babylon.2.0.d.ts 169 KB

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  1. declare module BABYLON {
  2. class _DepthCullingState {
  3. private _isDepthTestDirty;
  4. private _isDepthMaskDirty;
  5. private _isDepthFuncDirty;
  6. private _isCullFaceDirty;
  7. private _isCullDirty;
  8. private _depthTest;
  9. private _depthMask;
  10. private _depthFunc;
  11. private _cull;
  12. private _cullFace;
  13. public isDirty : boolean;
  14. public cullFace : number;
  15. public cull : boolean;
  16. public depthFunc : number;
  17. public depthMask : boolean;
  18. public depthTest : boolean;
  19. public reset(): void;
  20. public apply(gl: WebGLRenderingContext): void;
  21. }
  22. class _AlphaState {
  23. private _isAlphaBlendDirty;
  24. private _isBlendFunctionParametersDirty;
  25. private _alphaBlend;
  26. private _blendFunctionParameters;
  27. public isDirty : boolean;
  28. public alphaBlend : boolean;
  29. public setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  30. public reset(): void;
  31. public apply(gl: WebGLRenderingContext): void;
  32. }
  33. class EngineCapabilities {
  34. public maxTexturesImageUnits: number;
  35. public maxTextureSize: number;
  36. public maxCubemapTextureSize: number;
  37. public maxRenderTextureSize: number;
  38. public standardDerivatives: boolean;
  39. public s3tc: any;
  40. public textureFloat: boolean;
  41. public textureAnisotropicFilterExtension: any;
  42. public maxAnisotropy: number;
  43. public instancedArrays: any;
  44. }
  45. class Engine {
  46. private static _ALPHA_DISABLE;
  47. private static _ALPHA_ADD;
  48. private static _ALPHA_COMBINE;
  49. private static _DELAYLOADSTATE_NONE;
  50. private static _DELAYLOADSTATE_LOADED;
  51. private static _DELAYLOADSTATE_LOADING;
  52. private static _DELAYLOADSTATE_NOTLOADED;
  53. static ALPHA_DISABLE : number;
  54. static ALPHA_ADD : number;
  55. static ALPHA_COMBINE : number;
  56. static DELAYLOADSTATE_NONE : number;
  57. static DELAYLOADSTATE_LOADED : number;
  58. static DELAYLOADSTATE_LOADING : number;
  59. static DELAYLOADSTATE_NOTLOADED : number;
  60. static Version : string;
  61. static Epsilon: number;
  62. static CollisionsEpsilon: number;
  63. static ShadersRepository: string;
  64. public isFullscreen: boolean;
  65. public isPointerLock: boolean;
  66. public forceWireframe: boolean;
  67. public cullBackFaces: boolean;
  68. public renderEvenInBackground: boolean;
  69. public scenes: Scene[];
  70. private _gl;
  71. private _renderingCanvas;
  72. private _windowIsBackground;
  73. private _onBlur;
  74. private _onFocus;
  75. private _onFullscreenChange;
  76. private _onPointerLockChange;
  77. private _hardwareScalingLevel;
  78. private _caps;
  79. private _pointerLockRequested;
  80. private _alphaTest;
  81. private _runningLoop;
  82. private _renderFunction;
  83. private _resizeLoadingUI;
  84. private _loadingDiv;
  85. private _loadingTextDiv;
  86. private _loadingDivBackgroundColor;
  87. private _depthCullingState;
  88. private _alphaState;
  89. private _loadedTexturesCache;
  90. public _activeTexturesCache: BaseTexture[];
  91. private _currentEffect;
  92. private _compiledEffects;
  93. private _vertexAttribArrays;
  94. private _cachedViewport;
  95. private _cachedVertexBuffers;
  96. private _cachedIndexBuffer;
  97. private _cachedEffectForVertexBuffers;
  98. private _currentRenderTarget;
  99. private _canvasClientRect;
  100. private _workingCanvas;
  101. private _workingContext;
  102. constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
  103. public getAspectRatio(camera: Camera): number;
  104. public getRenderWidth(): number;
  105. public getRenderHeight(): number;
  106. public getRenderingCanvas(): HTMLCanvasElement;
  107. public getRenderingCanvasClientRect(): ClientRect;
  108. public setHardwareScalingLevel(level: number): void;
  109. public getHardwareScalingLevel(): number;
  110. public getLoadedTexturesCache(): WebGLTexture[];
  111. public getCaps(): EngineCapabilities;
  112. public setDepthFunctionToGreater(): void;
  113. public setDepthFunctionToGreaterOrEqual(): void;
  114. public setDepthFunctionToLess(): void;
  115. public setDepthFunctionToLessOrEqual(): void;
  116. public stopRenderLoop(): void;
  117. public _renderLoop(): void;
  118. public runRenderLoop(renderFunction: () => void): void;
  119. public switchFullscreen(requestPointerLock: boolean): void;
  120. public clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
  121. public setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  122. public setDirectViewport(x: number, y: number, width: number, height: number): void;
  123. public beginFrame(): void;
  124. public endFrame(): void;
  125. public resize(): void;
  126. public bindFramebuffer(texture: WebGLTexture): void;
  127. public unBindFramebuffer(texture: WebGLTexture): void;
  128. public flushFramebuffer(): void;
  129. public restoreDefaultFramebuffer(): void;
  130. private _resetVertexBufferBinding();
  131. public createVertexBuffer(vertices: number[]): WebGLBuffer;
  132. public createDynamicVertexBuffer(capacity: number): WebGLBuffer;
  133. public updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, length?: number): void;
  134. private _resetIndexBufferBinding();
  135. public createIndexBuffer(indices: number[]): WebGLBuffer;
  136. public bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  137. public bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
  138. public _releaseBuffer(buffer: WebGLBuffer): boolean;
  139. public createInstancesBuffer(capacity: number): WebGLBuffer;
  140. public deleteInstancesBuffer(buffer: WebGLBuffer): void;
  141. public updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
  142. public unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
  143. public applyStates(): void;
  144. public draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  145. public _releaseEffect(effect: Effect): void;
  146. public createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  147. public createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  148. public createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
  149. public getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
  150. public getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
  151. public enableEffect(effect: Effect): void;
  152. public setArray(uniform: WebGLUniformLocation, array: number[]): void;
  153. public setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  154. public setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  155. public setFloat(uniform: WebGLUniformLocation, value: number): void;
  156. public setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  157. public setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  158. public setBool(uniform: WebGLUniformLocation, bool: number): void;
  159. public setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  160. public setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  161. public setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  162. public setState(culling: boolean, force?: boolean): void;
  163. public setDepthBuffer(enable: boolean): void;
  164. public getDepthWrite(): boolean;
  165. public setDepthWrite(enable: boolean): void;
  166. public setColorWrite(enable: boolean): void;
  167. public setAlphaMode(mode: number): void;
  168. public setAlphaTesting(enable: boolean): void;
  169. public getAlphaTesting(): boolean;
  170. public wipeCaches(): void;
  171. public setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
  172. public createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
  173. public createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): WebGLTexture;
  174. public updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
  175. public updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
  176. public createRenderTargetTexture(size: any, options: any): WebGLTexture;
  177. public createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
  178. public _releaseTexture(texture: WebGLTexture): void;
  179. public bindSamplers(effect: Effect): void;
  180. public _bindTexture(channel: number, texture: WebGLTexture): void;
  181. public setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
  182. public setTexture(channel: number, texture: BaseTexture): void;
  183. public _setAnisotropicLevel(key: number, texture: BaseTexture): void;
  184. public readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  185. public dispose(): void;
  186. public displayLoadingUI(): void;
  187. public loadingUIText : string;
  188. public loadingUIBackgroundColor : string;
  189. public hideLoadingUI(): void;
  190. static isSupported(): boolean;
  191. }
  192. }
  193. interface Window {
  194. mozIndexedDB(func: any): any;
  195. webkitIndexedDB(func: any): any;
  196. IDBTransaction(func: any): any;
  197. webkitIDBTransaction(func: any): any;
  198. msIDBTransaction(func: any): any;
  199. IDBKeyRange(func: any): any;
  200. webkitIDBKeyRange(func: any): any;
  201. msIDBKeyRange(func: any): any;
  202. URL: HTMLURL;
  203. webkitURL: HTMLURL;
  204. webkitRequestAnimationFrame(func: any): any;
  205. mozRequestAnimationFrame(func: any): any;
  206. oRequestAnimationFrame(func: any): any;
  207. WebGLRenderingContext: WebGLRenderingContext;
  208. MSGesture: MSGesture;
  209. }
  210. interface HTMLURL {
  211. createObjectURL(param1: any, param2?: any): any;
  212. }
  213. interface Document {
  214. exitFullscreen(): void;
  215. webkitCancelFullScreen(): void;
  216. mozCancelFullScreen(): void;
  217. msCancelFullScreen(): void;
  218. webkitIsFullScreen: boolean;
  219. mozFullScreen: boolean;
  220. msIsFullScreen: boolean;
  221. fullscreen: boolean;
  222. mozPointerLockElement: HTMLElement;
  223. msPointerLockElement: HTMLElement;
  224. webkitPointerLockElement: HTMLElement;
  225. pointerLockElement: HTMLElement;
  226. }
  227. interface HTMLCanvasElement {
  228. requestPointerLock(): void;
  229. msRequestPointerLock(): void;
  230. mozRequestPointerLock(): void;
  231. webkitRequestPointerLock(): void;
  232. }
  233. interface WebGLTexture {
  234. isReady: boolean;
  235. isCube: boolean;
  236. url: string;
  237. noMipmap: boolean;
  238. references: number;
  239. generateMipMaps: boolean;
  240. _size: number;
  241. _baseWidth: number;
  242. _baseHeight: number;
  243. _width: number;
  244. _height: number;
  245. _workingCanvas: HTMLCanvasElement;
  246. _workingContext: CanvasRenderingContext2D;
  247. _framebuffer: WebGLFramebuffer;
  248. _depthBuffer: WebGLRenderbuffer;
  249. _cachedCoordinatesMode: number;
  250. _cachedWrapU: number;
  251. _cachedWrapV: number;
  252. }
  253. interface WebGLBuffer {
  254. references: number;
  255. capacity: number;
  256. }
  257. interface MouseEvent {
  258. movementX: number;
  259. movementY: number;
  260. mozMovementX: number;
  261. mozMovementY: number;
  262. webkitMovementX: number;
  263. webkitMovementY: number;
  264. msMovementX: number;
  265. msMovementY: number;
  266. }
  267. interface MSStyleCSSProperties {
  268. webkitTransform: string;
  269. webkitTransition: string;
  270. }
  271. interface Navigator {
  272. getVRDevices: () => any;
  273. mozGetVRDevices: (any: any) => any;
  274. }
  275. declare module BABYLON {
  276. class Node {
  277. public parent: Node;
  278. public name: string;
  279. public id: string;
  280. public state: string;
  281. public animations: Animation[];
  282. public onReady: (node: Node) => void;
  283. private _childrenFlag;
  284. private _isEnabled;
  285. private _isReady;
  286. public _currentRenderId: number;
  287. public _waitingParentId: string;
  288. private _scene;
  289. public _cache: any;
  290. constructor(name: string, scene: any);
  291. public getScene(): Scene;
  292. public getEngine(): Engine;
  293. public getWorldMatrix(): Matrix;
  294. public _initCache(): void;
  295. public updateCache(force?: boolean): void;
  296. public _updateCache(ignoreParentClass?: boolean): void;
  297. public _isSynchronized(): boolean;
  298. public isSynchronizedWithParent(): boolean;
  299. public isSynchronized(updateCache?: boolean): boolean;
  300. public hasNewParent(update?: boolean): boolean;
  301. public isReady(): boolean;
  302. public isEnabled(): boolean;
  303. public setEnabled(value: boolean): void;
  304. public isDescendantOf(ancestor: Node): boolean;
  305. public _getDescendants(list: Node[], results: Node[]): void;
  306. public getDescendants(): Node[];
  307. public _setReady(state: boolean): void;
  308. }
  309. }
  310. declare module BABYLON {
  311. interface IDisposable {
  312. dispose(): void;
  313. }
  314. class Scene {
  315. static FOGMODE_NONE: number;
  316. static FOGMODE_EXP: number;
  317. static FOGMODE_EXP2: number;
  318. static FOGMODE_LINEAR: number;
  319. static MinDeltaTime: number;
  320. static MaxDeltaTime: number;
  321. public autoClear: boolean;
  322. public clearColor: any;
  323. public ambientColor: Color3;
  324. public beforeRender: () => void;
  325. public afterRender: () => void;
  326. public onDispose: () => void;
  327. public beforeCameraRender: (camera: Camera) => void;
  328. public afterCameraRender: (camera: Camera) => void;
  329. public forceWireframe: boolean;
  330. public clipPlane: Plane;
