden (Backing field) */
  122689. _depthRenderer: {
  122690. [id: string]: DepthRenderer;
  122691. };
  122692. /**
  122693. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  122694. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  122695. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  122696. * @returns the created depth renderer
  122697. */
  122698. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  122699. /**
  122700. * Disables a depth renderer for a given camera
  122701. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  122702. */
  122703. disableDepthRenderer(camera?: Nullable<Camera>): void;
  122704. }
  122705. /**
  122706. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  122707. * in several rendering techniques.
  122708. */
  122709. export class DepthRendererSceneComponent implements ISceneComponent {
  122710. /**
  122711. * The component name helpfull to identify the component in the list of scene components.
  122712. */
  122713. readonly name: string;
  122714. /**
  122715. * The scene the component belongs to.
  122716. */
  122717. scene: Scene;
  122718. /**
  122719. * Creates a new instance of the component for the given scene
  122720. * @param scene Defines the scene to register the component in
  122721. */
  122722. constructor(scene: Scene);
  122723. /**
  122724. * Registers the component in a given scene
  122725. */
  122726. register(): void;
  122727. /**
  122728. * Rebuilds the elements related to this component in case of
  122729. * context lost for instance.
  122730. */
  122731. rebuild(): void;
  122732. /**
  122733. * Disposes the component and the associated ressources
  122734. */
  122735. dispose(): void;
  122736. private _gatherRenderTargets;
  122737. private _gatherActiveCameraRenderTargets;
  122738. }
  122739. }
  122740. declare module BABYLON {
  122741. /** @hidden */
  122742. export var outlinePixelShader: {
  122743. name: string;
  122744. shader: string;
  122745. };
  122746. }
  122747. declare module BABYLON {
  122748. /** @hidden */
  122749. export var outlineVertexShader: {
  122750. name: string;
  122751. shader: string;
  122752. };
  122753. }
  122754. declare module BABYLON {
  122755. interface Scene {
  122756. /** @hidden */
  122757. _outlineRenderer: OutlineRenderer;
  122758. /**
  122759. * Gets the outline renderer associated with the scene
  122760. * @returns a OutlineRenderer
  122761. */
  122762. getOutlineRenderer(): OutlineRenderer;
  122763. }
  122764. interface AbstractMesh {
  122765. /** @hidden (Backing field) */
  122766. _renderOutline: boolean;
  122767. /**
  122768. * Gets or sets a boolean indicating if the outline must be rendered as well
  122769. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  122770. */
  122771. renderOutline: boolean;
  122772. /** @hidden (Backing field) */
  122773. _renderOverlay: boolean;
  122774. /**
  122775. * Gets or sets a boolean indicating if the overlay must be rendered as well
  122776. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  122777. */
  122778. renderOverlay: boolean;
  122779. }
  122780. /**
  122781. * This class is responsible to draw bothe outline/overlay of meshes.
  122782. * It should not be used directly but through the available method on mesh.
  122783. */
  122784. export class OutlineRenderer implements ISceneComponent {
  122785. /**
  122786. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  122787. */
  122788. private static _StencilReference;
  122789. /**
  122790. * The name of the component. Each component must have a unique name.
  122791. */
  122792. name: string;
  122793. /**
  122794. * The scene the component belongs to.
  122795. */
  122796. scene: Scene;
  122797. /**
  122798. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  122799. */
  122800. zOffset: number;
  122801. private _engine;
  122802. private _effect;
  122803. private _cachedDefines;
  122804. private _savedDepthWrite;
  122805. /**
  122806. * Instantiates a new outline renderer. (There could be only one per scene).
  122807. * @param scene Defines the scene it belongs to
  122808. */
  122809. constructor(scene: Scene);
  122810. /**
  122811. * Register the component to one instance of a scene.
  122812. */
  122813. register(): void;
  122814. /**
  122815. * Rebuilds the elements related to this component in case of
  122816. * context lost for instance.
  122817. */
  122818. rebuild(): void;
  122819. /**
  122820. * Disposes the component and the associated ressources.
  122821. */
  122822. dispose(): void;
  122823. /**
  122824. * Renders the outline in the canvas.
  122825. * @param subMesh Defines the sumesh to render
  122826. * @param batch Defines the batch of meshes in case of instances
  122827. * @param useOverlay Defines if the rendering is for the overlay or the outline
  122828. */
  122829. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  122830. /**
  122831. * Returns whether or not the outline renderer is ready for a given submesh.
  122832. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  122833. * @param subMesh Defines the submesh to check readyness for
  122834. * @param useInstances Defines wheter wee are trying to render instances or not
  122835. * @returns true if ready otherwise false
  122836. */
  122837. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122838. private _beforeRenderingMesh;
  122839. private _afterRenderingMesh;
  122840. }
  122841. }
  122842. declare module BABYLON {
  122843. /**
  122844. * Defines the list of states available for a task inside a AssetsManager
  122845. */
  122846. export enum AssetTaskState {
  122847. /**
  122848. * Initialization
  122849. */
  122850. INIT = 0,
  122851. /**
  122852. * Running
  122853. */
  122854. RUNNING = 1,
  122855. /**
  122856. * Done
  122857. */
  122858. DONE = 2,
  122859. /**
  122860. * Error
  122861. */
  122862. ERROR = 3
  122863. }
  122864. /**
  122865. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  122866. */
  122867. export abstract class AbstractAssetTask {
  122868. /**
  122869. * Task name
  122870. */ name: string;
  122871. /**
  122872. * Callback called when the task is successful
  122873. */
  122874. onSuccess: (task: any) => void;
  122875. /**
  122876. * Callback called when the task is not successful
  122877. */
  122878. onError: (task: any, message?: string, exception?: any) => void;
  122879. /**
  122880. * Creates a new AssetsManager
  122881. * @param name defines the name of the task
  122882. */
  122883. constructor(
  122884. /**
  122885. * Task name
  122886. */ name: string);
  122887. private _isCompleted;
  122888. private _taskState;
  122889. private _errorObject;
  122890. /**
  122891. * Get if the task is completed
  122892. */
  122893. readonly isCompleted: boolean;
  122894. /**
  122895. * Gets the current state of the task
  122896. */
  122897. readonly taskState: AssetTaskState;
  122898. /**
  122899. * Gets the current error object (if task is in error)
  122900. */
  122901. readonly errorObject: {
  122902. message?: string;
  122903. exception?: any;
  122904. };
  122905. /**
  122906. * Internal only
  122907. * @hidden
  122908. */
  122909. _setErrorObject(message?: string, exception?: any): void;
  122910. /**
  122911. * Execute the current task
  122912. * @param scene defines the scene where you want your assets to be loaded
  122913. * @param onSuccess is a callback called when the task is successfully executed
  122914. * @param onError is a callback called if an error occurs
  122915. */
  122916. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122917. /**
  122918. * Execute the current task
  122919. * @param scene defines the scene where you want your assets to be loaded
  122920. * @param onSuccess is a callback called when the task is successfully executed
  122921. * @param onError is a callback called if an error occurs
  122922. */
  122923. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  122924. /**
  122925. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  122926. * This can be used with failed tasks that have the reason for failure fixed.