  331. private _onPointerMove;
  332. private _onPointerDown;
  333. public onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  334. public cameraToUseForPointers: Camera;
  335. private _pointerX;
  336. private _pointerY;
  337. private _meshUnderPointer;
  338. private _onKeyDown;
  339. private _onKeyUp;
  340. public fogMode: number;
  341. public fogColor: Color3;
  342. public fogDensity: number;
  343. public fogStart: number;
  344. public fogEnd: number;
  345. public shadowsEnabled: boolean;
  346. public lightsEnabled: boolean;
  347. public lights: Light[];
  348. public cameras: Camera[];
  349. public activeCameras: Camera[];
  350. public activeCamera: Camera;
  351. public meshes: AbstractMesh[];
  352. private _geometries;
  353. public materials: Material[];
  354. public multiMaterials: MultiMaterial[];
  355. public defaultMaterial: StandardMaterial;
  356. public texturesEnabled: boolean;
  357. public textures: BaseTexture[];
  358. public particlesEnabled: boolean;
  359. public particleSystems: ParticleSystem[];
  360. public spriteManagers: SpriteManager[];
  361. public layers: Layer[];
  362. public skeletons: Skeleton[];
  363. public lensFlaresEnabled: boolean;
  364. public lensFlareSystems: LensFlareSystem[];
  365. public collisionsEnabled: boolean;
  366. public gravity: Vector3;
  367. public postProcessesEnabled: boolean;
  368. public postProcessManager: PostProcessManager;
  369. public postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  370. public renderTargetsEnabled: boolean;
  371. public customRenderTargets: RenderTargetTexture[];
  372. public useDelayedTextureLoading: boolean;
  373. public importedMeshesFiles: String[];
  374. public database: any;
  375. public actionManager: ActionManager;
  376. public _actionManagers: ActionManager[];
  377. private _meshesForIntersections;
  378. public proceduralTexturesEnabled: boolean;
  379. public _proceduralTextures: ProceduralTexture[];
  380. private _engine;
  381. private _totalVertices;
  382. public _activeVertices: number;
  383. public _activeParticles: number;
  384. private _lastFrameDuration;
  385. private _evaluateActiveMeshesDuration;
  386. private _renderTargetsDuration;
  387. public _particlesDuration: number;
  388. private _renderDuration;
  389. public _spritesDuration: number;
  390. private _animationRatio;
  391. private _animationStartDate;
  392. private _renderId;
  393. private _executeWhenReadyTimeoutId;
  394. public _toBeDisposed: SmartArray<IDisposable>;
  395. private _onReadyCallbacks;
  396. private _pendingData;
  397. private _onBeforeRenderCallbacks;
  398. private _activeMeshes;
  399. private _processedMaterials;
  400. private _renderTargets;
  401. public _activeParticleSystems: SmartArray<ParticleSystem>;
  402. private _activeSkeletons;
  403. private _renderingManager;
  404. private _physicsEngine;
  405. public _activeAnimatables: Animatable[];
  406. private _transformMatrix;
  407. private _pickWithRayInverseMatrix;
  408. private _scaledPosition;
  409. private _scaledVelocity;
  410. private _boundingBoxRenderer;
  411. private _outlineRenderer;
  412. private _viewMatrix;
  413. private _projectionMatrix;
  414. private _frustumPlanes;
  415. private _selectionOctree;
  416. private _pointerOverMesh;
  417. constructor(engine: Engine);
  418. public meshUnderPointer : AbstractMesh;
  419. public pointerX : number;
  420. public pointerY : number;
  421. public getBoundingBoxRenderer(): BoundingBoxRenderer;
  422. public getOutlineRenderer(): OutlineRenderer;
  423. public getEngine(): Engine;
  424. public getTotalVertices(): number;
  425. public getActiveVertices(): number;
  426. public getActiveParticles(): number;
  427. public getLastFrameDuration(): number;
  428. public getEvaluateActiveMeshesDuration(): number;
  429. public getActiveMeshes(): SmartArray<Mesh>;
  430. public getRenderTargetsDuration(): number;
  431. public getRenderDuration(): number;
  432. public getParticlesDuration(): number;
  433. public getSpritesDuration(): number;
  434. public getAnimationRatio(): number;
  435. public getRenderId(): number;
  436. private _updatePointerPosition(evt);
  437. public attachControl(): void;
  438. public detachControl(): void;
  439. public isReady(): boolean;
  440. public registerBeforeRender(func: () => void): void;
  441. public unregisterBeforeRender(func: () => void): void;
  442. public _addPendingData(data: any): void;
  443. public _removePendingData(data: any): void;
  444. public getWaitingItemsCount(): number;
  445. public executeWhenReady(func: () => void): void;
  446. public _checkIsReady(): void;
  447. public beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
  448. public beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
  449. public getAnimatableByTarget(target: any): Animatable;
  450. public stopAnimation(target: any): void;
  451. private _animate();
  452. public getViewMatrix(): Matrix;
  453. public getProjectionMatrix(): Matrix;
  454. public getTransformMatrix(): Matrix;
  455. public setTransformMatrix(view: Matrix, projection: Matrix): void;
  456. public setActiveCameraByID(id: string): Camera;
  457. public setActiveCameraByName(name: string): Camera;
  458. public getMaterialByID(id: string): Material;
  459. public getMaterialByName(name: string): Material;
  460. public getCameraByID(id: string): Camera;
  461. public getCameraByName(name: string): Camera;
  462. public getLightByName(name: string): Light;
  463. public getLightByID(id: string): Light;
  464. public getGeometryByID(id: string): Geometry;
  465. public pushGeometry(geometry: Geometry, force?: boolean): boolean;
  466. public getGeometries(): Geometry[];
  467. public getMeshByID(id: string): AbstractMesh;
  468. public getLastMeshByID(id: string): AbstractMesh;
  469. public getLastEntryByID(id: string): Node;
  470. public getMeshByName(name: string): AbstractMesh;
  471. public getLastSkeletonByID(id: string): Skeleton;
  472. public getSkeletonById(id: string): Skeleton;
  473. public getSkeletonByName(name: string): Skeleton;
  474. public isActiveMesh(mesh: Mesh): boolean;
  475. private _evaluateSubMesh(subMesh, mesh);
  476. private _evaluateActiveMeshes();
  477. private _activeMesh(mesh);
  478. public updateTransformMatrix(force?: boolean): void;
  479. private _renderForCamera(camera);
  480. private _processSubCameras(camera);
  481. private _checkIntersections();
  482. public render(): void;
  483. public dispose(): void;
  484. public _getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, finalPosition: Vector3, excludedMesh?: AbstractMesh): void;
  485. private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
  486. public createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  487. public createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
  488. private _internalPick(rayFunction, predicate, fastCheck?);
  489. public pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
  490. public pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
  491. public setPointerOverMesh(mesh: AbstractMesh): void;
  492. public getPointerOverMesh(): AbstractMesh;
  493. public getPhysicsEngine(): PhysicsEngine;
  494. public enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
  495. public disablePhysicsEngine(): void;
  496. public isPhysicsEnabled(): boolean;
  497. public setGravity(gravity: Vector3): void;
  498. public createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
  499. public deleteCompoundImpostor(compound: any): void;
  500. private _getByTags(list, tagsQuery);
  501. public getMeshesByTags(tagsQuery: string): Mesh[];
  502. public getCamerasByTags(tagsQuery: string): Camera[];
  503. public getLightsByTags(tagsQuery: string): Light[];
  504. public getMaterialByTags(tagsQuery: string): Material[];
  505. }
  506. }
  507. declare module BABYLON {
  508. class Action {
  509. public triggerOptions: any;
  510. public trigger: number;
  511. public _actionManager: ActionManager;
  512. private _nextActiveAction;
  513. private _child;
  514. private _condition;
  515. private _triggerParameter;
  516. constructor(triggerOptions: any, condition?: Condition);
  517. public _prepare(): void;
  518. public getTriggerParameter(): any;
  519. public _executeCurrent(evt: ActionEvent): void;
  520. public execute(evt: ActionEvent): void;
  521. public then(action: Action): Action;
  522. public _getProperty(propertyPath: string): string;
  523. public _getEffectiveTarget(target: any, propertyPath: string): any;
  524. }
  525. }
  526. declare module BABYLON {
  527. class ActionEvent {
  528. public source: AbstractMesh;
  529. public pointerX: number;
  530. public pointerY: number;
  531. public meshUnderPointer: AbstractMesh;
  532. public sourceEvent: any;
  533. constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any);
  534. static CreateNew(source: AbstractMesh): ActionEvent;
  535. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  536. }
  537. class ActionManager {
  538. private static _NothingTrigger;
  539. private static _OnPickTrigger;
  540. private static _OnLeftPickTrigger;
  541. private static _OnRightPickTrigger;
  542. private static _OnCenterPickTrigger;
  543. private static _OnPointerOverTrigger;
  544. private static _OnPointerOutTrigger;
  545. private static _OnEveryFrameTrigger;
  546. private static _OnIntersectionEnterTrigger;
  547. private static _OnIntersectionExitTrigger;
  548. private static _OnKeyDownTrigger;
  549. private static _OnKeyUpTrigger;
  550. static NothingTrigger : number;
  551. static OnPickTrigger : number;
  552. static OnLeftPickTrigger : number;
  553. static OnRightPickTrigger : number;
  554. static OnCenterPickTrigger : number;
  555. static OnPointerOverTrigger : number;
  556. static OnPointerOutTrigger : number;
  557. static OnEveryFrameTrigger : number;
  558. static OnIntersectionEnterTrigger : number;
  559. static OnIntersectionExitTrigger : number;
  560. static OnKeyDownTrigger : number;
  561. static OnKeyUpTrigger : number;
  562. public actions: Action[];
  563. private _scene;
  564. constructor(scene: Scene);
  565. public dispose(): void;
  566. public getScene(): Scene;
  567. public hasSpecificTriggers(triggers: number[]): boolean;
  568. public hasPointerTriggers : boolean;
  569. public hasPickTriggers : boolean;
  570. public registerAction(action: Action): Action;
  571. public processTrigger(trigger: number, evt: ActionEvent): void;
  572. public _getEffectiveTarget(target: any, propertyPath: string): any;
  573. public _getProperty(propertyPath: string): string;
  574. }
  575. }
  576. declare module BABYLON {
  577. class Condition {
  578. public _actionManager: ActionManager;
  579. public _evaluationId: number;
  580. public _currentResult: boolean;
  581. constructor(actionManager: ActionManager);
  582. public isValid(): boolean;
  583. public _getProperty(propertyPath: string): string;
  584. public _getEffectiveTarget(target: any, propertyPath: string): any;
  585. }
  586. class ValueCondition extends Condition {
  587. public propertyPath: string;
  588. public value: any;
  589. public operator: number;
  590. private static _IsEqual;
  591. private static _IsDifferent;
  592. private static _IsGreater;
  593. private static _IsLesser;
  594. static IsEqual : number;
  595. static IsDifferent : number;
  596. static IsGreater : number;
  597. static IsLesser : number;
  598. public _actionManager: ActionManager;
  599. private _target;
  600. private _property;
  601. constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
  602. public isValid(): boolean;
  603. }
  604. class PredicateCondition extends Condition {
  605. public predicate: () => boolean;
  606. public _actionManager: ActionManager;
  607. constructor(actionManager: ActionManager, predicate: () => boolean);
  608. public isValid(): boolean;
  609. }
  610. class StateCondition extends Condition {
  611. public value: string;
  612. public _actionManager: ActionManager;
  613. private _target;
  614. constructor(actionManager: ActionManager, target: any, value: string);
  615. public isValid(): boolean;
  616. }
  617. }
  618. declare module BABYLON {
  619. class SwitchBooleanAction extends Action {
  620. public propertyPath: string;
  621. private _target;
  622. private _property;
  623. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  624. public _prepare(): void;
  625. public execute(): void;
  626. }
  627. class SetStateAction extends Action {
  628. public value: string;
  629. private _target;
  630. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  631. public execute(): void;
  632. }
  633. class SetValueAction extends Action {
  634. public propertyPath: string;
  635. public value: any;
  636. private _target;
  637. private _property;
  638. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  639. public _prepare(): void;
  640. public execute(): void;
  641. }
  642. class IncrementValueAction extends Action {
  643. public propertyPath: string;
  644. public value: any;
  645. private _target;
  646. private _property;
  647. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  648. public _prepare(): void;
  649. public execute(): void;
  650. }
  651. class PlayAnimationAction extends Action {
  652. public from: number;
  653. public to: number;
  654. public loop: boolean;
  655. private _target;