  122927. */
  122928. reset(): void;
  122929. private onErrorCallback;
  122930. private onDoneCallback;
  122931. }
  122932. /**
  122933. * Define the interface used by progress events raised during assets loading
  122934. */
  122935. export interface IAssetsProgressEvent {
  122936. /**
  122937. * Defines the number of remaining tasks to process
  122938. */
  122939. remainingCount: number;
  122940. /**
  122941. * Defines the total number of tasks
  122942. */
  122943. totalCount: number;
  122944. /**
  122945. * Defines the task that was just processed
  122946. */
  122947. task: AbstractAssetTask;
  122948. }
  122949. /**
  122950. * Class used to share progress information about assets loading
  122951. */
  122952. export class AssetsProgressEvent implements IAssetsProgressEvent {
  122953. /**
  122954. * Defines the number of remaining tasks to process
  122955. */
  122956. remainingCount: number;
  122957. /**
  122958. * Defines the total number of tasks
  122959. */
  122960. totalCount: number;
  122961. /**
  122962. * Defines the task that was just processed
  122963. */
  122964. task: AbstractAssetTask;
  122965. /**
  122966. * Creates a AssetsProgressEvent
  122967. * @param remainingCount defines the number of remaining tasks to process
  122968. * @param totalCount defines the total number of tasks
  122969. * @param task defines the task that was just processed
  122970. */
  122971. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  122972. }
  122973. /**
  122974. * Define a task used by AssetsManager to load meshes
  122975. */
  122976. export class MeshAssetTask extends AbstractAssetTask {
  122977. /**
  122978. * Defines the name of the task
  122979. */
  122980. name: string;
  122981. /**
  122982. * Defines the list of mesh's names you want to load
  122983. */
  122984. meshesNames: any;
  122985. /**
  122986. * Defines the root url to use as a base to load your meshes and associated resources
  122987. */
  122988. rootUrl: string;
  122989. /**
  122990. * Defines the filename of the scene to load from
  122991. */
  122992. sceneFilename: string;
  122993. /**
  122994. * Gets the list of loaded meshes
  122995. */
  122996. loadedMeshes: Array<AbstractMesh>;
  122997. /**
  122998. * Gets the list of loaded particle systems
  122999. */
  123000. loadedParticleSystems: Array<IParticleSystem>;
  123001. /**
  123002. * Gets the list of loaded skeletons
  123003. */
  123004. loadedSkeletons: Array<Skeleton>;
  123005. /**
  123006. * Gets the list of loaded animation groups
  123007. */
  123008. loadedAnimationGroups: Array<AnimationGroup>;
  123009. /**
  123010. * Callback called when the task is successful
  123011. */
  123012. onSuccess: (task: MeshAssetTask) => void;
  123013. /**
  123014. * Callback called when the task is successful
  123015. */
  123016. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  123017. /**
  123018. * Creates a new MeshAssetTask
  123019. * @param name defines the name of the task
  123020. * @param meshesNames defines the list of mesh's names you want to load
  123021. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  123022. * @param sceneFilename defines the filename of the scene to load from
  123023. */
  123024. constructor(
  123025. /**
  123026. * Defines the name of the task
  123027. */
  123028. name: string,
  123029. /**
  123030. * Defines the list of mesh's names you want to load
  123031. */
  123032. meshesNames: any,
  123033. /**
  123034. * Defines the root url to use as a base to load your meshes and associated resources
  123035. */
  123036. rootUrl: string,
  123037. /**
  123038. * Defines the filename of the scene to load from
  123039. */
  123040. sceneFilename: string);
  123041. /**
  123042. * Execute the current task
  123043. * @param scene defines the scene where you want your assets to be loaded
  123044. * @param onSuccess is a callback called when the task is successfully executed
  123045. * @param onError is a callback called if an error occurs
  123046. */
  123047. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123048. }
  123049. /**
  123050. * Define a task used by AssetsManager to load text content
  123051. */
  123052. export class TextFileAssetTask extends AbstractAssetTask {
  123053. /**
  123054. * Defines the name of the task
  123055. */
  123056. name: string;
  123057. /**
  123058. * Defines the location of the file to load
  123059. */
  123060. url: string;
  123061. /**
  123062. * Gets the loaded text string
  123063. */
  123064. text: string;
  123065. /**
  123066. * Callback called when the task is successful
  123067. */
  123068. onSuccess: (task: TextFileAssetTask) => void;
  123069. /**
  123070. * Callback called when the task is successful
  123071. */
  123072. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  123073. /**
  123074. * Creates a new TextFileAssetTask object
  123075. * @param name defines the name of the task
  123076. * @param url defines the location of the file to load
  123077. */
  123078. constructor(
  123079. /**
  123080. * Defines the name of the task
  123081. */
  123082. name: string,
  123083. /**
  123084. * Defines the location of the file to load
  123085. */
  123086. url: string);
  123087. /**
  123088. * Execute the current task
  123089. * @param scene defines the scene where you want your assets to be loaded
  123090. * @param onSuccess is a callback called when the task is successfully executed
  123091. * @param onError is a callback called if an error occurs
  123092. */
  123093. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123094. }
  123095. /**
  123096. * Define a task used by AssetsManager to load binary data
  123097. */
  123098. export class BinaryFileAssetTask extends AbstractAssetTask {
  123099. /**
  123100. * Defines the name of the task
  123101. */
  123102. name: string;
  123103. /**
  123104. * Defines the location of the file to load
  123105. */
  123106. url: string;
  123107. /**
  123108. * Gets the lodaded data (as an array buffer)
  123109. */
  123110. data: ArrayBuffer;
  123111. /**
  123112. * Callback called when the task is successful
  123113. */
  123114. onSuccess: (task: BinaryFileAssetTask) => void;
  123115. /**
  123116. * Callback called when the task is successful
  123117. */
  123118. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  123119. /**
  123120. * Creates a new BinaryFileAssetTask object
  123121. * @param name defines the name of the new task
  123122. * @param url defines the location of the file to load
  123123. */
  123124. constructor(
  123125. /**
  123126. * Defines the name of the task
  123127. */
  123128. name: string,
  123129. /**
  123130. * Defines the location of the file to load
  123131. */
  123132. url: string);
  123133. /**
  123134. * Execute the current task
  123135. * @param scene defines the scene where you want your assets to be loaded
  123136. * @param onSuccess is a callback called when the task is successfully executed
  123137. * @param onError is a callback called if an error occurs
  123138. */
  123139. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123140. }
  123141. /**
  123142. * Define a task used by AssetsManager to load images
  123143. */
  123144. export class ImageAssetTask extends AbstractAssetTask {
  123145. /**
  123146. * Defines the name of the task
  123147. */
  123148. name: string;
  123149. /**
  123150. * Defines the location of the image to load
  123151. */
  123152. url: string;
  123153. /**
  123154. * Gets the loaded images
  123155. */
  123156. image: HTMLImageElement;
  123157. /**
  123158. * Callback called when the task is successful
  123159. */
  123160. onSuccess: (task: ImageAssetTask) => void;
  123161. /**
  123162. * Callback called when the task is successful
  123163. */
  123164. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  123165. /**
  123166. * Creates a new ImageAssetTask
  123167. * @param name defines the name of the task
  123168. * @param url defines the location of the image to load
  123169. */
  123170. constructor(
  123171. /**
  123172. * Defines the name of the task
  123173. */
  123174. name: string,
  123175. /**
  123176. * Defines the location of the image to load
  123177. */
  123178. url: string);
  123179. /**
  123180. * Execute the current task
  123181. * @param scene defines the scene where you want your assets to be loaded
  123182. * @param onSuccess is a callback called when the task is successfully executed
  123183. * @param onError is a callback called if an error occurs
  123184. */
  123185. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123186. }
  123187. /**
  123188. * Defines the interface used by texture loading tasks
  123189. */
  123190. export interface ITextureAssetTask<TEX extends BaseTexture> {
  123191. /**
  123192. * Gets the loaded texture
  123193. */
  123194. texture: TEX;
  123195. }
  123196. /**
  123197. * Define a task used by AssetsManager to load 2D textures
  123198. */
  123199. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  123200. /**
  123201. * Defines the name of the task
  123202. */
  123203. name: string;
  123204. /**
  123205. * Defines the location of the file to load
  123206. */
  123207. url: string;
  123208. /**
  123209. * Defines if mipmap should not be generated (default is false)
  123210. */
  123211. noMipmap?: boolean | undefined;
  123212. /**
  123213. * Defines if texture must be inverted on Y axis (default is false)
  123214. */
  123215. invertY?: boolean | undefined;
  123216. /**
  123217. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123218. */
  123219. samplingMode: number;
  123220. /**
  123221. * Gets the loaded texture
  123222. */
  123223. texture: Texture;
  123224. /**
  123225. * Callback called when the task is successful
  123226. */
  123227. onSuccess: (task: TextureAssetTask) => void;
  123228. /**
  123229. * Callback called when the task is successful
  123230. */
  123231. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  123232. /**
  123233. * Creates a new TextureAssetTask object
  123234. * @param name defines the name of the task
  123235. * @param url defines the location of the file to load
  123236. * @param noMipmap defines if mipmap should not be generated (default is false)
  123237. * @param invertY defines if texture must be inverted on Y axis (default is false)
  123238. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123239. */
  123240. constructor(
  123241. /**
  123242. * Defines the name of the task
  123243. */
  123244. name: string,
  123245. /**
  123246. * Defines the location of the file to load
  123247. */
  123248. url: string,
  123249. /**
  123250. * Defines if mipmap should not be generated (default is false)
  123251. */
  123252. noMipmap?: boolean | undefined,
  123253. /**
  123254. * Defines if texture must be inverted on Y axis (default is false)
  123255. */
  123256. invertY?: boolean | undefined,
  123257. /**
  123258. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  123259. */
  123260. samplingMode?: number);
  123261. /**
  123262. * Execute the current task
  123263. * @param scene defines the scene where you want your assets to be loaded
  123264. * @param onSuccess is a callback called when the task is successfully executed
  123265. * @param onError is a callback called if an error occurs
  123266. */
  123267. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123268. }
  123269. /**
  123270. * Define a task used by AssetsManager to load cube textures
  123271. */
  123272. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  123273. /**
  123274. * Defines the name of the task
  123275. */
  123276. name: string;
  123277. /**
  123278. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123279. */
  123280. url: string;
  123281. /**
  123282. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123283. */
  123284. extensions?: string[] | undefined;
  123285. /**
  123286. * Defines if mipmaps should not be generated (default is false)
  123287. */
  123288. noMipmap?: boolean | undefined;
  123289. /**
  123290. * Defines the explicit list of files (undefined by default)
  123291. */
  123292. files?: string[] | undefined;
  123293. /**
  123294. * Gets the loaded texture
  123295. */
  123296. texture: CubeTexture;
  123297. /**
  123298. * Callback called when the task is successful
  123299. */
  123300. onSuccess: (task: CubeTextureAssetTask) => void;
  123301. /**
  123302. * Callback called when the task is successful
  123303. */
  123304. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  123305. /**
  123306. * Creates a new CubeTextureAssetTask
  123307. * @param name defines the name of the task
  123308. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123309. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123310. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123311. * @param files defines the explicit list of files (undefined by default)
  123312. */
  123313. constructor(
  123314. /**
  123315. * Defines the name of the task
  123316. */
  123317. name: string,
  123318. /**
  123319. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  123320. */
  123321. url: string,
  123322. /**
  123323. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  123324. */
  123325. extensions?: string[] | undefined,
  123326. /**
  123327. * Defines if mipmaps should not be generated (default is false)
  123328. */
  123329. noMipmap?: boolean | undefined,
  123330. /**
  123331. * Defines the explicit list of files (undefined by default)
  123332. */
  123333. files?: string[] | undefined);
  123334. /**
  123335. * Execute the current task
  123336. * @param scene defines the scene where you want your assets to be loaded
  123337. * @param onSuccess is a callback called when the task is successfully executed
  123338. * @param onError is a callback called if an error occurs
  123339. */
  123340. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123341. }
  123342. /**
  123343. * Define a task used by AssetsManager to load HDR cube textures
  123344. */
  123345. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  123346. /**
  123347. * Defines the name of the task
  123348. */
  123349. name: string;
  123350. /**
  123351. * Defines the location of the file to load
  123352. */
  123353. url: string;
  123354. /**
  123355. * Defines the desired size (the more it increases the longer the generation will be)
  123356. */
  123357. size: number;
  123358. /**
  123359. * Defines if mipmaps should not be generated (default is false)
  123360. */
  123361. noMipmap: boolean;
  123362. /**
  123363. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123364. */
  123365. generateHarmonics: boolean;
  123366. /**
  123367. * 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)
  123368. */
  123369. gammaSpace: boolean;
  123370. /**
  123371. * Internal Use Only
  123372. */
  123373. reserved: boolean;
  123374. /**
  123375. * Gets the loaded texture
  123376. */
  123377. texture: HDRCubeTexture;
  123378. /**
  123379. * Callback called when the task is successful
  123380. */
  123381. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  123382. /**
  123383. * Callback called when the task is successful
  123384. */
  123385. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  123386. /**
  123387. * Creates a new HDRCubeTextureAssetTask object
  123388. * @param name defines the name of the task
  123389. * @param url defines the location of the file to load
  123390. * @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.