  656. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  657. public _prepare(): void;
  658. public execute(): void;
  659. }
  660. class StopAnimationAction extends Action {
  661. private _target;
  662. constructor(triggerOptions: any, target: any, condition?: Condition);
  663. public _prepare(): void;
  664. public execute(): void;
  665. }
  666. class DoNothingAction extends Action {
  667. constructor(triggerOptions?: any, condition?: Condition);
  668. public execute(): void;
  669. }
  670. class CombineAction extends Action {
  671. public children: Action[];
  672. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  673. public _prepare(): void;
  674. public execute(evt: ActionEvent): void;
  675. }
  676. class ExecuteCodeAction extends Action {
  677. public func: (evt: ActionEvent) => void;
  678. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  679. public execute(evt: ActionEvent): void;
  680. }
  681. class SetParentAction extends Action {
  682. private _parent;
  683. private _target;
  684. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  685. public _prepare(): void;
  686. public execute(): void;
  687. }
  688. }
  689. declare module BABYLON {
  690. class InterpolateValueAction extends Action {
  691. public propertyPath: string;
  692. public value: any;
  693. public duration: number;
  694. public stopOtherAnimations: boolean;
  695. private _target;
  696. private _property;
  697. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
  698. public _prepare(): void;
  699. public execute(): void;
  700. }
  701. }
  702. declare module BABYLON {
  703. class Animatable {
  704. public target: any;
  705. public fromFrame: number;
  706. public toFrame: number;
  707. public loopAnimation: boolean;
  708. public speedRatio: number;
  709. public onAnimationEnd: any;
  710. private _localDelayOffset;
  711. private _animations;
  712. private _paused;
  713. private _scene;
  714. public animationStarted: boolean;
  715. constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
  716. public appendAnimations(target: any, animations: Animation[]): void;
  717. public getAnimationByTargetProperty(property: string): Animation;
  718. public pause(): void;
  719. public restart(): void;
  720. public stop(): void;
  721. public _animate(delay: number): boolean;
  722. }
  723. }
  724. declare module BABYLON {
  725. class Animation {
  726. public name: string;
  727. public targetProperty: string;
  728. public framePerSecond: number;
  729. public dataType: number;
  730. public loopMode: number;
  731. private _keys;
  732. private _offsetsCache;
  733. private _highLimitsCache;
  734. private _stopped;
  735. public _target: any;
  736. public targetPropertyPath: string[];
  737. public currentFrame: number;
  738. constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
  739. public isStopped(): boolean;
  740. public getKeys(): any[];
  741. public floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  742. public quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  743. public vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  744. public vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  745. public color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  746. public clone(): Animation;
  747. public setKeys(values: any[]): void;
  748. private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
  749. public animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
  750. private static _ANIMATIONTYPE_FLOAT;
  751. private static _ANIMATIONTYPE_VECTOR3;
  752. private static _ANIMATIONTYPE_QUATERNION;
  753. private static _ANIMATIONTYPE_MATRIX;
  754. private static _ANIMATIONTYPE_COLOR3;
  755. private static _ANIMATIONTYPE_VECTOR2;
  756. private static _ANIMATIONLOOPMODE_RELATIVE;
  757. private static _ANIMATIONLOOPMODE_CYCLE;
  758. private static _ANIMATIONLOOPMODE_CONSTANT;
  759. static ANIMATIONTYPE_FLOAT : number;
  760. static ANIMATIONTYPE_VECTOR3 : number;
  761. static ANIMATIONTYPE_VECTOR2 : number;
  762. static ANIMATIONTYPE_QUATERNION : number;
  763. static ANIMATIONTYPE_MATRIX : number;
  764. static ANIMATIONTYPE_COLOR3 : number;
  765. static ANIMATIONLOOPMODE_RELATIVE : number;
  766. static ANIMATIONLOOPMODE_CYCLE : number;
  767. static ANIMATIONLOOPMODE_CONSTANT : number;
  768. }
  769. }
  770. declare module BABYLON {
  771. class Bone {
  772. public name: string;
  773. public children: Bone[];
  774. public animations: Animation[];
  775. private _skeleton;
  776. private _matrix;
  777. private _baseMatrix;
  778. private _worldTransform;
  779. private _absoluteTransform;
  780. private _invertedAbsoluteTransform;
  781. private _parent;
  782. constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
  783. public getParent(): Bone;
  784. public getLocalMatrix(): Matrix;
  785. public getBaseMatrix(): Matrix;
  786. public getWorldMatrix(): Matrix;
  787. public getInvertedAbsoluteTransform(): Matrix;
  788. public getAbsoluteMatrix(): Matrix;
  789. public updateMatrix(matrix: Matrix): void;
  790. private _updateDifferenceMatrix();
  791. public markAsDirty(): void;
  792. }
  793. }
  794. declare module BABYLON {
  795. class Skeleton {
  796. public name: string;
  797. public id: string;
  798. public bones: Bone[];
  799. private _scene;
  800. private _isDirty;
  801. private _transformMatrices;
  802. private _animatables;
  803. private _identity;
  804. constructor(name: string, id: string, scene: Scene);
  805. public getTransformMatrices(): Float32Array;
  806. public _markAsDirty(): void;
  807. public prepare(): void;
  808. public getAnimatables(): IAnimatable[];
  809. public clone(name: string, id: string): Skeleton;
  810. }
  811. }
  812. declare module BABYLON {
  813. class AnaglyphArcRotateCamera extends ArcRotateCamera {
  814. private _eyeSpace;
  815. private _leftCamera;
  816. private _rightCamera;
  817. constructor(name: string, alpha: number, beta: number, radius: number, target: any, eyeSpace: number, scene: any);
  818. public _update(): void;
  819. public _updateCamera(camera: ArcRotateCamera): void;
  820. }
  821. class AnaglyphFreeCamera extends FreeCamera {
  822. private _eyeSpace;
  823. private _leftCamera;
  824. private _rightCamera;
  825. private _transformMatrix;
  826. constructor(name: string, position: Vector3, eyeSpace: number, scene: Scene);
  827. public _getSubCameraPosition(eyeSpace: any, result: any): void;
  828. public _update(): void;
  829. public _updateCamera(camera: FreeCamera): void;
  830. }
  831. }
  832. declare module BABYLON {
  833. class ArcRotateCamera extends Camera {
  834. public alpha: number;
  835. public beta: number;
  836. public radius: number;
  837. public target: any;
  838. public inertialAlphaOffset: number;
  839. public inertialBetaOffset: number;
  840. public inertialRadiusOffset: number;
  841. public lowerAlphaLimit: any;
  842. public upperAlphaLimit: any;
  843. public lowerBetaLimit: number;
  844. public upperBetaLimit: number;
  845. public lowerRadiusLimit: any;
  846. public upperRadiusLimit: any;
  847. public angularSensibility: number;
  848. public wheelPrecision: number;
  849. public keysUp: number[];
  850. public keysDown: number[];
  851. public keysLeft: number[];
  852. public keysRight: number[];
  853. public zoomOnFactor: number;
  854. public targetScreenOffset: Vector2;
  855. private _keys;
  856. private _viewMatrix;
  857. private _attachedElement;
  858. private _onPointerDown;
  859. private _onPointerUp;
  860. private _onPointerMove;
  861. private _wheel;
  862. private _onMouseMove;
  863. private _onKeyDown;
  864. private _onKeyUp;
  865. private _onLostFocus;
  866. private _reset;
  867. private _onGestureStart;
  868. private _onGesture;
  869. private _MSGestureHandler;
  870. public onCollide: (collidedMesh: AbstractMesh) => void;
  871. public checkCollisions: boolean;
  872. public collisionRadius: Vector3;
  873. private _collider;
  874. private _previousPosition;
  875. private _collisionVelocity;
  876. private _newPosition;
  877. private _previousAlpha;
  878. private _previousBeta;
  879. private _previousRadius;
  880. public pinchPrecision: number;
  881. private _touchStart;
  882. private _touchMove;
  883. private _touchEnd;
  884. private _pinchStart;
  885. private _pinchMove;
  886. private _pinchEnd;
  887. constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
  888. public _getTargetPosition(): Vector3;
  889. public _initCache(): void;
  890. public _updateCache(ignoreParentClass?: boolean): void;
  891. public _isSynchronizedViewMatrix(): boolean;
  892. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  893. public detachControl(element: HTMLElement): void;
  894. public _update(): void;
  895. public setPosition(position: Vector3): void;
  896. public _getViewMatrix(): Matrix;
  897. public zoomOn(meshes?: AbstractMesh[]): void;
  898. public focusOn(meshesOrMinMaxVectorAndDistance: any): void;
  899. }
  900. }
  901. declare module BABYLON {
  902. class Camera extends Node {
  903. public position: Vector3;
  904. static PERSPECTIVE_CAMERA: number;
  905. static ORTHOGRAPHIC_CAMERA: number;
  906. public upVector: Vector3;
  907. public orthoLeft: any;
  908. public orthoRight: any;
  909. public orthoBottom: any;
  910. public orthoTop: any;
  911. public fov: number;
  912. public minZ: number;
  913. public maxZ: number;
  914. public inertia: number;
  915. public mode: number;
  916. public isIntermediate: boolean;
  917. public viewport: Viewport;
  918. public subCameras: any[];
  919. public layerMask: number;
  920. private _computedViewMatrix;
  921. public _projectionMatrix: Matrix;
  922. private _worldMatrix;
  923. public _postProcesses: PostProcess[];
  924. public _postProcessesTakenIndices: any[];
  925. constructor(name: string, position: Vector3, scene: Scene);
  926. public _initCache(): void;
  927. public _updateCache(ignoreParentClass?: boolean): void;
  928. public _updateFromScene(): void;
  929. public _isSynchronized(): boolean;
  930. public _isSynchronizedViewMatrix(): boolean;
  931. public _isSynchronizedProjectionMatrix(): boolean;
  932. public attachControl(element: HTMLElement): void;
  933. public detachControl(element: HTMLElement): void;
  934. public _update(): void;
  935. public attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
  936. public detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
  937. public getWorldMatrix(): Matrix;
  938. public _getViewMatrix(): Matrix;
  939. public getViewMatrix(): Matrix;
  940. public _computeViewMatrix(force?: boolean): Matrix;
  941. public getProjectionMatrix(force?: boolean): Matrix;
  942. public dispose(): void;
  943. }
  944. }
  945. declare module BABYLON {
  946. class DeviceOrientationCamera extends FreeCamera {
  947. private _offsetX;
  948. private _offsetY;
  949. private _orientationGamma;
  950. private _orientationBeta;
  951. private _initialOrientationGamma;
  952. private _initialOrientationBeta;
  953. private _attachedCanvas;
  954. private _orientationChanged;
  955. public angularSensibility: number;
  956. public moveSensibility: number;
  957. constructor(name: string, position: Vector3, scene: Scene);
  958. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  959. public detachControl(canvas: HTMLCanvasElement): void;
  960. public _checkInputs(): void;
  961. }
  962. }
  963. declare module BABYLON {
  964. class FollowCamera extends TargetCamera {
  965. public radius: number;
  966. public rotationOffset: number;
  967. public heightOffset: number;
  968. public cameraAcceleration: number;
  969. public maxCameraSpeed: number;
  970. public target: AbstractMesh;
  971. constructor(name: string, position: Vector3, scene: Scene);
  972. private getRadians(degrees);
  973. private follow(cameraTarget);
  974. public _update(): void;
  975. }
  976. }
  977. declare module BABYLON {
  978. class FreeCamera extends TargetCamera {
  979. public ellipsoid: Vector3;
  980. public keysUp: number[];
  981. public keysDown: number[];
  982. public keysLeft: number[];
  983. public keysRight: number[];
  984. public checkCollisions: boolean;
  985. public applyGravity: boolean;
  986. public angularSensibility: number;
  987. public onCollide: (collidedMesh: AbstractMesh) => void;
  988. private _keys;
  989. private _collider;
  990. private _needMoveForGravity;
  991. private _oldPosition;
  992. private _diffPosition;
  993. private _newPosition;
  994. private _attachedElement;
  995. private _localDirection;
  996. private _transformedDirection;
  997. private _onMouseDown;
  998. private _onMouseUp;
  999. private _onMouseOut;
  1000. private _onMouseMove;
  1001. private _onKeyDown;
  1002. private _onKeyUp;
  1003. public _onLostFocus: (e: FocusEvent) => any;
  1004. public _waitingLockedTargetId: string;
  1005. constructor(name: string, position: Vector3, scene: Scene);
  1006. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1007. public detachControl(element: HTMLElement): void;
  1008. public _collideWithWorld(velocity: Vector3): void;
  1009. public _checkInputs(): void;
  1010. public _decideIfNeedsToMove(): boolean;
  1011. public _updatePosition(): void;
  1012. public _update(): void;
  1013. }
  1014. }
  1015. declare module BABYLON {
  1016. class GamepadCamera extends FreeCamera {
  1017. private _gamepad;
  1018. private _gamepads;