  123391. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123392. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123393. * @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)
  123394. * @param reserved Internal use only
  123395. */
  123396. constructor(
  123397. /**
  123398. * Defines the name of the task
  123399. */
  123400. name: string,
  123401. /**
  123402. * Defines the location of the file to load
  123403. */
  123404. url: string,
  123405. /**
  123406. * Defines the desired size (the more it increases the longer the generation will be)
  123407. */
  123408. size: number,
  123409. /**
  123410. * Defines if mipmaps should not be generated (default is false)
  123411. */
  123412. noMipmap?: boolean,
  123413. /**
  123414. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  123415. */
  123416. generateHarmonics?: boolean,
  123417. /**
  123418. * 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)
  123419. */
  123420. gammaSpace?: boolean,
  123421. /**
  123422. * Internal Use Only
  123423. */
  123424. reserved?: boolean);
  123425. /**
  123426. * Execute the current task
  123427. * @param scene defines the scene where you want your assets to be loaded
  123428. * @param onSuccess is a callback called when the task is successfully executed
  123429. * @param onError is a callback called if an error occurs
  123430. */
  123431. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123432. }
  123433. /**
  123434. * Define a task used by AssetsManager to load Equirectangular cube textures
  123435. */
  123436. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  123437. /**
  123438. * Defines the name of the task
  123439. */
  123440. name: string;
  123441. /**
  123442. * Defines the location of the file to load
  123443. */
  123444. url: string;
  123445. /**
  123446. * Defines the desired size (the more it increases the longer the generation will be)
  123447. */
  123448. size: number;
  123449. /**
  123450. * Defines if mipmaps should not be generated (default is false)
  123451. */
  123452. noMipmap: boolean;
  123453. /**
  123454. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123455. * but the standard material would require them in Gamma space) (default is true)
  123456. */
  123457. gammaSpace: boolean;
  123458. /**
  123459. * Gets the loaded texture
  123460. */
  123461. texture: EquiRectangularCubeTexture;
  123462. /**
  123463. * Callback called when the task is successful
  123464. */
  123465. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  123466. /**
  123467. * Callback called when the task is successful
  123468. */
  123469. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  123470. /**
  123471. * Creates a new EquiRectangularCubeTextureAssetTask object
  123472. * @param name defines the name of the task
  123473. * @param url defines the location of the file to load
  123474. * @param size defines the desired size (the more it increases the longer the generation will be)
  123475. * If the size is omitted this implies you are using a preprocessed cubemap.
  123476. * @param noMipmap defines if mipmaps should not be generated (default is false)
  123477. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  123478. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  123479. * (default is true)
  123480. */
  123481. constructor(
  123482. /**
  123483. * Defines the name of the task
  123484. */
  123485. name: string,
  123486. /**
  123487. * Defines the location of the file to load
  123488. */
  123489. url: string,
  123490. /**
  123491. * Defines the desired size (the more it increases the longer the generation will be)
  123492. */
  123493. size: number,
  123494. /**
  123495. * Defines if mipmaps should not be generated (default is false)
  123496. */
  123497. noMipmap?: boolean,
  123498. /**
  123499. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  123500. * but the standard material would require them in Gamma space) (default is true)
  123501. */
  123502. gammaSpace?: boolean);
  123503. /**
  123504. * Execute the current task
  123505. * @param scene defines the scene where you want your assets to be loaded
  123506. * @param onSuccess is a callback called when the task is successfully executed
  123507. * @param onError is a callback called if an error occurs
  123508. */
  123509. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  123510. }
  123511. /**
  123512. * This class can be used to easily import assets into a scene
  123513. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  123514. */
  123515. export class AssetsManager {
  123516. private _scene;
  123517. private _isLoading;
  123518. protected _tasks: AbstractAssetTask[];
  123519. protected _waitingTasksCount: number;
  123520. protected _totalTasksCount: number;
  123521. /**
  123522. * Callback called when all tasks are processed
  123523. */
  123524. onFinish: (tasks: AbstractAssetTask[]) => void;
  123525. /**
  123526. * Callback called when a task is successful
  123527. */
  123528. onTaskSuccess: (task: AbstractAssetTask) => void;
  123529. /**
  123530. * Callback called when a task had an error
  123531. */
  123532. onTaskError: (task: AbstractAssetTask) => void;
  123533. /**
  123534. * Callback called when a task is done (whatever the result is)
  123535. */
  123536. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  123537. /**
  123538. * Observable called when all tasks are processed
  123539. */
  123540. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  123541. /**
  123542. * Observable called when a task had an error
  123543. */
  123544. onTaskErrorObservable: Observable<AbstractAssetTask>;
  123545. /**
  123546. * Observable called when all tasks were executed
  123547. */
  123548. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  123549. /**
  123550. * Observable called when a task is done (whatever the result is)
  123551. */
  123552. onProgressObservable: Observable<IAssetsProgressEvent>;
  123553. /**
  123554. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  123555. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  123556. */
  123557. useDefaultLoadingScreen: boolean;
  123558. /**
  123559. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  123560. * when all assets have been downloaded.
  123561. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  123562. */
  123563. autoHideLoadingUI: boolean;
  123564. /**
  123565. * Creates a new AssetsManager
  123566. * @param scene defines the scene to work on
  123567. */
  123568. constructor(scene: Scene);
  123569. /**
  123570. * Add a MeshAssetTask to the list of active tasks
  123571. * @param taskName defines the name of the new task
  123572. * @param meshesNames defines the name of meshes to load
  123573. * @param rootUrl defines the root url to use to locate files
  123574. * @param sceneFilename defines the filename of the scene file
  123575. * @returns a new MeshAssetTask object
  123576. */
  123577. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  123578. /**
  123579. * Add a TextFileAssetTask to the list of active tasks
  123580. * @param taskName defines the name of the new task
  123581. * @param url defines the url of the file to load
  123582. * @returns a new TextFileAssetTask object
  123583. */
  123584. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  123585. /**
  123586. * Add a BinaryFileAssetTask to the list of active tasks
  123587. * @param taskName defines the name of the new task
  123588. * @param url defines the url of the file to load
  123589. * @returns a new BinaryFileAssetTask object
  123590. */
  123591. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  123592. /**
  123593. * Add a ImageAssetTask to the list of active tasks
  123594. * @param taskName defines the name of the new task
  123595. * @param url defines the url of the file to load
  123596. * @returns a new ImageAssetTask object
  123597. */
  123598. addImageTask(taskName: string, url: string): ImageAssetTask;
  123599. /**
  123600. * Add a TextureAssetTask to the list of active tasks
  123601. * @param taskName defines the name of the new task
  123602. * @param url defines the url of the file to load
  123603. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123604. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  123605. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  123606. * @returns a new TextureAssetTask object
  123607. */
  123608. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  123609. /**
  123610. * Add a CubeTextureAssetTask to the list of active tasks
  123611. * @param taskName defines the name of the new task
  123612. * @param url defines the url of the file to load
  123613. * @param extensions defines the extension to use to load the cube map (can be null)
  123614. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123615. * @param files defines the list of files to load (can be null)
  123616. * @returns a new CubeTextureAssetTask object
  123617. */
  123618. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  123619. /**
  123620. *
  123621. * Add a HDRCubeTextureAssetTask to the list of active tasks
  123622. * @param taskName defines the name of the new task
  123623. * @param url defines the url of the file to load
  123624. * @param size defines the size you want for the cubemap (can be null)
  123625. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123626. * @param generateHarmonics defines if you want to automatically generate (true by default)
  123627. * @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)
  123628. * @param reserved Internal use only
  123629. * @returns a new HDRCubeTextureAssetTask object
  123630. */
  123631. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  123632. /**
  123633. *
  123634. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  123635. * @param taskName defines the name of the new task
  123636. * @param url defines the url of the file to load
  123637. * @param size defines the size you want for the cubemap (can be null)
  123638. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  123639. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  123640. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  123641. * @returns a new EquiRectangularCubeTextureAssetTask object
  123642. */
  123643. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  123644. /**
  123645. * Remove a task from the assets manager.