  1019. public angularSensibility: number;
  1020. public moveSensibility: number;
  1021. constructor(name: string, position: Vector3, scene: Scene);
  1022. private _onNewGameConnected(gamepad);
  1023. public _checkInputs(): void;
  1024. public dispose(): void;
  1025. }
  1026. }
  1027. declare module BABYLON {
  1028. class OculusCamera extends FreeCamera {
  1029. private _leftCamera;
  1030. private _rightCamera;
  1031. private _offsetOrientation;
  1032. private _deviceOrientationHandler;
  1033. constructor(name: string, position: Vector3, scene: Scene);
  1034. public _update(): void;
  1035. public _updateCamera(camera: FreeCamera): void;
  1036. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1037. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1038. public detachControl(element: HTMLElement): void;
  1039. }
  1040. }
  1041. declare module BABYLON {
  1042. class OculusGamepadCamera extends FreeCamera {
  1043. private _leftCamera;
  1044. private _rightCamera;
  1045. private _offsetOrientation;
  1046. private _deviceOrientationHandler;
  1047. private _gamepad;
  1048. private _gamepads;
  1049. public angularSensibility: number;
  1050. public moveSensibility: number;
  1051. constructor(name: string, position: Vector3, scene: Scene);
  1052. private _onNewGameConnected(gamepad);
  1053. public _update(): void;
  1054. public _checkInputs(): void;
  1055. public _updateCamera(camera: FreeCamera): void;
  1056. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1057. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1058. public detachControl(element: HTMLElement): void;
  1059. public dispose(): void;
  1060. }
  1061. }
  1062. declare module BABYLON {
  1063. class TargetCamera extends Camera {
  1064. public cameraDirection: Vector3;
  1065. public cameraRotation: Vector2;
  1066. public rotation: Vector3;
  1067. public speed: number;
  1068. public noRotationConstraint: boolean;
  1069. public lockedTarget: any;
  1070. public _currentTarget: Vector3;
  1071. public _viewMatrix: Matrix;
  1072. public _camMatrix: Matrix;
  1073. public _cameraTransformMatrix: Matrix;
  1074. public _cameraRotationMatrix: Matrix;
  1075. public _referencePoint: Vector3;
  1076. public _transformedReferencePoint: Vector3;
  1077. public _lookAtTemp: Matrix;
  1078. public _tempMatrix: Matrix;
  1079. public _reset: () => void;
  1080. public _waitingLockedTargetId: string;
  1081. constructor(name: string, position: Vector3, scene: Scene);
  1082. public _getLockedTargetPosition(): Vector3;
  1083. public _initCache(): void;
  1084. public _updateCache(ignoreParentClass?: boolean): void;
  1085. public _isSynchronizedViewMatrix(): boolean;
  1086. public _computeLocalCameraSpeed(): number;
  1087. public setTarget(target: Vector3): void;
  1088. public getTarget(): Vector3;
  1089. public _decideIfNeedsToMove(): boolean;
  1090. public _updatePosition(): void;
  1091. public _update(): void;
  1092. public _getViewMatrix(): Matrix;
  1093. }
  1094. }
  1095. declare module BABYLON {
  1096. class TouchCamera extends FreeCamera {
  1097. private _offsetX;
  1098. private _offsetY;
  1099. private _pointerCount;
  1100. private _pointerPressed;
  1101. private _attachedCanvas;
  1102. private _onPointerDown;
  1103. private _onPointerUp;
  1104. private _onPointerMove;
  1105. public angularSensibility: number;
  1106. public moveSensibility: number;
  1107. constructor(name: string, position: Vector3, scene: Scene);
  1108. public attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
  1109. public detachControl(canvas: HTMLCanvasElement): void;
  1110. public _checkInputs(): void;
  1111. }
  1112. }
  1113. declare module BABYLON {
  1114. class VirtualJoysticksCamera extends FreeCamera {
  1115. private _leftjoystick;
  1116. private _rightjoystick;
  1117. constructor(name: string, position: Vector3, scene: Scene);
  1118. public _checkInputs(): void;
  1119. public dispose(): void;
  1120. }
  1121. }
  1122. declare module BABYLON {
  1123. class VRDeviceOrientationCamera extends OculusCamera {
  1124. public _alpha: number;
  1125. public _beta: number;
  1126. public _gamma: number;
  1127. constructor(name: string, position: Vector3, scene: Scene);
  1128. public _onOrientationEvent(evt: DeviceOrientationEvent): void;
  1129. }
  1130. }
  1131. declare var HMDVRDevice: any;
  1132. declare var PositionSensorVRDevice: any;
  1133. declare module BABYLON {
  1134. class WebVRCamera extends OculusCamera {
  1135. public _hmdDevice: any;
  1136. public _sensorDevice: any;
  1137. public _cacheState: any;
  1138. public _cacheQuaternion: Quaternion;
  1139. public _cacheRotation: Vector3;
  1140. public _vrEnabled: boolean;
  1141. constructor(name: string, position: Vector3, scene: Scene);
  1142. private _getWebVRDevices(devices);
  1143. public _update(): void;
  1144. public attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  1145. public detachControl(element: HTMLElement): void;
  1146. }
  1147. }
  1148. declare module BABYLON {
  1149. class Collider {
  1150. public radius: Vector3;
  1151. public retry: number;
  1152. public velocity: Vector3;
  1153. public basePoint: Vector3;
  1154. public epsilon: number;
  1155. public collisionFound: boolean;
  1156. public velocityWorldLength: number;
  1157. public basePointWorld: Vector3;
  1158. public velocityWorld: Vector3;
  1159. public normalizedVelocity: Vector3;
  1160. public initialVelocity: Vector3;
  1161. public initialPosition: Vector3;
  1162. public nearestDistance: number;
  1163. public intersectionPoint: Vector3;
  1164. public collidedMesh: AbstractMesh;
  1165. private _collisionPoint;
  1166. private _planeIntersectionPoint;
  1167. private _tempVector;
  1168. private _tempVector2;
  1169. private _tempVector3;
  1170. private _tempVector4;
  1171. private _edge;
  1172. private _baseToVertex;
  1173. private _destinationPoint;
  1174. private _slidePlaneNormal;
  1175. private _displacementVector;
  1176. public _initialize(source: Vector3, dir: Vector3, e: number): void;
  1177. public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  1178. public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  1179. public _testTriangle(faceIndex: number, subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
  1180. public _collide(subMesh: any, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number): void;
  1181. public _getResponse(pos: Vector3, vel: Vector3): void;
  1182. }
  1183. }
  1184. declare module BABYLON {
  1185. class IntersectionInfo {
  1186. public bu: number;
  1187. public bv: number;
  1188. public distance: number;
  1189. public faceId: number;
  1190. constructor(bu: number, bv: number, distance: number);
  1191. }
  1192. class PickingInfo {
  1193. public hit: boolean;
  1194. public distance: number;
  1195. public pickedPoint: Vector3;
  1196. public pickedMesh: AbstractMesh;
  1197. public bu: number;
  1198. public bv: number;
  1199. public faceId: number;
  1200. public getNormal(): Vector3;
  1201. public getTextureCoordinates(): Vector2;
  1202. }
  1203. }
  1204. declare module BABYLON {
  1205. class BoundingBox {
  1206. public minimum: Vector3;
  1207. public maximum: Vector3;
  1208. public vectors: Vector3[];
  1209. public center: Vector3;
  1210. public extendSize: Vector3;
  1211. public directions: Vector3[];
  1212. public vectorsWorld: Vector3[];
  1213. public minimumWorld: Vector3;
  1214. public maximumWorld: Vector3;
  1215. private _worldMatrix;
  1216. constructor(minimum: Vector3, maximum: Vector3);
  1217. public getWorldMatrix(): Matrix;
  1218. public _update(world: Matrix): void;
  1219. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1220. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1221. public intersectsPoint(point: Vector3): boolean;
  1222. public intersectsSphere(sphere: BoundingSphere): boolean;
  1223. public intersectsMinMax(min: Vector3, max: Vector3): boolean;
  1224. static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
  1225. static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
  1226. static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1227. static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
  1228. }
  1229. }
  1230. declare module BABYLON {
  1231. class BoundingInfo {
  1232. public minimum: Vector3;
  1233. public maximum: Vector3;
  1234. public boundingBox: BoundingBox;
  1235. public boundingSphere: BoundingSphere;
  1236. constructor(minimum: Vector3, maximum: Vector3);
  1237. public _update(world: Matrix): void;
  1238. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1239. public isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  1240. public _checkCollision(collider: Collider): boolean;
  1241. public intersectsPoint(point: Vector3): boolean;
  1242. public intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
  1243. }
  1244. }
  1245. declare module BABYLON {
  1246. class BoundingSphere {
  1247. public minimum: Vector3;
  1248. public maximum: Vector3;
  1249. public center: Vector3;
  1250. public radius: number;
  1251. public centerWorld: Vector3;
  1252. public radiusWorld: number;
  1253. private _tempRadiusVector;
  1254. constructor(minimum: Vector3, maximum: Vector3);
  1255. public _update(world: Matrix): void;
  1256. public isInFrustum(frustumPlanes: Plane[]): boolean;
  1257. public intersectsPoint(point: Vector3): boolean;
  1258. static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
  1259. }
  1260. }
  1261. declare module BABYLON {
  1262. interface IOctreeContainer<T> {
  1263. blocks: OctreeBlock<T>[];
  1264. }
  1265. class Octree<T> {
  1266. public maxDepth: number;
  1267. public blocks: OctreeBlock<T>[];
  1268. public dynamicContent: T[];
  1269. private _maxBlockCapacity;
  1270. private _selectionContent;
  1271. private _creationFunc;
  1272. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
  1273. public update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  1274. public addMesh(entry: T): void;
  1275. public select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  1276. public intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  1277. public intersectsRay(ray: Ray): SmartArray<T>;
  1278. 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;
  1279. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  1280. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  1281. }
  1282. }
  1283. declare module BABYLON {
  1284. class OctreeBlock<T> {
  1285. public entries: T[];
  1286. public blocks: OctreeBlock<T>[];
  1287. private _depth;
  1288. private _maxDepth;
  1289. private _capacity;
  1290. private _minPoint;
  1291. private _maxPoint;
  1292. private _boundingVectors;
  1293. private _creationFunc;
  1294. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  1295. public capacity : number;
  1296. public minPoint : Vector3;
  1297. public maxPoint : Vector3;
  1298. public addEntry(entry: T): void;
  1299. public addEntries(entries: T[]): void;
  1300. public select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1301. public intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
  1302. public intersectsRay(ray: Ray, selection: SmartArray<T>): void;
  1303. public createInnerBlocks(): void;
  1304. }
  1305. }
  1306. declare module BABYLON {
  1307. class Layer {
  1308. public name: string;
  1309. public texture: Texture;
  1310. public isBackground: boolean;
  1311. public color: Color4;
  1312. public onDispose: () => void;
  1313. private _scene;
  1314. private _vertexDeclaration;
  1315. private _vertexStrideSize;
  1316. private _vertexBuffer;
  1317. private _indexBuffer;
  1318. private _effect;
  1319. constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
  1320. public render(): void;
  1321. public dispose(): void;
  1322. }
  1323. }
  1324. declare module BABYLON {
  1325. class LensFlare {
  1326. public size: number;
  1327. public position: number;
  1328. public color: Color3;
  1329. public texture: Texture;
  1330. private _system;
  1331. constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
  1332. public dispose: () => void;
  1333. }
  1334. }
  1335. declare module BABYLON {
  1336. class LensFlareSystem {
  1337. public name: string;
  1338. public lensFlares: LensFlare[];
  1339. public borderLimit: number;
  1340. public meshesSelectionPredicate: (mesh: Mesh) => boolean;
  1341. private _scene;
  1342. private _emitter;
  1343. private _vertexDeclaration;
  1344. private _vertexStrideSize;
  1345. private _vertexBuffer;
  1346. private _indexBuffer;
  1347. private _effect;
  1348. private _positionX;
  1349. private _positionY;
  1350. private _isEnabled;
  1351. constructor(name: string, emitter: any, scene: Scene);
  1352. public isEnabled : boolean;
  1353. public getScene(): Scene;
  1354. public getEmitter(): any;
  1355. public getEmitterPosition(): Vector3;
  1356. public computeEffectivePosition(globalViewport: Viewport): boolean;
  1357. public _isVisible(): boolean;
  1358. public render(): boolean;
  1359. public dispose(): void;
  1360. }
  1361. }
  1362. declare module BABYLON {
  1363. class DirectionalLight extends Light {
  1364. public direction: Vector3;
  1365. public position: Vector3;
  1366. private _transformedDirection;
  1367. public _transformedPosition: Vector3;
  1368. private _worldMatrix;
  1369. constructor(name: string, direction: Vector3, scene: Scene);
  1370. public setDirectionToTarget(target: Vector3): Vector3;
  1371. public _computeTransformedPosition(): boolean;
  1372. public transferToEffect(effect: Effect, directionUniformName: string): void;
  1373. public _getWorldMatrix(): Matrix;
  1374. }
  1375. }
  1376. declare module BABYLON {
  1377. class HemisphericLight extends Light {
  1378. public direction: Vector3;
  1379. public groundColor: Color3;
  1380. private _worldMatrix;
  1381. constructor(name: string, direction: Vector3, scene: Scene);
  1382. public setDirectionToTarget(target: Vector3): Vector3;
  1383. public getShadowGenerator(): ShadowGenerator;
  1384. public transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
  1385. public _getWorldMatrix(): Matrix;
  1386. }
  1387. }
  1388. declare module BABYLON {
  1389. class Light extends Node {
  1390. public diffuse: Color3;
  1391. public specular: Color3;
  1392. public intensity: number;
  1393. public range: number;
  1394. public includedOnlyMeshes: AbstractMesh[];
  1395. public excludedMeshes: AbstractMesh[];
  1396. public _shadowGenerator: ShadowGenerator;
  1397. private _parentedWorldMatrix;
  1398. public _excludedMeshesIds: string[];
  1399. public _includedOnlyMeshesIds: string[];
  1400. constructor(name: string, scene: Scene);
  1401. public getShadowGenerator(): ShadowGenerator;
  1402. public transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
  1403. public _getWorldMatrix(): Matrix;
  1404. public canAffectMesh(mesh: AbstractMesh): boolean;
  1405. public getWorldMatrix(): Matrix;
  1406. public dispose(): void;
  1407. }
  1408. }
  1409. declare module BABYLON {
  1410. class PointLight extends Light {
  1411. public position: Vector3;
  1412. private _worldMatrix;
  1413. private _transformedPosition;
  1414. constructor(name: string, position: Vector3, scene: Scene);
  1415. public transferToEffect(effect: Effect, positionUniformName: string): void;
  1416. public getShadowGenerator(): ShadowGenerator;
  1417. public _getWorldMatrix(): Matrix;
  1418. }
  1419. }
  1420. declare module BABYLON {
  1421. class SpotLight extends Light {
  1422. public position: Vector3;
  1423. public direction: Vector3;
  1424. public angle: number;
  1425. public exponent: number;
  1426. private _transformedDirection;
  1427. private _transformedPosition;
  1428. private _worldMatrix;
  1429. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  1430. public setDirectionToTarget(target: Vector3): Vector3;
  1431. public transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
  1432. public _getWorldMatrix(): Matrix;
  1433. }
  1434. }
  1435. declare module BABYLON {
  1436. class ShadowGenerator {
  1437. private static _FILTER_NONE;
  1438. private static _FILTER_VARIANCESHADOWMAP;
  1439. private static _FILTER_POISSONSAMPLING;
  1440. static FILTER_NONE : number;
  1441. static FILTER_VARIANCESHADOWMAP : number;
  1442. static FILTER_POISSONSAMPLING : number;
  1443. public filter: number;
  1444. public useVarianceShadowMap : boolean;
  1445. public usePoissonSampling : boolean;
  1446. private _light;
  1447. private _scene;
  1448. private _shadowMap;
  1449. private _darkness;
  1450. private _transparencyShadow;
  1451. private _effect;
  1452. private _viewMatrix;
  1453. private _projectionMatrix;
  1454. private _transformMatrix;
  1455. private _worldViewProjection;
  1456. private _cachedPosition;
  1457. private _cachedDirection;
  1458. private _cachedDefines;
  1459. constructor(mapSize: number, light: DirectionalLight);
  1460. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  1461. public getShadowMap(): RenderTargetTexture;
  1462. public getLight(): DirectionalLight;
  1463. public getTransformMatrix(): Matrix;
  1464. public getDarkness(): number;
  1465. public setDarkness(darkness: number): void;
  1466. public setTransparencyShadow(hasShadow: boolean): void;
  1467. public dispose(): void;
  1468. }
  1469. }
  1470. declare module BABYLON {
  1471. interface ISceneLoaderPlugin {
  1472. extensions: string;
  1473. importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
  1474. load: (scene: Scene, data: string, rootUrl: string) => boolean;
  1475. }
  1476. class SceneLoader {
  1477. private static _ForceFullSceneLoadingForIncremental;
  1478. private static _ShowLoadingScreen;
  1479. static ForceFullSceneLoadingForIncremental : boolean;
  1480. static ShowLoadingScreen : boolean;
  1481. private static _registeredPlugins;
  1482. private static _getPluginForFilename(sceneFilename);
  1483. static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
  1484. static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene) => void): void;
  1485. /**
  1486. * Load a scene
  1487. * @param rootUrl a string that defines the root url for scene and resources
  1488. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1489. * @param engine is the instance of BABYLON.Engine to use to create the scene
  1490. */
  1491. static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1492. /**
  1493. * Append a scene
  1494. * @param rootUrl a string that defines the root url for scene and resources
  1495. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  1496. * @param scene is the instance of BABYLON.Scene to append to
  1497. */
  1498. static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
  1499. }
  1500. }
  1501. declare module BABYLON.Internals {
  1502. }
  1503. declare module BABYLON {
  1504. class EffectFallbacks {
  1505. private _defines;
  1506. private _currentRank;
  1507. private _maxRank;
  1508. public addFallback(rank: number, define: string): void;
  1509. public isMoreFallbacks : boolean;
  1510. public reduce(currentDefines: string): string;
  1511. }
  1512. class Effect {
  1513. public name: any;
  1514. public defines: string;
  1515. public onCompiled: (effect: Effect) => void;
  1516. public onError: (effect: Effect, errors: string) => void;
  1517. private _engine;
  1518. private _uniformsNames;
  1519. private _samplers;
  1520. private _isReady;
  1521. private _compilationError;
  1522. private _attributesNames;
  1523. private _attributes;
  1524. private _uniforms;
  1525. public _key: string;
  1526. private _program;
  1527. private _valueCache;
  1528. constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
  1529. public isReady(): boolean;
  1530. public getProgram(): WebGLProgram;
  1531. public getAttributesNames(): string[];
  1532. public getAttributeLocation(index: number): number;
  1533. public getAttributeLocationByName(name: string): number;
  1534. public getAttributesCount(): number;
  1535. public getUniformIndex(uniformName: string): number;
  1536. public getUniform(uniformName: string): WebGLUniformLocation;
  1537. public getSamplers(): string[];
  1538. public getCompilationError(): string;
  1539. public _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  1540. public _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  1541. private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
  1542. public _bindTexture(channel: string, texture: WebGLTexture): void;
  1543. public setTexture(channel: string, texture: BaseTexture): void;
  1544. public setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
  1545. public _cacheFloat2(uniformName: string, x: number, y: number): void;
  1546. public _cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
  1547. public _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
  1548. public setArray(uniformName: string, array: number[]): Effect;
  1549. public setMatrices(uniformName: string, matrices: Float32Array): Effect;
  1550. public setMatrix(uniformName: string, matrix: Matrix): Effect;
  1551. public setFloat(uniformName: string, value: number): Effect;
  1552. public setBool(uniformName: string, bool: boolean): Effect;
  1553. public setVector2(uniformName: string, vector2: Vector2): Effect;
  1554. public setFloat2(uniformName: string, x: number, y: number): Effect;
  1555. public setVector3(uniformName: string, vector3: Vector3): Effect;
  1556. public setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  1557. public setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  1558. public setColor3(uniformName: string, color3: Color3): Effect;
  1559. public setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
  1560. static ShadersStore: {};
  1561. }
  1562. }
  1563. declare module BABYLON {
  1564. class Material {
  1565. public name: string;
  1566. public id: string;
  1567. public checkReadyOnEveryCall: boolean;
  1568. public checkReadyOnlyOnce: boolean;
  1569. public state: string;
  1570. public alpha: number;
  1571. public wireframe: boolean;
  1572. public backFaceCulling: boolean;
  1573. public onCompiled: (effect: Effect) => void;
  1574. public onError: (effect: Effect, errors: string) => void;
  1575. public onDispose: () => void;
  1576. public getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
  1577. public _effect: Effect;
  1578. public _wasPreviouslyReady: boolean;
  1579. private _scene;
  1580. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  1581. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1582. public getEffect(): Effect;
  1583. public getScene(): Scene;
  1584. public needAlphaBlending(): boolean;
  1585. public needAlphaTesting(): boolean;
  1586. public getAlphaTestTexture(): BaseTexture;
  1587. public trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
  1588. public _preBind(): void;
  1589. public bind(world: Matrix, mesh: Mesh): void;
  1590. public bindOnlyWorldMatrix(world: Matrix): void;
  1591. public unbind(): void;
  1592. public dispose(forceDisposeEffect?: boolean): void;
  1593. }
  1594. }
  1595. declare module BABYLON {
  1596. class MultiMaterial extends Material {
  1597. public subMaterials: Material[];
  1598. constructor(name: string, scene: Scene);
  1599. public getSubMaterial(index: any): Material;
  1600. public isReady(mesh?: AbstractMesh): boolean;
  1601. }
  1602. }
  1603. declare module BABYLON {
  1604. class ShaderMaterial extends Material {
  1605. private _shaderPath;
  1606. private _options;
  1607. private _textures;
  1608. private _floats;
  1609. private _floatsArrays;
  1610. private _colors3;
  1611. private _colors4;
  1612. private _vectors2;
  1613. private _vectors3;
  1614. private _matrices;
  1615. private _cachedWorldViewMatrix;
  1616. constructor(name: string, scene: Scene, shaderPath: any, options: any);
  1617. public needAlphaBlending(): boolean;
  1618. public needAlphaTesting(): boolean;
  1619. private _checkUniform(uniformName);
  1620. public setTexture(name: string, texture: Texture): ShaderMaterial;
  1621. public setFloat(name: string, value: number): ShaderMaterial;
  1622. public setFloats(name: string, value: number[]): ShaderMaterial;
  1623. public setColor3(name: string, value: Color3): ShaderMaterial;
  1624. public setColor4(name: string, value: Color4): ShaderMaterial;
  1625. public setVector2(name: string, value: Vector2): ShaderMaterial;
  1626. public setVector3(name: string, value: Vector3): ShaderMaterial;
  1627. public setMatrix(name: string, value: Matrix): ShaderMaterial;
  1628. public isReady(): boolean;
  1629. public bind(world: Matrix): void;
  1630. public dispose(forceDisposeEffect?: boolean): void;
  1631. }
  1632. }
  1633. declare module BABYLON {
  1634. class FresnelParameters {
  1635. public isEnabled: boolean;
  1636. public leftColor: Color3;
  1637. public rightColor: Color3;
  1638. public bias: number;
  1639. public power: number;
  1640. }
  1641. class StandardMaterial extends Material {
  1642. public diffuseTexture: BaseTexture;
  1643. public ambientTexture: BaseTexture;
  1644. public opacityTexture: BaseTexture;
  1645. public reflectionTexture: BaseTexture;
  1646. public emissiveTexture: BaseTexture;
  1647. public specularTexture: BaseTexture;
  1648. public bumpTexture: BaseTexture;
  1649. public ambientColor: Color3;
  1650. public diffuseColor: Color3;
  1651. public specularColor: Color3;
  1652. public specularPower: number;
  1653. public emissiveColor: Color3;
  1654. public useAlphaFromDiffuseTexture: boolean;
  1655. public useSpecularOverAlpha: boolean;
  1656. public fogEnabled: boolean;
  1657. public diffuseFresnelParameters: FresnelParameters;
  1658. public opacityFresnelParameters: FresnelParameters;
  1659. public reflectionFresnelParameters: FresnelParameters;
  1660. public emissiveFresnelParameters: FresnelParameters;
  1661. private _cachedDefines;
  1662. private _renderTargets;
  1663. private _worldViewProjectionMatrix;
  1664. private _globalAmbientColor;
  1665. private _scaledDiffuse;
  1666. private _scaledSpecular;
  1667. private _renderId;
  1668. constructor(name: string, scene: Scene);
  1669. public needAlphaBlending(): boolean;
  1670. public needAlphaTesting(): boolean;
  1671. private _shouldUseAlphaFromDiffuseTexture();
  1672. public getAlphaTestTexture(): BaseTexture;
  1673. public isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  1674. public unbind(): void;
  1675. public bindOnlyWorldMatrix(world: Matrix): void;
  1676. public bind(world: Matrix, mesh: Mesh): void;
  1677. public getAnimatables(): IAnimatable[];
  1678. public dispose(forceDisposeEffect?: boolean): void;
  1679. public clone(name: string): StandardMaterial;
  1680. static DiffuseTextureEnabled: boolean;