  123646. * @param task the task to remove
  123647. */
  123648. removeTask(task: AbstractAssetTask): void;
  123649. private _decreaseWaitingTasksCount;
  123650. private _runTask;
  123651. /**
  123652. * Reset the AssetsManager and remove all tasks
  123653. * @return the current instance of the AssetsManager
  123654. */
  123655. reset(): AssetsManager;
  123656. /**
  123657. * Start the loading process
  123658. * @return the current instance of the AssetsManager
  123659. */
  123660. load(): AssetsManager;
  123661. /**
  123662. * Start the loading process as an async operation
  123663. * @return a promise returning the list of failed tasks
  123664. */
  123665. loadAsync(): Promise<void>;
  123666. }
  123667. }
  123668. declare module BABYLON {
  123669. /**
  123670. * Wrapper class for promise with external resolve and reject.
  123671. */
  123672. export class Deferred<T> {
  123673. /**
  123674. * The promise associated with this deferred object.
  123675. */
  123676. readonly promise: Promise<T>;
  123677. private _resolve;
  123678. private _reject;
  123679. /**
  123680. * The resolve method of the promise associated with this deferred object.
  123681. */
  123682. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  123683. /**
  123684. * The reject method of the promise associated with this deferred object.
  123685. */
  123686. readonly reject: (reason?: any) => void;
  123687. /**
  123688. * Constructor for this deferred object.
  123689. */
  123690. constructor();
  123691. }
  123692. }
  123693. declare module BABYLON {
  123694. /**
  123695. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  123696. */
  123697. export class MeshExploder {
  123698. private _centerMesh;
  123699. private _meshes;
  123700. private _meshesOrigins;
  123701. private _toCenterVectors;
  123702. private _scaledDirection;
  123703. private _newPosition;
  123704. private _centerPosition;
  123705. /**
  123706. * Explodes meshes from a center mesh.
  123707. * @param meshes The meshes to explode.
  123708. * @param centerMesh The mesh to be center of explosion.
  123709. */
  123710. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  123711. private _setCenterMesh;
  123712. /**
  123713. * Get class name
  123714. * @returns "MeshExploder"
  123715. */
  123716. getClassName(): string;
  123717. /**
  123718. * "Exploded meshes"
  123719. * @returns Array of meshes with the centerMesh at index 0.
  123720. */
  123721. getMeshes(): Array<Mesh>;
  123722. /**
  123723. * Explodes meshes giving a specific direction
  123724. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  123725. */
  123726. explode(direction?: number): void;
  123727. }
  123728. }
  123729. declare module BABYLON {
  123730. /**
  123731. * Class used to help managing file picking and drag'n'drop
  123732. */
  123733. export class FilesInput {
  123734. /**
  123735. * List of files ready to be loaded
  123736. */
  123737. static readonly FilesToLoad: {
  123738. [key: string]: File;
  123739. };
  123740. /**
  123741. * Callback called when a file is processed
  123742. */
  123743. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  123744. private _engine;
  123745. private _currentScene;
  123746. private _sceneLoadedCallback;
  123747. private _progressCallback;
  123748. private _additionalRenderLoopLogicCallback;
  123749. private _textureLoadingCallback;
  123750. private _startingProcessingFilesCallback;
  123751. private _onReloadCallback;
  123752. private _errorCallback;
  123753. private _elementToMonitor;
  123754. private _sceneFileToLoad;
  123755. private _filesToLoad;
  123756. /**
  123757. * Creates a new FilesInput
  123758. * @param engine defines the rendering engine
  123759. * @param scene defines the hosting scene
  123760. * @param sceneLoadedCallback callback called when scene is loaded
  123761. * @param progressCallback callback called to track progress
  123762. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  123763. * @param textureLoadingCallback callback called when a texture is loading
  123764. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  123765. * @param onReloadCallback callback called when a reload is requested
  123766. * @param errorCallback callback call if an error occurs
  123767. */
  123768. 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);
  123769. private _dragEnterHandler;
  123770. private _dragOverHandler;
  123771. private _dropHandler;
  123772. /**
  123773. * Calls this function to listen to drag'n'drop events on a specific DOM element
  123774. * @param elementToMonitor defines the DOM element to track
  123775. */
  123776. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  123777. /**
  123778. * Release all associated resources
  123779. */
  123780. dispose(): void;
  123781. private renderFunction;
  123782. private drag;
  123783. private drop;
  123784. private _traverseFolder;
  123785. private _processFiles;
  123786. /**
  123787. * Load files from a drop event
  123788. * @param event defines the drop event to use as source
  123789. */
  123790. loadFiles(event: any): void;
  123791. private _processReload;
  123792. /**
  123793. * Reload the current scene from the loaded files
  123794. */
  123795. reload(): void;
  123796. }
  123797. }
  123798. declare module BABYLON {
  123799. /**
  123800. * Defines the root class used to create scene optimization to use with SceneOptimizer
  123801. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123802. */
  123803. export class SceneOptimization {
  123804. /**
  123805. * Defines the priority of this optimization (0 by default which means first in the list)
  123806. */
  123807. priority: number;
  123808. /**
  123809. * Gets a string describing the action executed by the current optimization
  123810. * @returns description string
  123811. */
  123812. getDescription(): string;
  123813. /**
  123814. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123815. * @param scene defines the current scene where to apply this optimization
  123816. * @param optimizer defines the current optimizer
  123817. * @returns true if everything that can be done was applied
  123818. */
  123819. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123820. /**
  123821. * Creates the SceneOptimization object
  123822. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123823. * @param desc defines the description associated with the optimization
  123824. */
  123825. constructor(
  123826. /**
  123827. * Defines the priority of this optimization (0 by default which means first in the list)
  123828. */
  123829. priority?: number);
  123830. }
  123831. /**
  123832. * Defines an optimization used to reduce the size of render target textures
  123833. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123834. */
  123835. export class TextureOptimization extends SceneOptimization {
  123836. /**
  123837. * Defines the priority of this optimization (0 by default which means first in the list)
  123838. */
  123839. priority: number;
  123840. /**
  123841. * 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
  123842. */
  123843. maximumSize: number;
  123844. /**
  123845. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123846. */
  123847. step: number;
  123848. /**
  123849. * Gets a string describing the action executed by the current optimization
  123850. * @returns description string
  123851. */
  123852. getDescription(): string;
  123853. /**
  123854. * Creates the TextureOptimization object
  123855. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123856. * @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
  123857. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123858. */
  123859. constructor(
  123860. /**
  123861. * Defines the priority of this optimization (0 by default which means first in the list)
  123862. */
  123863. priority?: number,
  123864. /**
  123865. * 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
  123866. */
  123867. maximumSize?: number,
  123868. /**
  123869. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  123870. */
  123871. step?: number);
  123872. /**
  123873. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123874. * @param scene defines the current scene where to apply this optimization
  123875. * @param optimizer defines the current optimizer
  123876. * @returns true if everything that can be done was applied
  123877. */
  123878. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123879. }
  123880. /**
  123881. * Defines an optimization used to increase or decrease the rendering resolution
  123882. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123883. */
  123884. export class HardwareScalingOptimization extends SceneOptimization {
  123885. /**
  123886. * Defines the priority of this optimization (0 by default which means first in the list)
  123887. */
  123888. priority: number;
  123889. /**
  123890. * Defines the maximum scale to use (2 by default)
  123891. */
  123892. maximumScale: number;
  123893. /**
  123894. * Defines the step to use between two passes (0.5 by default)
  123895. */
  123896. step: number;
  123897. private _currentScale;
  123898. private _directionOffset;
  123899. /**
  123900. * Gets a string describing the action executed by the current optimization
  123901. * @return description string
  123902. */
  123903. getDescription(): string;
  123904. /**
  123905. * Creates the HardwareScalingOptimization object
  123906. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  123907. * @param maximumScale defines the maximum scale to use (2 by default)
  123908. * @param step defines the step to use between two passes (0.5 by default)
  123909. */
  123910. constructor(
  123911. /**
  123912. * Defines the priority of this optimization (0 by default which means first in the list)
  123913. */
  123914. priority?: number,
  123915. /**
  123916. * Defines the maximum scale to use (2 by default)
  123917. */
  123918. maximumScale?: number,
  123919. /**
  123920. * Defines the step to use between two passes (0.5 by default)
  123921. */
  123922. step?: number);
  123923. /**
  123924. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123925. * @param scene defines the current scene where to apply this optimization
  123926. * @param optimizer defines the current optimizer
  123927. * @returns true if everything that can be done was applied
  123928. */
  123929. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123930. }
  123931. /**
  123932. * Defines an optimization used to remove shadows
  123933. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123934. */
  123935. export class ShadowsOptimization extends SceneOptimization {
  123936. /**
  123937. * Gets a string describing the action executed by the current optimization
  123938. * @return description string
  123939. */
  123940. getDescription(): string;
  123941. /**
  123942. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123943. * @param scene defines the current scene where to apply this optimization
  123944. * @param optimizer defines the current optimizer
  123945. * @returns true if everything that can be done was applied
  123946. */
  123947. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123948. }
  123949. /**
  123950. * Defines an optimization used to turn post-processes off
  123951. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123952. */
  123953. export class PostProcessesOptimization extends SceneOptimization {
  123954. /**
  123955. * Gets a string describing the action executed by the current optimization
  123956. * @return description string
  123957. */
  123958. getDescription(): string;
  123959. /**
  123960. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123961. * @param scene defines the current scene where to apply this optimization
  123962. * @param optimizer defines the current optimizer
  123963. * @returns true if everything that can be done was applied
  123964. */
  123965. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123966. }
  123967. /**
  123968. * Defines an optimization used to turn lens flares off
  123969. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123970. */
  123971. export class LensFlaresOptimization extends SceneOptimization {
  123972. /**
  123973. * Gets a string describing the action executed by the current optimization
  123974. * @return description string
  123975. */
  123976. getDescription(): string;
  123977. /**
  123978. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  123979. * @param scene defines the current scene where to apply this optimization
  123980. * @param optimizer defines the current optimizer
  123981. * @returns true if everything that can be done was applied
  123982. */
  123983. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  123984. }
  123985. /**
  123986. * Defines an optimization based on user defined callback.