  1681. static AmbientTextureEnabled: boolean;
  1682. static OpacityTextureEnabled: boolean;
  1683. static ReflectionTextureEnabled: boolean;
  1684. static EmissiveTextureEnabled: boolean;
  1685. static SpecularTextureEnabled: boolean;
  1686. static BumpTextureEnabled: boolean;
  1687. }
  1688. }
  1689. declare module BABYLON {
  1690. class BaseTexture {
  1691. public name: string;
  1692. public delayLoadState: number;
  1693. public hasAlpha: boolean;
  1694. public getAlphaFromRGB: boolean;
  1695. public level: number;
  1696. public isCube: boolean;
  1697. public isRenderTarget: boolean;
  1698. public animations: Animation[];
  1699. public onDispose: () => void;
  1700. public coordinatesIndex: number;
  1701. public coordinatesMode: number;
  1702. public wrapU: number;
  1703. public wrapV: number;
  1704. public anisotropicFilteringLevel: number;
  1705. public _cachedAnisotropicFilteringLevel: number;
  1706. private _scene;
  1707. public _texture: WebGLTexture;
  1708. constructor(scene: Scene);
  1709. public getScene(): Scene;
  1710. public getTextureMatrix(): Matrix;
  1711. public getReflectionTextureMatrix(): Matrix;
  1712. public getInternalTexture(): WebGLTexture;
  1713. public isReady(): boolean;
  1714. public getSize(): ISize;
  1715. public getBaseSize(): ISize;
  1716. public scale(ratio: number): void;
  1717. public canRescale : boolean;
  1718. public _removeFromCache(url: string, noMipmap: boolean): void;
  1719. public _getFromCache(url: string, noMipmap: boolean): WebGLTexture;
  1720. public delayLoad(): void;
  1721. public releaseInternalTexture(): void;
  1722. public clone(): BaseTexture;
  1723. public dispose(): void;
  1724. }
  1725. }
  1726. declare module BABYLON {
  1727. class CubeTexture extends BaseTexture {
  1728. public url: string;
  1729. public coordinatesMode: number;
  1730. private _noMipmap;
  1731. private _extensions;
  1732. private _textureMatrix;
  1733. constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
  1734. public clone(): CubeTexture;
  1735. public delayLoad(): void;
  1736. public getReflectionTextureMatrix(): Matrix;
  1737. }
  1738. }
  1739. declare module BABYLON {
  1740. class DynamicTexture extends Texture {
  1741. private _generateMipMaps;
  1742. private _canvas;
  1743. private _context;
  1744. constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
  1745. public canRescale : boolean;
  1746. public scale(ratio: number): void;
  1747. public getContext(): CanvasRenderingContext2D;
  1748. public update(invertY?: boolean): void;
  1749. public drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean): void;
  1750. public clone(): DynamicTexture;
  1751. }
  1752. }
  1753. declare module BABYLON {
  1754. class MirrorTexture extends RenderTargetTexture {
  1755. public mirrorPlane: Plane;
  1756. private _transformMatrix;
  1757. private _mirrorMatrix;
  1758. private _savedViewMatrix;
  1759. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  1760. public clone(): MirrorTexture;
  1761. }
  1762. }
  1763. declare module BABYLON {
  1764. class ProceduralTexture extends Texture {
  1765. private _size;
  1766. public _generateMipMaps: boolean;
  1767. private _doNotChangeAspectRatio;
  1768. private _currentRefreshId;
  1769. private _refreshRate;
  1770. private _vertexBuffer;
  1771. private _indexBuffer;
  1772. private _effect;
  1773. private _vertexDeclaration;
  1774. private _vertexStrideSize;
  1775. private _uniforms;
  1776. private _samplers;
  1777. private _fragment;
  1778. private _textures;
  1779. private _floats;
  1780. private _floatsArrays;
  1781. private _colors3;
  1782. private _colors4;
  1783. private _vectors2;
  1784. private _vectors3;
  1785. private _matrices;
  1786. constructor(name: string, size: any, fragment: any, scene: Scene, generateMipMaps?: boolean);
  1787. public isReady(): boolean;
  1788. public resetRefreshCounter(): void;
  1789. public refreshRate : number;
  1790. public _shouldRender(): boolean;
  1791. public getRenderSize(): number;
  1792. public resize(size: any, generateMipMaps: any): void;
  1793. private _checkUniform(uniformName);
  1794. public setTexture(name: string, texture: Texture): ProceduralTexture;
  1795. public setFloat(name: string, value: number): ProceduralTexture;
  1796. public setFloats(name: string, value: number[]): ProceduralTexture;
  1797. public setColor3(name: string, value: Color3): ProceduralTexture;
  1798. public setColor4(name: string, value: Color4): ProceduralTexture;
  1799. public setVector2(name: string, value: Vector2): ProceduralTexture;
  1800. public setVector3(name: string, value: Vector3): ProceduralTexture;
  1801. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  1802. public render(useCameraPostProcess?: boolean): void;
  1803. public clone(): ProceduralTexture;
  1804. public dispose(): void;
  1805. }
  1806. }
  1807. declare module BABYLON {
  1808. class RenderTargetTexture extends Texture {
  1809. public renderList: AbstractMesh[];
  1810. public renderParticles: boolean;
  1811. public renderSprites: boolean;
  1812. public coordinatesMode: number;
  1813. public onBeforeRender: () => void;
  1814. public onAfterRender: () => void;
  1815. public activeCamera: Camera;
  1816. public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  1817. private _size;
  1818. public _generateMipMaps: boolean;
  1819. private _renderingManager;
  1820. public _waitingRenderList: string[];
  1821. private _doNotChangeAspectRatio;
  1822. private _currentRefreshId;
  1823. private _refreshRate;
  1824. constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean);
  1825. public resetRefreshCounter(): void;
  1826. public refreshRate : number;
  1827. public _shouldRender(): boolean;
  1828. public getRenderSize(): number;
  1829. public canRescale : boolean;
  1830. public scale(ratio: number): void;
  1831. public resize(size: any, generateMipMaps?: boolean): void;
  1832. public render(useCameraPostProcess?: boolean): void;
  1833. public clone(): RenderTargetTexture;
  1834. }
  1835. }
  1836. declare module BABYLON {
  1837. class Texture extends BaseTexture {
  1838. static NEAREST_SAMPLINGMODE: number;
  1839. static BILINEAR_SAMPLINGMODE: number;
  1840. static TRILINEAR_SAMPLINGMODE: number;
  1841. static EXPLICIT_MODE: number;
  1842. static SPHERICAL_MODE: number;
  1843. static PLANAR_MODE: number;
  1844. static CUBIC_MODE: number;
  1845. static PROJECTION_MODE: number;
  1846. static SKYBOX_MODE: number;
  1847. static CLAMP_ADDRESSMODE: number;
  1848. static WRAP_ADDRESSMODE: number;
  1849. static MIRROR_ADDRESSMODE: number;
  1850. public url: string;
  1851. public uOffset: number;
  1852. public vOffset: number;
  1853. public uScale: number;
  1854. public vScale: number;
  1855. public uAng: number;
  1856. public vAng: number;
  1857. public wAng: number;
  1858. private _noMipmap;
  1859. public _invertY: boolean;
  1860. private _rowGenerationMatrix;
  1861. private _cachedTextureMatrix;
  1862. private _projectionModeMatrix;
  1863. private _t0;
  1864. private _t1;
  1865. private _t2;
  1866. private _cachedUOffset;
  1867. private _cachedVOffset;
  1868. private _cachedUScale;
  1869. private _cachedVScale;
  1870. private _cachedUAng;
  1871. private _cachedVAng;
  1872. private _cachedWAng;
  1873. private _cachedCoordinatesMode;
  1874. public _samplingMode: number;
  1875. private _buffer;
  1876. private _deleteBuffer;
  1877. constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
  1878. public delayLoad(): void;
  1879. private _prepareRowForTextureGeneration(x, y, z, t);
  1880. public getTextureMatrix(): Matrix;
  1881. public getReflectionTextureMatrix(): Matrix;
  1882. public clone(): Texture;
  1883. }
  1884. }
  1885. declare module BABYLON {
  1886. class VideoTexture extends Texture {
  1887. public video: HTMLVideoElement;
  1888. private _autoLaunch;
  1889. private _lastUpdate;
  1890. constructor(name: string, urls: string[], size: any, scene: Scene, generateMipMaps: boolean, invertY: boolean, samplingMode?: number);
  1891. public update(): boolean;
  1892. }
  1893. }
  1894. declare module BABYLON {
  1895. class ProceduralTexture extends Texture {
  1896. private _size;
  1897. public _generateMipMaps: boolean;
  1898. private _doNotChangeAspectRatio;
  1899. private _currentRefreshId;
  1900. private _refreshRate;
  1901. private _vertexBuffer;
  1902. private _indexBuffer;
  1903. private _effect;
  1904. private _vertexDeclaration;
  1905. private _vertexStrideSize;
  1906. private _uniforms;
  1907. private _samplers;
  1908. private _fragment;
  1909. private _textures;
  1910. private _floats;
  1911. private _floatsArrays;
  1912. private _colors3;
  1913. private _colors4;
  1914. private _vectors2;
  1915. private _vectors3;
  1916. private _matrices;
  1917. private _fallbackTexture;
  1918. constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1919. public isReady(): boolean;
  1920. public resetRefreshCounter(): void;
  1921. public refreshRate : number;
  1922. public _shouldRender(): boolean;
  1923. public getRenderSize(): number;
  1924. public resize(size: any, generateMipMaps: any): void;
  1925. private _checkUniform(uniformName);
  1926. public setTexture(name: string, texture: Texture): ProceduralTexture;
  1927. public setFloat(name: string, value: number): ProceduralTexture;
  1928. public setFloats(name: string, value: number[]): ProceduralTexture;
  1929. public setColor3(name: string, value: Color3): ProceduralTexture;
  1930. public setColor4(name: string, value: Color4): ProceduralTexture;
  1931. public setVector2(name: string, value: Vector2): ProceduralTexture;
  1932. public setVector3(name: string, value: Vector3): ProceduralTexture;
  1933. public setMatrix(name: string, value: Matrix): ProceduralTexture;
  1934. public render(useCameraPostProcess?: boolean): void;
  1935. public clone(): ProceduralTexture;
  1936. public dispose(): void;
  1937. }
  1938. }
  1939. declare module BABYLON {
  1940. class WoodProceduralTexture extends ProceduralTexture {
  1941. private _ampScale;
  1942. private _ringScale;
  1943. private _woodColor1;
  1944. private _woodColor2;
  1945. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1946. public updateShaderUniforms(): void;
  1947. public ampScale : number;
  1948. public ringScale : number;
  1949. public woodColor1 : Color3;
  1950. public woodColor2 : Color3;
  1951. }
  1952. class FireProceduralTexture extends ProceduralTexture {
  1953. private _time;
  1954. private _speed;
  1955. private _shift;
  1956. private _alpha;
  1957. private _autoGenerateTime;
  1958. private _fireColors;
  1959. constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  1960. public updateShaderUniforms(): void;
  1961. public render(useCameraPostProcess?: boolean): void;
  1962. static PurpleFireColors : number[][];
  1963. static GreenFireColors : number[][];
  1964. static RedFireColors : number[][];
  1965. static BlueFireColors : number[][];
  1966. public fireColors : number[][];
  1967. public time : number;
  1968. public speed : Vector2;
  1969. public shift : number;
  1970. public alpha : number;
  1971. }
  1972. }
  1973. declare module BABYLON {
  1974. class Color3 {
  1975. public r: number;
  1976. public g: number;
  1977. public b: number;
  1978. constructor(r?: number, g?: number, b?: number);
  1979. public toString(): string;
  1980. public toArray(array: number[], index?: number): void;
  1981. public toColor4(alpha?: number): Color4;
  1982. public asArray(): number[];
  1983. public toLuminance(): number;
  1984. public multiply(otherColor: Color3): Color3;
  1985. public multiplyToRef(otherColor: Color3, result: Color3): void;
  1986. public equals(otherColor: Color3): boolean;
  1987. public scale(scale: number): Color3;
  1988. public scaleToRef(scale: number, result: Color3): void;
  1989. public add(otherColor: Color3): Color3;
  1990. public addToRef(otherColor: Color3, result: Color3): void;
  1991. public subtract(otherColor: Color3): Color3;
  1992. public subtractToRef(otherColor: Color3, result: Color3): void;
  1993. public clone(): Color3;
  1994. public copyFrom(source: Color3): void;
  1995. public copyFromFloats(r: number, g: number, b: number): void;
  1996. static FromArray(array: number[]): Color3;
  1997. static FromInts(r: number, g: number, b: number): Color3;
  1998. static Lerp(start: Color3, end: Color3, amount: number): Color3;
  1999. static Red(): Color3;
  2000. static Green(): Color3;
  2001. static Blue(): Color3;
  2002. static Black(): Color3;
  2003. static White(): Color3;
  2004. static Purple(): Color3;
  2005. static Magenta(): Color3;
  2006. static Yellow(): Color3;
  2007. static Gray(): Color3;
  2008. }
  2009. class Color4 {
  2010. public r: number;
  2011. public g: number;
  2012. public b: number;
  2013. public a: number;
  2014. constructor(r: number, g: number, b: number, a: number);
  2015. public addInPlace(right: any): void;
  2016. public asArray(): number[];
  2017. public toArray(array: number[], index?: number): void;
  2018. public add(right: Color4): Color4;
  2019. public subtract(right: Color4): Color4;
  2020. public subtractToRef(right: Color4, result: Color4): void;
  2021. public scale(scale: number): Color4;
  2022. public scaleToRef(scale: number, result: Color4): void;
  2023. public toString(): string;
  2024. public clone(): Color4;
  2025. static Lerp(left: Color4, right: Color4, amount: number): Color4;
  2026. static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
  2027. static FromArray(array: number[], offset?: number): Color4;
  2028. static FromInts(r: number, g: number, b: number, a: number): Color4;
  2029. }
  2030. class Vector2 {
  2031. public x: number;
  2032. public y: number;
  2033. constructor(x: number, y: number);
  2034. public toString(): string;
  2035. public toArray(array: number[], index?: number): void;
  2036. public asArray(): number[];
  2037. public copyFrom(source: Vector2): void;
  2038. public copyFromFloats(x: number, y: number): void;
  2039. public add(otherVector: Vector2): Vector2;
  2040. public addVector3(otherVector: Vector3): Vector2;
  2041. public subtract(otherVector: Vector2): Vector2;
  2042. public subtractInPlace(otherVector: Vector2): void;
  2043. public multiplyInPlace(otherVector: Vector2): void;
  2044. public multiply(otherVector: Vector2): Vector2;
  2045. public multiplyToRef(otherVector: Vector2, result: Vector2): void;
  2046. public multiplyByFloats(x: number, y: number): Vector2;
  2047. public divide(otherVector: Vector2): Vector2;
  2048. public divideToRef(otherVector: Vector2, result: Vector2): void;
  2049. public negate(): Vector2;
  2050. public scaleInPlace(scale: number): Vector2;
  2051. public scale(scale: number): Vector2;
  2052. public equals(otherVector: Vector2): boolean;
  2053. public length(): number;
  2054. public lengthSquared(): number;
  2055. public normalize(): Vector2;
  2056. public clone(): Vector2;
  2057. static Zero(): Vector2;
  2058. static FromArray(array: number[], offset?: number): Vector2;
  2059. static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
  2060. static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
  2061. static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
  2062. static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
  2063. static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
  2064. static Dot(left: Vector2, right: Vector2): number;
  2065. static Normalize(vector: Vector2): Vector2;
  2066. static Minimize(left: Vector2, right: Vector2): Vector2;
  2067. static Maximize(left: Vector2, right: Vector2): Vector2;
  2068. static Transform(vector: Vector2, transformation: Matrix): Vector2;
  2069. static Distance(value1: Vector2, value2: Vector2): number;
  2070. static DistanceSquared(value1: Vector2, value2: Vector2): number;
  2071. }
  2072. class Vector3 {
  2073. public x: number;
  2074. public y: number;
  2075. public z: number;
  2076. constructor(x: number, y: number, z: number);
  2077. public toString(): string;
  2078. public asArray(): number[];
  2079. public toArray(array: number[], index?: number): void;
  2080. public addInPlace(otherVector: Vector3): void;
  2081. public add(otherVector: Vector3): Vector3;
  2082. public addToRef(otherVector: Vector3, result: Vector3): void;
  2083. public subtractInPlace(otherVector: Vector3): void;
  2084. public subtract(otherVector: Vector3): Vector3;
  2085. public subtractToRef(otherVector: Vector3, result: Vector3): void;
  2086. public subtractFromFloats(x: number, y: number, z: number): Vector3;
  2087. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2088. public negate(): Vector3;
  2089. public scaleInPlace(scale: number): Vector3;
  2090. public scale(scale: number): Vector3;
  2091. public scaleToRef(scale: number, result: Vector3): void;
  2092. public equals(otherVector: Vector3): boolean;
  2093. public equalsWithEpsilon(otherVector: Vector3): boolean;
  2094. public equalsToFloats(x: number, y: number, z: number): boolean;
  2095. public multiplyInPlace(otherVector: Vector3): void;
  2096. public multiply(otherVector: Vector3): Vector3;
  2097. public multiplyToRef(otherVector: Vector3, result: Vector3): void;
  2098. public multiplyByFloats(x: number, y: number, z: number): Vector3;
  2099. public divide(otherVector: Vector3): Vector3;
  2100. public divideToRef(otherVector: Vector3, result: Vector3): void;
  2101. public MinimizeInPlace(other: Vector3): void;
  2102. public MaximizeInPlace(other: Vector3): void;
  2103. public length(): number;
  2104. public lengthSquared(): number;
  2105. public normalize(): Vector3;
  2106. public clone(): Vector3;
  2107. public copyFrom(source: Vector3): void;
  2108. public copyFromFloats(x: number, y: number, z: number): void;
  2109. static FromArray(array: number[], offset?: number): Vector3;
  2110. static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
  2111. static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
  2112. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2113. static Zero(): Vector3;
  2114. static Up(): Vector3;
  2115. static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
  2116. static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2117. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2118. static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
  2119. static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
  2120. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
  2121. static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
  2122. static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
  2123. static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
  2124. static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
  2125. static Dot(left: Vector3, right: Vector3): number;
  2126. static Cross(left: Vector3, right: Vector3): Vector3;
  2127. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2128. static Normalize(vector: Vector3): Vector3;
  2129. static NormalizeToRef(vector: Vector3, result: Vector3): void;
  2130. static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
  2131. static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
  2132. static Minimize(left: Vector3, right: Vector3): Vector3;
  2133. static Maximize(left: Vector3, right: Vector3): Vector3;
  2134. static Distance(value1: Vector3, value2: Vector3): number;
  2135. static DistanceSquared(value1: Vector3, value2: Vector3): number;
  2136. static Center(value1: Vector3, value2: Vector3): Vector3;
  2137. }
  2138. class Quaternion {
  2139. public x: number;
  2140. public y: number;
  2141. public z: number;
  2142. public w: number;
  2143. constructor(x?: number, y?: number, z?: number, w?: number);
  2144. public toString(): string;
  2145. public asArray(): number[];
  2146. public equals(otherQuaternion: Quaternion): boolean;
  2147. public clone(): Quaternion;
  2148. public copyFrom(other: Quaternion): void;
  2149. public copyFromFloats(x: number, y: number, z: number, w: number): void;
  2150. public add(other: Quaternion): Quaternion;
  2151. public subtract(other: Quaternion): Quaternion;
  2152. public scale(value: number): Quaternion;
  2153. public multiply(q1: Quaternion): Quaternion;
  2154. public multiplyToRef(q1: Quaternion, result: Quaternion): void;
  2155. public length(): number;
  2156. public normalize(): void;
  2157. public toEulerAngles(): Vector3;
  2158. public toEulerAnglesToRef(result: Vector3): void;
  2159. public toRotationMatrix(result: Matrix): void;
  2160. public fromRotationMatrix(matrix: Matrix): void;
  2161. static Inverse(q: Quaternion): Quaternion;
  2162. static RotationAxis(axis: Vector3, angle: number): Quaternion;
  2163. static FromArray(array: number[], offset?: number): Quaternion;
  2164. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  2165. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  2166. static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
  2167. }
  2168. class Matrix {
  2169. private static _tempQuaternion;
  2170. private static _xAxis;
  2171. private static _yAxis;
  2172. private static _zAxis;
  2173. public m: Float32Array;
  2174. public isIdentity(): boolean;
  2175. public determinant(): number;
  2176. public toArray(): Float32Array;
  2177. public asArray(): Float32Array;
  2178. public invert(): void;
  2179. public invertToRef(other: Matrix): void;
  2180. public setTranslation(vector3: Vector3): void;
  2181. public multiply(other: Matrix): Matrix;
  2182. public copyFrom(other: Matrix): void;
  2183. public copyToArray(array: Float32Array, offset?: number): void;
  2184. public multiplyToRef(other: Matrix, result: Matrix): void;
  2185. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void;
  2186. public equals(value: Matrix): boolean;
  2187. public clone(): Matrix;
  2188. static FromArray(array: number[], offset?: number): Matrix;
  2189. static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
  2190. 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;
  2191. 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;
  2192. static Identity(): Matrix;
  2193. static IdentityToRef(result: Matrix): void;
  2194. static Zero(): Matrix;
  2195. static RotationX(angle: number): Matrix;
  2196. static RotationXToRef(angle: number, result: Matrix): void;
  2197. static RotationY(angle: number): Matrix;
  2198. static RotationYToRef(angle: number, result: Matrix): void;
  2199. static RotationZ(angle: number): Matrix;
  2200. static RotationZToRef(angle: number, result: Matrix): void;
  2201. static RotationAxis(axis: Vector3, angle: number): Matrix;
  2202. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  2203. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  2204. static Scaling(x: number, y: number, z: number): Matrix;
  2205. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  2206. static Translation(x: number, y: number, z: number): Matrix;
  2207. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  2208. static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
  2209. static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
  2210. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2211. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  2212. static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  2213. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  2214. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  2215. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void;
  2216. static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
  2217. static Transpose(matrix: Matrix): Matrix;
  2218. static Reflection(plane: Plane): Matrix;
  2219. static ReflectionToRef(plane: Plane, result: Matrix): void;
  2220. }
  2221. class Plane {
  2222. public normal: Vector3;
  2223. public d: number;
  2224. constructor(a: number, b: number, c: number, d: number);
  2225. public asArray(): number[];
  2226. public clone(): Plane;
  2227. public normalize(): void;
  2228. public transform(transformation: Matrix): Plane;
  2229. public dotCoordinate(point: any): number;
  2230. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void;
  2231. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
  2232. public signedDistanceTo(point: Vector3): number;
  2233. static FromArray(array: number[]): Plane;
  2234. static FromPoints(point1: any, point2: any, point3: any): Plane;
  2235. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
  2236. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
  2237. }
  2238. class Viewport {
  2239. public x: number;
  2240. public y: number;
  2241. public width: number;
  2242. public height: number;
  2243. constructor(x: number, y: number, width: number, height: number);
  2244. public toGlobal(engine: any): Viewport;
  2245. }
  2246. class Frustum {
  2247. static GetPlanes(transform: Matrix): Plane[];
  2248. static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
  2249. }
  2250. class Ray {
  2251. public origin: Vector3;
  2252. public direction: Vector3;
  2253. private _edge1;
  2254. private _edge2;
  2255. private _pvec;
  2256. private _tvec;
  2257. private _qvec;
  2258. constructor(origin: Vector3, direction: Vector3);
  2259. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
  2260. public intersectsBox(box: BoundingBox): boolean;
  2261. public intersectsSphere(sphere: any): boolean;
  2262. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
  2263. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
  2264. static Transform(ray: Ray, matrix: Matrix): Ray;
  2265. }
  2266. enum Space {
  2267. LOCAL = 0,
  2268. WORLD = 1,
  2269. }
  2270. class Axis {
  2271. static X: Vector3;
  2272. static Y: Vector3;
  2273. static Z: Vector3;
  2274. }
  2275. }
  2276. declare module BABYLON {
  2277. class AbstractMesh extends Node implements IDisposable {
  2278. private static _BILLBOARDMODE_NONE;
  2279. private static _BILLBOARDMODE_X;
  2280. private static _BILLBOARDMODE_Y;
  2281. private static _BILLBOARDMODE_Z;
  2282. private static _BILLBOARDMODE_ALL;
  2283. static BILLBOARDMODE_NONE : number;
  2284. static BILLBOARDMODE_X : number;
  2285. static BILLBOARDMODE_Y : number;
  2286. static BILLBOARDMODE_Z : number;
  2287. static BILLBOARDMODE_ALL : number;
  2288. public position: Vector3;
  2289. public rotation: Vector3;
  2290. public rotationQuaternion: Quaternion;
  2291. public scaling: Vector3;
  2292. public billboardMode: number;
  2293. public visibility: number;
  2294. public infiniteDistance: boolean;
  2295. public isVisible: boolean;
  2296. public isPickable: boolean;
  2297. public showBoundingBox: boolean;
  2298. public showSubMeshesBoundingBox: boolean;
  2299. public onDispose: any;