  123987. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  123988. */
  123989. export class CustomOptimization extends SceneOptimization {
  123990. /**
  123991. * Callback called to apply the custom optimization.
  123992. */
  123993. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  123994. /**
  123995. * Callback called to get custom description
  123996. */
  123997. onGetDescription: () => string;
  123998. /**
  123999. * Gets a string describing the action executed by the current optimization
  124000. * @returns description string
  124001. */
  124002. getDescription(): string;
  124003. /**
  124004. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124005. * @param scene defines the current scene where to apply this optimization
  124006. * @param optimizer defines the current optimizer
  124007. * @returns true if everything that can be done was applied
  124008. */
  124009. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124010. }
  124011. /**
  124012. * Defines an optimization used to turn particles off
  124013. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124014. */
  124015. export class ParticlesOptimization extends SceneOptimization {
  124016. /**
  124017. * Gets a string describing the action executed by the current optimization
  124018. * @return description string
  124019. */
  124020. getDescription(): string;
  124021. /**
  124022. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124023. * @param scene defines the current scene where to apply this optimization
  124024. * @param optimizer defines the current optimizer
  124025. * @returns true if everything that can be done was applied
  124026. */
  124027. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124028. }
  124029. /**
  124030. * Defines an optimization used to turn render targets off
  124031. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124032. */
  124033. export class RenderTargetsOptimization extends SceneOptimization {
  124034. /**
  124035. * Gets a string describing the action executed by the current optimization
  124036. * @return description string
  124037. */
  124038. getDescription(): string;
  124039. /**
  124040. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124041. * @param scene defines the current scene where to apply this optimization
  124042. * @param optimizer defines the current optimizer
  124043. * @returns true if everything that can be done was applied
  124044. */
  124045. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  124046. }
  124047. /**
  124048. * Defines an optimization used to merge meshes with compatible materials
  124049. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124050. */
  124051. export class MergeMeshesOptimization extends SceneOptimization {
  124052. private static _UpdateSelectionTree;
  124053. /**
  124054. * Gets or sets a boolean which defines if optimization octree has to be updated
  124055. */
  124056. /**
  124057. * Gets or sets a boolean which defines if optimization octree has to be updated
  124058. */
  124059. static UpdateSelectionTree: boolean;
  124060. /**
  124061. * Gets a string describing the action executed by the current optimization
  124062. * @return description string
  124063. */
  124064. getDescription(): string;
  124065. private _canBeMerged;
  124066. /**
  124067. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  124068. * @param scene defines the current scene where to apply this optimization
  124069. * @param optimizer defines the current optimizer
  124070. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  124071. * @returns true if everything that can be done was applied
  124072. */
  124073. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  124074. }
  124075. /**
  124076. * Defines a list of options used by SceneOptimizer
  124077. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124078. */
  124079. export class SceneOptimizerOptions {
  124080. /**
  124081. * Defines the target frame rate to reach (60 by default)
  124082. */
  124083. targetFrameRate: number;
  124084. /**
  124085. * Defines the interval between two checkes (2000ms by default)
  124086. */
  124087. trackerDuration: number;
  124088. /**
  124089. * Gets the list of optimizations to apply
  124090. */
  124091. optimizations: SceneOptimization[];
  124092. /**
  124093. * Creates a new list of options used by SceneOptimizer
  124094. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  124095. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  124096. */
  124097. constructor(
  124098. /**
  124099. * Defines the target frame rate to reach (60 by default)
  124100. */
  124101. targetFrameRate?: number,
  124102. /**
  124103. * Defines the interval between two checkes (2000ms by default)
  124104. */
  124105. trackerDuration?: number);
  124106. /**
  124107. * Add a new optimization
  124108. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  124109. * @returns the current SceneOptimizerOptions
  124110. */
  124111. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  124112. /**
  124113. * Add a new custom optimization
  124114. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  124115. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  124116. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  124117. * @returns the current SceneOptimizerOptions
  124118. */
  124119. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  124120. /**
  124121. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  124122. * @param targetFrameRate defines the target frame rate (60 by default)
  124123. * @returns a SceneOptimizerOptions object
  124124. */
  124125. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124126. /**
  124127. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  124128. * @param targetFrameRate defines the target frame rate (60 by default)
  124129. * @returns a SceneOptimizerOptions object
  124130. */
  124131. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124132. /**
  124133. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  124134. * @param targetFrameRate defines the target frame rate (60 by default)
  124135. * @returns a SceneOptimizerOptions object
  124136. */
  124137. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  124138. }
  124139. /**
  124140. * Class used to run optimizations in order to reach a target frame rate
  124141. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  124142. */
  124143. export class SceneOptimizer implements IDisposable {
  124144. private _isRunning;
  124145. private _options;
  124146. private _scene;
  124147. private _currentPriorityLevel;
  124148. private _targetFrameRate;
  124149. private _trackerDuration;
  124150. private _currentFrameRate;
  124151. private _sceneDisposeObserver;
  124152. private _improvementMode;
  124153. /**
  124154. * Defines an observable called when the optimizer reaches the target frame rate
  124155. */
  124156. onSuccessObservable: Observable<SceneOptimizer>;
  124157. /**
  124158. * Defines an observable called when the optimizer enables an optimization
  124159. */
  124160. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  124161. /**
  124162. * Defines an observable called when the optimizer is not able to reach the target frame rate
  124163. */
  124164. onFailureObservable: Observable<SceneOptimizer>;
  124165. /**
  124166. * Gets a boolean indicating if the optimizer is in improvement mode
  124167. */
  124168. readonly isInImprovementMode: boolean;
  124169. /**
  124170. * Gets the current priority level (0 at start)
  124171. */
  124172. readonly currentPriorityLevel: number;
  124173. /**
  124174. * Gets the current frame rate checked by the SceneOptimizer
  124175. */
  124176. readonly currentFrameRate: number;
  124177. /**
  124178. * Gets or sets the current target frame rate (60 by default)
  124179. */
  124180. /**
  124181. * Gets or sets the current target frame rate (60 by default)
  124182. */
  124183. targetFrameRate: number;
  124184. /**
  124185. * Gets or sets the current interval between two checks (every 2000ms by default)
  124186. */
  124187. /**
  124188. * Gets or sets the current interval between two checks (every 2000ms by default)
  124189. */
  124190. trackerDuration: number;
  124191. /**
  124192. * Gets the list of active optimizations
  124193. */
  124194. readonly optimizations: SceneOptimization[];
  124195. /**
  124196. * Creates a new SceneOptimizer
  124197. * @param scene defines the scene to work on
  124198. * @param options defines the options to use with the SceneOptimizer
  124199. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  124200. * @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)
  124201. */
  124202. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  124203. /**
  124204. * Stops the current optimizer
  124205. */
  124206. stop(): void;
  124207. /**
  124208. * Reset the optimizer to initial step (current priority level = 0)
  124209. */
  124210. reset(): void;
  124211. /**
  124212. * Start the optimizer. By default it will try to reach a specific framerate
  124213. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  124214. */
  124215. start(): void;
  124216. private _checkCurrentState;
  124217. /**
  124218. * Release all resources
  124219. */
  124220. dispose(): void;
  124221. /**
  124222. * Helper function to create a SceneOptimizer with one single line of code
  124223. * @param scene defines the scene to work on
  124224. * @param options defines the options to use with the SceneOptimizer
  124225. * @param onSuccess defines a callback to call on success
  124226. * @param onFailure defines a callback to call on failure
  124227. * @returns the new SceneOptimizer object
  124228. */
  124229. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  124230. }
  124231. }
  124232. declare module BABYLON {
  124233. /**
  124234. * Class used to serialize a scene into a string
  124235. */
  124236. export class SceneSerializer {
  124237. /**
  124238. * Clear cache used by a previous serialization
  124239. */
  124240. static ClearCache(): void;
  124241. /**
  124242. * Serialize a scene into a JSON compatible object
  124243. * @param scene defines the scene to serialize
  124244. * @returns a JSON compatible object
  124245. */
  124246. static Serialize(scene: Scene): any;
  124247. /**
  124248. * Serialize a mesh into a JSON compatible object
  124249. * @param toSerialize defines the mesh to serialize
  124250. * @param withParents defines if parents must be serialized as well
  124251. * @param withChildren defines if children must be serialized as well
  124252. * @returns a JSON compatible object
  124253. */
  124254. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  124255. }
  124256. }
  124257. declare module BABYLON {
  124258. /**
  124259. * Class used to host texture specific utilities
  124260. */
  124261. export class TextureTools {
  124262. /**
  124263. * Uses the GPU to create a copy texture rescaled at a given size
  124264. * @param texture Texture to copy from
  124265. * @param width defines the desired width
  124266. * @param height defines the desired height
  124267. * @param useBilinearMode defines if bilinear mode has to be used
  124268. * @return the generated texture
  124269. */
  124270. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  124271. }
  124272. }
  124273. declare module BABYLON {
  124274. /**
  124275. * This represents the different options available for the video capture.
  124276. */
  124277. export interface VideoRecorderOptions {
  124278. /** Defines the mime type of the video. */
  124279. mimeType: string;
  124280. /** Defines the FPS the video should be recorded at. */
  124281. fps: number;
  124282. /** Defines the chunk size for the recording data. */
  124283. recordChunckSize: number;
  124284. /** The audio tracks to attach to the recording. */
  124285. audioTracks?: MediaStreamTrack[];
  124286. }
  124287. /**
  124288. * This can help with recording videos from BabylonJS.
  124289. * This is based on the available WebRTC functionalities of the browser.
  124290. *
  124291. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  124292. */
  124293. export class VideoRecorder {
  124294. private static readonly _defaultOptions;
  124295. /**
  124296. * Returns whether or not the VideoRecorder is available in your browser.
  124297. * @param engine Defines the Babylon Engine.
  124298. * @returns true if supported otherwise false.
  124299. */
  124300. static IsSupported(engine: Engine): boolean;
  124301. private readonly _options;
  124302. private _canvas;
  124303. private _mediaRecorder;
  124304. private _recordedChunks;
  124305. private _fileName;
  124306. private _resolve;
  124307. private _reject;
  124308. /**
  124309. * True when a recording is already in progress.
  124310. */
  124311. readonly isRecording: boolean;
  124312. /**
  124313. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  124314. * @param engine Defines the BabylonJS Engine you wish to record.
  124315. * @param options Defines options that can be used to customize the capture.
  124316. */
  124317. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  124318. /**
  124319. * Stops the current recording before the default capture timeout passed in the startRecording function.
  124320. */
  124321. stopRecording(): void;
  124322. /**
  124323. * Starts recording the canvas for a max duration specified in parameters.
  124324. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  124325. * If null no automatic download will start and you can rely on the promise to get the data back.
  124326. * @param maxDuration Defines the maximum recording time in seconds.
  124327. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  124328. * @return A promise callback at the end of the recording with the video data in Blob.
  124329. */
  124330. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  124331. /**
  124332. * Releases internal resources used during the recording.
  124333. */
  124334. dispose(): void;
  124335. private _handleDataAvailable;
  124336. private _handleError;
  124337. private _handleStop;
  124338. }
  124339. }
  124340. declare module BABYLON {
  124341. /**
  124342. * Class containing a set of static utilities functions for screenshots
  124343. */
  124344. export class ScreenshotTools {
  124345. /**
  124346. * Captures a screenshot of the current rendering
  124347. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124348. * @param engine defines the rendering engine
  124349. * @param camera defines the source camera
  124350. * @param size This parameter can be set to a single number or to an object with the
  124351. * following (optional) properties: precision, width, height. If a single number is passed,
  124352. * it will be used for both width and height. If an object is passed, the screenshot size
  124353. * will be derived from the parameters. The precision property is a multiplier allowing
  124354. * rendering at a higher or lower resolution
  124355. * @param successCallback defines the callback receives a single parameter which contains the
  124356. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124357. * src parameter of an <img> to display it
  124358. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124359. * Check your browser for supported MIME types
  124360. */
  124361. static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
  124362. /**
  124363. * Captures a screenshot of the current rendering
  124364. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124365. * @param engine defines the rendering engine
  124366. * @param camera defines the source camera
  124367. * @param size This parameter can be set to a single number or to an object with the
  124368. * following (optional) properties: precision, width, height. If a single number is passed,
  124369. * it will be used for both width and height. If an object is passed, the screenshot size
  124370. * will be derived from the parameters. The precision property is a multiplier allowing
  124371. * rendering at a higher or lower resolution
  124372. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  124373. * Check your browser for supported MIME types
  124374. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124375. * to the src parameter of an <img> to display it
  124376. */
  124377. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  124378. /**
  124379. * Generates an image screenshot from the specified camera.
  124380. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124381. * @param engine The engine to use for rendering
  124382. * @param camera The camera to use for rendering
  124383. * @param size This parameter can be set to a single number or to an object with the
  124384. * following (optional) properties: precision, width, height. If a single number is passed,
  124385. * it will be used for both width and height. If an object is passed, the screenshot size
  124386. * will be derived from the parameters. The precision property is a multiplier allowing
  124387. * rendering at a higher or lower resolution
  124388. * @param successCallback The callback receives a single parameter which contains the
  124389. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  124390. * src parameter of an <img> to display it
  124391. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124392. * Check your browser for supported MIME types
  124393. * @param samples Texture samples (default: 1)
  124394. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124395. * @param fileName A name for for the downloaded file.
  124396. */
  124397. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  124398. /**
  124399. * Generates an image screenshot from the specified camera.
  124400. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  124401. * @param engine The engine to use for rendering
  124402. * @param camera The camera to use for rendering
  124403. * @param size This parameter can be set to a single number or to an object with the
  124404. * following (optional) properties: precision, width, height. If a single number is passed,
  124405. * it will be used for both width and height. If an object is passed, the screenshot size
  124406. * will be derived from the parameters. The precision property is a multiplier allowing
  124407. * rendering at a higher or lower resolution
  124408. * @param mimeType The MIME type of the screenshot image (default: image/png).
  124409. * Check your browser for supported MIME types
  124410. * @param samples Texture samples (default: 1)
  124411. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  124412. * @param fileName A name for for the downloaded file.
  124413. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  124414. * to the src parameter of an <img> to display it
  124415. */
  124416. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  124417. }
  124418. }
  124419. declare module BABYLON {
  124420. /**
  124421. * A cursor which tracks a point on a path
  124422. */
  124423. export class PathCursor {
  124424. private path;
  124425. /**
  124426. * Stores path cursor callbacks for when an onchange event is triggered
  124427. */
  124428. private _onchange;
  124429. /**
  124430. * The value of the path cursor
  124431. */
  124432. value: number;
  124433. /**
  124434. * The animation array of the path cursor
  124435. */
  124436. animations: Animation[];
  124437. /**
  124438. * Initializes the path cursor
  124439. * @param path The path to track
  124440. */
  124441. constructor(path: Path2);
  124442. /**
  124443. * Gets the cursor point on the path
  124444. * @returns A point on the path cursor at the cursor location
  124445. */
  124446. getPoint(): Vector3;
  124447. /**
  124448. * Moves the cursor ahead by the step amount
  124449. * @param step The amount to move the cursor forward
  124450. * @returns This path cursor
  124451. */
  124452. moveAhead(step?: number): PathCursor;
  124453. /**
  124454. * Moves the cursor behind by the step amount
  124455. * @param step The amount to move the cursor back
  124456. * @returns This path cursor
  124457. */
  124458. moveBack(step?: number): PathCursor;
  124459. /**
  124460. * Moves the cursor by the step amount
  124461. * If the step amount is greater than one, an exception is thrown
  124462. * @param step The amount to move the cursor
  124463. * @returns This path cursor
  124464. */
  124465. move(step: number): PathCursor;
  124466. /**
  124467. * Ensures that the value is limited between zero and one
  124468. * @returns This path cursor
  124469. */
  124470. private ensureLimits;
  124471. /**
  124472. * Runs onchange callbacks on change (used by the animation engine)
  124473. * @returns This path cursor
  124474. */
  124475. private raiseOnChange;
  124476. /**
  124477. * Executes a function on change
  124478. * @param f A path cursor onchange callback
  124479. * @returns This path cursor
  124480. */
  124481. onchange(f: (cursor: PathCursor) => void): PathCursor;
  124482. }
  124483. }
  124484. declare module BABYLON {
  124485. /** @hidden */
  124486. export var blurPixelShader: {
  124487. name: string;
  124488. shader: string;
  124489. };
  124490. }
  124491. declare module BABYLON {
  124492. /** @hidden */
  124493. export var pointCloudVertexDeclaration: {
  124494. name: string;
  124495. shader: string;
  124496. };
  124497. }
  124498. // Mixins
  124499. interface Window {
  124500. mozIndexedDB: IDBFactory;
  124501. webkitIndexedDB: IDBFactory;
  124502. msIndexedDB: IDBFactory;
  124503. webkitURL: typeof URL;
  124504. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  124505. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  124506. WebGLRenderingContext: WebGLRenderingContext;
  124507. MSGesture: MSGesture;
  124508. CANNON: any;
  124509. AudioContext: AudioContext;
  124510. webkitAudioContext: AudioContext;
  124511. PointerEvent: any;
  124512. Math: Math;
  124513. Uint8Array: Uint8ArrayConstructor;
  124514. Float32Array: Float32ArrayConstructor;
  124515. mozURL: typeof URL;
  124516. msURL: typeof URL;
  124517. VRFrameData: any; // WebVR, from specs 1.1
  124518. DracoDecoderModule: any;
  124519. setImmediate(handler: (...args: any[]) => void): number;
  124520. }
  124521. interface HTMLCanvasElement {
  124522. requestPointerLock(): void;
  124523. msRequestPointerLock?(): void;
  124524. mozRequestPointerLock?(): void;
  124525. webkitRequestPointerLock?(): void;
  124526. /** Track wether a record is in progress */
  124527. isRecording: boolean;
  124528. /** Capture Stream method defined by some browsers */
  124529. captureStream(fps?: number): MediaStream;
  124530. }
  124531. interface CanvasRenderingContext2D {
  124532. msImageSmoothingEnabled: boolean;
  124533. }
  124534. interface MouseEvent {
  124535. mozMovementX: number;
  124536. mozMovementY: number;
  124537. webkitMovementX: number;
  124538. webkitMovementY: number;
  124539. msMovementX: number;
  124540. msMovementY: number;
  124541. }
  124542. interface Navigator {
  124543. mozGetVRDevices: (any: any) => any;
  124544. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124545. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124546. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  124547. webkitGetGamepads(): Gamepad[];
  124548. msGetGamepads(): Gamepad[];
  124549. webkitGamepads(): Gamepad[];
  124550. }
  124551. interface HTMLVideoElement {
  124552. mozSrcObject: any;
  124553. }
  124554. interface Math {
  124555. fround(x: number): number;
  124556. imul(a: number, b: number): number;
  124557. }
  124558. interface WebGLRenderingContext {
  124559. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  124560. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  124561. vertexAttribDivisor(index: number, divisor: number): void;
  124562. createVertexArray(): any;
  124563. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  124564. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  124565. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  124566. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  124567. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  124568. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  124569. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  124570. // Queries
  124571. createQuery(): WebGLQuery;
  124572. deleteQuery(query: WebGLQuery): void;
  124573. beginQuery(target: number, query: WebGLQuery): void;
  124574. endQuery(target: number): void;
  124575. getQueryParameter(query: WebGLQuery, pname: number): any;
  124576. getQuery(target: number, pname: number): any;
  124577. MAX_SAMPLES: number;
  124578. RGBA8: number;
  124579. READ_FRAMEBUFFER: number;
  124580. DRAW_FRAMEBUFFER: number;
  124581. UNIFORM_BUFFER: number;
  124582. HALF_FLOAT_OES: number;
  124583. RGBA16F: number;
  124584. RGBA32F: number;
  124585. R32F: number;
  124586. RG32F: number;
  124587. RGB32F: number;
  124588. R16F: number;
  124589. RG16F: number;
  124590. RGB16F: number;
  124591. RED: number;
  124592. RG: number;
  124593. R8: number;
  124594. RG8: number;
  124595. UNSIGNED_INT_24_8: number;
  124596. DEPTH24_STENCIL8: number;
  124597. /* Multiple Render Targets */
  124598. drawBuffers(buffers: number[]): void;
  124599. readBuffer(src: number): void;
  124600. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  124601. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  124602. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  124603. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  124604. // Occlusion Query
  124605. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  124606. ANY_SAMPLES_PASSED: number;
  124607. QUERY_RESULT_AVAILABLE: number;
  124608. QUERY_RESULT: number;
  124609. }
  124610. interface WebGLProgram {
  124611. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  124612. }
  124613. interface EXT_disjoint_timer_query {
  124614. QUERY_COUNTER_BITS_EXT: number;
  124615. TIME_ELAPSED_EXT: number;
  124616. TIMESTAMP_EXT: number;
  124617. GPU_DISJOINT_EXT: number;
  124618. QUERY_RESULT_EXT: number;
  124619. QUERY_RESULT_AVAILABLE_EXT: number;
  124620. queryCounterEXT(query: WebGLQuery, target: number): void;
  124621. createQueryEXT(): WebGLQuery;
  124622. beginQueryEXT(target: number, query: WebGLQuery): void;
  124623. endQueryEXT(target: number): void;
  124624. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  124625. deleteQueryEXT(query: WebGLQuery): void;
  124626. }
  124627. interface WebGLUniformLocation {
  124628. _currentState: any;
  124629. }
  124630. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  124631. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  124632. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  124633. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124634. interface WebGLRenderingContext {
  124635. readonly RASTERIZER_DISCARD: number;
  124636. readonly DEPTH_COMPONENT24: number;
  124637. readonly TEXTURE_3D: number;
  124638. readonly TEXTURE_2D_ARRAY: number;
  124639. readonly TEXTURE_COMPARE_FUNC: number;
  124640. readonly TEXTURE_COMPARE_MODE: number;
  124641. readonly COMPARE_REF_TO_TEXTURE: number;
  124642. readonly TEXTURE_WRAP_R: number;
  124643. readonly HALF_FLOAT: number;
  124644. readonly RGB8: number;
  124645. readonly RED_INTEGER: number;
  124646. readonly RG_INTEGER: number;
  124647. readonly RGB_INTEGER: number;
  124648. readonly RGBA_INTEGER: number;
  124649. readonly R8_SNORM: number;
  124650. readonly RG8_SNORM: number;
  124651. readonly RGB8_SNORM: number;
  124652. readonly RGBA8_SNORM: number;
  124653. readonly R8I: number;
  124654. readonly RG8I: number;
  124655. readonly RGB8I: number;
  124656. readonly RGBA8I: number;
  124657. readonly R8UI: number;
  124658. readonly RG8UI: number;
  124659. readonly RGB8UI: number;
  124660. readonly RGBA8UI: number;
  124661. readonly R16I: number;
  124662. readonly RG16I: number;
  124663. readonly RGB16I: number;
  124664. readonly RGBA16I: number;
  124665. readonly R16UI: number;
  124666. readonly RG16UI: number;
  124667. readonly RGB16UI: number;
  124668. readonly RGBA16UI: number;
  124669. readonly R32I: number;
  124670. readonly RG32I: number;
  124671. readonly RGB32I: number;
  124672. readonly RGBA32I: number;
  124673. readonly R32UI: number;
  124674. readonly RG32UI: number;
  124675. readonly RGB32UI: number;
  124676. readonly RGBA32UI: number;
  124677. readonly RGB10_A2UI: number;
  124678. readonly R11F_G11F_B10F: number;
  124679. readonly RGB9_E5: number;
  124680. readonly RGB10_A2: number;
  124681. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  124682. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  124683. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  124684. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  124685. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  124686. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  124687. 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;
  124688. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  124689. readonly TRANSFORM_FEEDBACK: number;
  124690. readonly INTERLEAVED_ATTRIBS: number;
  124691. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  124692. createTransformFeedback(): WebGLTransformFeedback;
  124693. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  124694. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  124695. beginTransformFeedback(primitiveMode: number): void;
  124696. endTransformFeedback(): void;
  124697. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  124698. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124699. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124700. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  124701. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  124702. }
  124703. interface ImageBitmap {
  124704. readonly width: number;
  124705. readonly height: number;
  124706. close(): void;
  124707. }
  124708. interface WebGLQuery extends WebGLObject {
  124709. }
  124710. declare var WebGLQuery: {
  124711. prototype: WebGLQuery;
  124712. new(): WebGLQuery;
  124713. };
  124714. interface WebGLSampler extends WebGLObject {
  124715. }
  124716. declare var WebGLSampler: {
  124717. prototype: WebGLSampler;
  124718. new(): WebGLSampler;
  124719. };
  124720. interface WebGLSync extends WebGLObject {
  124721. }
  124722. declare var WebGLSync: {
  124723. prototype: WebGLSync;
  124724. new(): WebGLSync;
  124725. };
  124726. interface WebGLTransformFeedback extends WebGLObject {
  124727. }
  124728. declare var WebGLTransformFeedback: {
  124729. prototype: WebGLTransformFeedback;
  124730. new(): WebGLTransformFeedback;
  124731. };
  124732. interface WebGLVertexArrayObject extends WebGLObject {
  124733. }
  124734. declare var WebGLVertexArrayObject: {
  124735. prototype: WebGLVertexArrayObject;
  124736. new(): WebGLVertexArrayObject;
  124737. };
  124738. // Type definitions for WebVR API
  124739. // Project: https://w3c.github.io/webvr/
  124740. // Definitions by: six a <https://github.com/lostfictions>
  124741. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  124742. interface VRDisplay extends EventTarget {
  124743. /**
  124744. * Dictionary of capabilities describing the VRDisplay.
  124745. */
  124746. readonly capabilities: VRDisplayCapabilities;
  124747. /**
  124748. * z-depth defining the far plane of the eye view frustum
  124749. * enables mapping of values in the render target depth
  124750. * attachment to scene coordinates. Initially set to 10000.0.
  124751. */
  124752. depthFar: number;
  124753. /**
  124754. * z-depth defining the near plane of the eye view frustum
  124755. * enables mapping of values in the render target depth
  124756. * attachment to scene coordinates. Initially set to 0.01.
  124757. */
  124758. depthNear: number;
  124759. /**
  124760. * An identifier for this distinct VRDisplay. Used as an
  124761. * association point in the Gamepad API.
  124762. */
  124763. readonly displayId: number;
  124764. /**
  124765. * A display name, a user-readable name identifying it.
  124766. */
  124767. readonly displayName: string;
  124768. readonly isConnected: boolean;
  124769. readonly isPresenting: boolean;
  124770. /**
  124771. * If this VRDisplay supports room-scale experiences, the optional
  124772. * stage attribute contains details on the room-scale parameters.
  124773. */
  124774. readonly stageParameters: VRStageParameters | null;
  124775. /**
  124776. * Passing the value returned by `requestAnimationFrame` to
  124777. * `cancelAnimationFrame` will unregister the callback.
  124778. * @param handle Define the hanle of the request to cancel
  124779. */
  124780. cancelAnimationFrame(handle: number): void;
  124781. /**
  124782. * Stops presenting to the VRDisplay.
  124783. * @returns a promise to know when it stopped
  124784. */
  124785. exitPresent(): Promise<void>;
  124786. /**
  124787. * Return the current VREyeParameters for the given eye.
  124788. * @param whichEye Define the eye we want the parameter for
  124789. * @returns the eye parameters
  124790. */
  124791. getEyeParameters(whichEye: string): VREyeParameters;
  124792. /**
  124793. * Populates the passed VRFrameData with the information required to render
  124794. * the current frame.
  124795. * @param frameData Define the data structure to populate
  124796. * @returns true if ok otherwise false
  124797. */
  124798. getFrameData(frameData: VRFrameData): boolean;
  124799. /**
  124800. * Get the layers currently being presented.
  124801. * @returns the list of VR layers
  124802. */
  124803. getLayers(): VRLayer[];
  124804. /**
  124805. * Return a VRPose containing the future predicted pose of the VRDisplay
  124806. * when the current frame will be presented. The value returned will not
  124807. * change until JavaScript has returned control to the browser.
  124808. *
  124809. * The VRPose will contain the position, orientation, velocity,
  124810. * and acceleration of each of these properties.
  124811. * @returns the pose object
  124812. */
  124813. getPose(): VRPose;
  124814. /**
  124815. * Return the current instantaneous pose of the VRDisplay, with no
  124816. * prediction applied.
  124817. * @returns the current instantaneous pose
  124818. */
  124819. getImmediatePose(): VRPose;
  124820. /**
  124821. * The callback passed to `requestAnimationFrame` will be called
  124822. * any time a new frame should be rendered. When the VRDisplay is
  124823. * presenting the callback will be called at the native refresh
  124824. * rate of the HMD. When not presenting this function acts
  124825. * identically to how window.requestAnimationFrame acts. Content should
  124826. * make no assumptions of frame rate or vsync behavior as the HMD runs
  124827. * asynchronously from other displays and at differing refresh rates.
  124828. * @param callback Define the eaction to run next frame
  124829. * @returns the request handle it
  124830. */
  124831. requestAnimationFrame(callback: FrameRequestCallback): number;
  124832. /**
  124833. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  124834. * Repeat calls while already presenting will update the VRLayers being displayed.
  124835. * @param layers Define the list of layer to present
  124836. * @returns a promise to know when the request has been fulfilled
  124837. */
  124838. requestPresent(layers: VRLayer[]): Promise<void>;
  124839. /**
  124840. * Reset the pose for this display, treating its current position and
  124841. * orientation as the "origin/zero" values. VRPose.position,
  124842. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  124843. * updated when calling resetPose(). This should be called in only
  124844. * sitting-space experiences.
  124845. */
  124846. resetPose(): void;
  124847. /**
  124848. * The VRLayer provided to the VRDisplay will be captured and presented
  124849. * in the HMD. Calling this function has the same effect on the source
  124850. * canvas as any other operation that uses its source image, and canvases
  124851. * created without preserveDrawingBuffer set to true will be cleared.
  124852. * @param pose Define the pose to submit
  124853. */
  124854. submitFrame(pose?: VRPose): void;
  124855. }
  124856. declare var VRDisplay: {
  124857. prototype: VRDisplay;
  124858. new(): VRDisplay;
  124859. };
  124860. interface VRLayer {
  124861. leftBounds?: number[] | Float32Array | null;
  124862. rightBounds?: number[] | Float32Array | null;
  124863. source?: HTMLCanvasElement | null;
  124864. }
  124865. interface VRDisplayCapabilities {
  124866. readonly canPresent: boolean;
  124867. readonly hasExternalDisplay: boolean;
  124868. readonly hasOrientation: boolean;
  124869. readonly hasPosition: boolean;
  124870. readonly maxLayers: number;
  124871. }
  124872. interface VREyeParameters {
  124873. /** @deprecated */
  124874. readonly fieldOfView: VRFieldOfView;
  124875. readonly offset: Float32Array;
  124876. readonly renderHeight: number;
  124877. readonly renderWidth: number;
  124878. }
  124879. interface VRFieldOfView {
  124880. readonly downDegrees: number;
  124881. readonly leftDegrees: number;
  124882. readonly rightDegrees: number;
  124883. readonly upDegrees: number;
  124884. }
  124885. interface VRFrameData {
  124886. readonly leftProjectionMatrix: Float32Array;
  124887. readonly leftViewMatrix: Float32Array;
  124888. readonly pose: VRPose;
  124889. readonly rightProjectionMatrix: Float32Array;
  124890. readonly rightViewMatrix: Float32Array;
  124891. readonly timestamp: number;
  124892. }
  124893. interface VRPose {
  124894. readonly angularAcceleration: Float32Array | null;
  124895. readonly angularVelocity: Float32Array | null;
  124896. readonly linearAcceleration: Float32Array | null;
  124897. readonly linearVelocity: Float32Array | null;
  124898. readonly orientation: Float32Array | null;
  124899. readonly position: Float32Array | null;
  124900. readonly timestamp: number;
  124901. }
  124902. interface VRStageParameters {
  124903. sittingToStandingTransform?: Float32Array;
  124904. sizeX?: number;
  124905. sizeY?: number;
  124906. }
  124907. interface Navigator {
  124908. getVRDisplays(): Promise<VRDisplay[]>;
  124909. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  124910. }
  124911. interface Window {
  124912. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  124913. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  124914. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  124915. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124916. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  124917. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  124918. }
  124919. interface Gamepad {
  124920. readonly displayId: number;
  124921. }
  124922. type XRSessionMode =
  124923. | "inline"
  124924. | "immersive-vr"
  124925. | "immersive-ar";
  124926. type XRReferenceSpaceType =
  124927. | "viewer"
  124928. | "local"
  124929. | "local-floor"
  124930. | "bounded-floor"
  124931. | "unbounded";
  124932. type XREnvironmentBlendMode =
  124933. | "opaque"
  124934. | "additive"
  124935. | "alpha-blend";
  124936. type XRVisibilityState =
  124937. | "visible"
  124938. | "visible-blurred"
  124939. | "hidden";
  124940. type XRHandedness =
  124941. | "none"
  124942. | "left"
  124943. | "right";
  124944. type XRTargetRayMode =
  124945. | "gaze"
  124946. | "tracked-pointer"
  124947. | "screen";
  124948. type XREye =
  124949. | "none"
  124950. | "left"
  124951. | "right";
  124952. interface XRSpace extends EventTarget {
  124953. }
  124954. interface XRRenderState {
  124955. depthNear?: number;
  124956. depthFar?: number;
  124957. inlineVerticalFieldOfView?: number;
  124958. baseLayer?: XRWebGLLayer;
  124959. }
  124960. interface XRInputSource {
  124961. handedness: XRHandedness;
  124962. targetRayMode: XRTargetRayMode;
  124963. targetRaySpace: XRSpace;
  124964. gripSpace: XRSpace | undefined;
  124965. gamepad: Gamepad | undefined;
  124966. profiles: Array<string>;
  124967. }
  124968. interface XRSession {
  124969. addEventListener: Function;
  124970. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  124971. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  124972. requestAnimationFrame: Function;
  124973. end(): Promise<void>;
  124974. renderState: XRRenderState;
  124975. inputSources: Array<XRInputSource>;
  124976. }
  124977. interface XRReferenceSpace extends XRSpace {
  124978. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  124979. onreset: any;
  124980. }
  124981. interface XRFrame {
  124982. session: XRSession;
  124983. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  124984. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  124985. }
  124986. interface XRViewerPose extends XRPose {
  124987. views: Array<XRView>;
  124988. }
  124989. interface XRPose {
  124990. transform: XRRigidTransform;
  124991. emulatedPosition: boolean;
  124992. }
  124993. declare var XRWebGLLayer: {
  124994. prototype: XRWebGLLayer;
  124995. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  124996. };
  124997. interface XRWebGLLayer {
  124998. framebuffer: WebGLFramebuffer;
  124999. framebufferWidth: number;
  125000. framebufferHeight: number;
  125001. getViewport: Function;
  125002. }
  125003. interface XRRigidTransform {
  125004. position: DOMPointReadOnly;
  125005. orientation: DOMPointReadOnly;
  125006. matrix: Float32Array;
  125007. inverse: XRRigidTransform;
  125008. }
  125009. interface XRView {
  125010. eye: XREye;
  125011. projectionMatrix: Float32Array;
  125012. transform: XRRigidTransform;
  125013. }
  125014. interface XRInputSourceChangeEvent {
  125015. session: XRSession;
  125016. removed: Array<XRInputSource>;
  125017. added: Array<XRInputSource>;
  125018. }