  2300. public checkCollisions: boolean;
  2301. public isBlocker: boolean;
  2302. public skeleton: Skeleton;
  2303. public renderingGroupId: number;
  2304. public material: Material;
  2305. public receiveShadows: boolean;
  2306. public actionManager: ActionManager;
  2307. public renderOutline: boolean;
  2308. public outlineColor: Color3;
  2309. public outlineWidth: number;
  2310. public useOctreeForRenderingSelection: boolean;
  2311. public useOctreeForPicking: boolean;
  2312. public useOctreeForCollisions: boolean;
  2313. public layerMask: number;
  2314. public _physicImpostor: number;
  2315. public _physicsMass: number;
  2316. public _physicsFriction: number;
  2317. public _physicRestitution: number;
  2318. public ellipsoid: Vector3;
  2319. public ellipsoidOffset: Vector3;
  2320. private _collider;
  2321. private _oldPositionForCollisions;
  2322. private _diffPositionForCollisions;
  2323. private _newPositionForCollisions;
  2324. private _localScaling;
  2325. private _localRotation;
  2326. private _localTranslation;
  2327. private _localBillboard;
  2328. private _localPivotScaling;
  2329. private _localPivotScalingRotation;
  2330. private _localWorld;
  2331. private _worldMatrix;
  2332. private _rotateYByPI;
  2333. private _absolutePosition;
  2334. private _collisionsTransformMatrix;
  2335. private _collisionsScalingMatrix;
  2336. public _positions: Vector3[];
  2337. private _isDirty;
  2338. public _boundingInfo: BoundingInfo;
  2339. private _pivotMatrix;
  2340. public _isDisposed: boolean;
  2341. public _renderId: number;
  2342. public subMeshes: SubMesh[];
  2343. public _submeshesOctree: Octree<SubMesh>;
  2344. public _intersectionsInProgress: AbstractMesh[];
  2345. constructor(name: string, scene: Scene);
  2346. public getTotalVertices(): number;
  2347. public getIndices(): number[];
  2348. public getVerticesData(kind: string): number[];
  2349. public isVerticesDataPresent(kind: string): boolean;
  2350. public getBoundingInfo(): BoundingInfo;
  2351. public _preActivate(): void;
  2352. public _activate(renderId: number): void;
  2353. public getWorldMatrix(): Matrix;
  2354. public worldMatrixFromCache : Matrix;
  2355. public absolutePosition : Vector3;
  2356. public rotate(axis: Vector3, amount: number, space: Space): void;
  2357. public translate(axis: Vector3, distance: number, space: Space): void;
  2358. public getAbsolutePosition(): Vector3;
  2359. public setAbsolutePosition(absolutePosition: Vector3): void;
  2360. public setPivotMatrix(matrix: Matrix): void;
  2361. public getPivotMatrix(): Matrix;
  2362. public _isSynchronized(): boolean;
  2363. public _initCache(): void;
  2364. public markAsDirty(property: string): void;
  2365. public _updateBoundingInfo(): void;
  2366. public computeWorldMatrix(force?: boolean): Matrix;
  2367. public setPositionWithLocalVector(vector3: Vector3): void;
  2368. public getPositionExpressedInLocalSpace(): Vector3;
  2369. public locallyTranslate(vector3: Vector3): void;
  2370. public lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
  2371. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2372. public isCompletelyInFrustum(camera?: Camera): boolean;
  2373. public intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
  2374. public intersectsPoint(point: Vector3): boolean;
  2375. public setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): void;
  2376. public getPhysicsImpostor(): number;
  2377. public getPhysicsMass(): number;
  2378. public getPhysicsFriction(): number;
  2379. public getPhysicsRestitution(): number;
  2380. public applyImpulse(force: Vector3, contactPoint: Vector3): void;
  2381. public setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
  2382. public updatePhysicsBodyPosition(): void;
  2383. public moveWithCollisions(velocity: Vector3): void;
  2384. /**
  2385. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  2386. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  2387. */
  2388. public createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  2389. public _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
  2390. public _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
  2391. public _checkCollision(collider: Collider): void;
  2392. public _generatePointsArray(): boolean;
  2393. public intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
  2394. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
  2395. public releaseSubMeshes(): void;
  2396. public dispose(doNotRecurse?: boolean): void;
  2397. }
  2398. }
  2399. declare module BABYLON {
  2400. class CSG {
  2401. private polygons;
  2402. public matrix: Matrix;
  2403. public position: Vector3;
  2404. public rotation: Vector3;
  2405. public scaling: Vector3;
  2406. static FromMesh(mesh: Mesh): CSG;
  2407. private static FromPolygons(polygons);
  2408. public clone(): CSG;
  2409. private toPolygons();
  2410. public union(csg: CSG): CSG;
  2411. public unionInPlace(csg: CSG): void;
  2412. public subtract(csg: CSG): CSG;
  2413. public subtractInPlace(csg: CSG): void;
  2414. public intersect(csg: CSG): CSG;
  2415. public intersectInPlace(csg: CSG): void;
  2416. public inverse(): CSG;
  2417. public inverseInPlace(): void;
  2418. public copyTransformAttributes(csg: CSG): CSG;
  2419. public buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  2420. public toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
  2421. }
  2422. }
  2423. declare module BABYLON {
  2424. class Geometry implements IGetSetVerticesData {
  2425. public id: string;
  2426. public delayLoadState: number;
  2427. public delayLoadingFile: string;
  2428. private _scene;
  2429. private _engine;
  2430. private _meshes;
  2431. private _totalVertices;
  2432. private _indices;
  2433. private _vertexBuffers;
  2434. public _delayInfo: any;
  2435. private _indexBuffer;
  2436. public _boundingInfo: BoundingInfo;
  2437. public _delayLoadingFunction: (any: any, Geometry: any) => void;
  2438. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
  2439. public getScene(): Scene;
  2440. public getEngine(): Engine;
  2441. public isReady(): boolean;
  2442. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2443. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2444. public updateVerticesDataDirectly(kind: string, data: Float32Array): void;
  2445. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
  2446. public getTotalVertices(): number;
  2447. public getVerticesData(kind: string): number[];
  2448. public getVertexBuffer(kind: string): VertexBuffer;
  2449. public getVertexBuffers(): VertexBuffer[];
  2450. public isVerticesDataPresent(kind: string): boolean;
  2451. public getVerticesDataKinds(): string[];
  2452. public setIndices(indices: number[]): void;
  2453. public getTotalIndices(): number;
  2454. public getIndices(): number[];
  2455. public getIndexBuffer(): any;
  2456. public releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  2457. public applyToMesh(mesh: Mesh): void;
  2458. private _applyToMesh(mesh);
  2459. public load(scene: Scene, onLoaded?: () => void): void;
  2460. public dispose(): void;
  2461. public copy(id: string): Geometry;
  2462. static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
  2463. static RandomId(): string;
  2464. }
  2465. module Geometry.Primitives {
  2466. class _Primitive extends Geometry {
  2467. private _beingRegenerated;
  2468. private _canBeRegenerated;
  2469. constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
  2470. public canBeRegenerated(): boolean;
  2471. public regenerate(): void;
  2472. public asNewGeometry(id: string): Geometry;
  2473. public setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  2474. public setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2475. public _regenerateVertexData(): VertexData;
  2476. public copy(id: string): Geometry;
  2477. }
  2478. class Box extends _Primitive {
  2479. public size: number;
  2480. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2481. public _regenerateVertexData(): VertexData;
  2482. public copy(id: string): Geometry;
  2483. }
  2484. class Sphere extends _Primitive {
  2485. public segments: number;
  2486. public diameter: number;
  2487. constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2488. public _regenerateVertexData(): VertexData;
  2489. public copy(id: string): Geometry;
  2490. }
  2491. class Cylinder extends _Primitive {
  2492. public height: number;
  2493. public diameterTop: number;
  2494. public diameterBottom: number;
  2495. public tessellation: number;
  2496. public subdivisions: number;
  2497. constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2498. public _regenerateVertexData(): VertexData;
  2499. public copy(id: string): Geometry;
  2500. }
  2501. class Torus extends _Primitive {
  2502. public diameter: number;
  2503. public thickness: number;
  2504. public tessellation: number;
  2505. constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2506. public _regenerateVertexData(): VertexData;
  2507. public copy(id: string): Geometry;
  2508. }
  2509. class Ground extends _Primitive {
  2510. public width: number;
  2511. public height: number;
  2512. public subdivisions: number;
  2513. constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2514. public _regenerateVertexData(): VertexData;
  2515. public copy(id: string): Geometry;
  2516. }
  2517. class TiledGround extends _Primitive {
  2518. public xmin: number;
  2519. public zmin: number;
  2520. public xmax: number;
  2521. public zmax: number;
  2522. public subdivisions: {
  2523. w: number;
  2524. h: number;
  2525. };
  2526. public precision: {
  2527. w: number;
  2528. h: number;
  2529. };
  2530. constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2531. w: number;
  2532. h: number;
  2533. }, precision: {
  2534. w: number;
  2535. h: number;
  2536. }, canBeRegenerated?: boolean, mesh?: Mesh);
  2537. public _regenerateVertexData(): VertexData;
  2538. public copy(id: string): Geometry;
  2539. }
  2540. class Plane extends _Primitive {
  2541. public size: number;
  2542. constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2543. public _regenerateVertexData(): VertexData;
  2544. public copy(id: string): Geometry;
  2545. }
  2546. class TorusKnot extends _Primitive {
  2547. public radius: number;
  2548. public tube: number;
  2549. public radialSegments: number;
  2550. public tubularSegments: number;
  2551. public p: number;
  2552. public q: number;
  2553. constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh);
  2554. public _regenerateVertexData(): VertexData;
  2555. public copy(id: string): Geometry;
  2556. }
  2557. }
  2558. }
  2559. declare module BABYLON {
  2560. class GroundMesh extends Mesh {
  2561. public generateOctree: boolean;
  2562. private _worldInverse;
  2563. public _subdivisions: number;
  2564. constructor(name: string, scene: Scene);
  2565. public subdivisions : number;
  2566. public optimize(chunksCount: number): void;
  2567. public getHeightAtCoordinates(x: number, z: number): number;
  2568. }
  2569. }
  2570. declare module BABYLON {
  2571. class InstancedMesh extends AbstractMesh {
  2572. private _sourceMesh;
  2573. constructor(name: string, source: Mesh);
  2574. public receiveShadows : boolean;
  2575. public material : Material;
  2576. public visibility : number;
  2577. public skeleton : Skeleton;
  2578. public getTotalVertices(): number;
  2579. public sourceMesh : Mesh;
  2580. public getVerticesData(kind: string): number[];
  2581. public isVerticesDataPresent(kind: string): boolean;
  2582. public getIndices(): number[];
  2583. public _positions : Vector3[];
  2584. public refreshBoundingInfo(): void;
  2585. public _preActivate(): void;
  2586. public _activate(renderId: number): void;
  2587. public _syncSubMeshes(): void;
  2588. public _generatePointsArray(): boolean;
  2589. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
  2590. public dispose(doNotRecurse?: boolean): void;
  2591. }
  2592. }
  2593. declare module BABYLON {
  2594. class LinesMesh extends Mesh {
  2595. public color: Color3;
  2596. public alpha: number;
  2597. private _colorShader;
  2598. private _ib;
  2599. private _indicesLength;
  2600. private _indices;
  2601. constructor(name: string, scene: Scene, updatable?: boolean);
  2602. public material : Material;
  2603. public isPickable : boolean;
  2604. public checkCollisions : boolean;
  2605. public _bind(subMesh: SubMesh, effect: Effect, wireframe?: boolean): void;
  2606. public _draw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2607. public intersects(ray: Ray, fastCheck?: boolean): any;
  2608. public dispose(doNotRecurse?: boolean): void;
  2609. }
  2610. }
  2611. declare module BABYLON {
  2612. class _InstancesBatch {
  2613. public mustReturn: boolean;
  2614. public visibleInstances: InstancedMesh[][];
  2615. public renderSelf: boolean[];
  2616. }
  2617. class Mesh extends AbstractMesh implements IGetSetVerticesData {
  2618. public delayLoadState: number;
  2619. public instances: InstancedMesh[];
  2620. public delayLoadingFile: string;
  2621. public _binaryInfo: any;
  2622. public _geometry: Geometry;
  2623. private _onBeforeRenderCallbacks;
  2624. private _onAfterRenderCallbacks;
  2625. public _delayInfo: any;
  2626. public _delayLoadingFunction: (any: any, Mesh: any) => void;
  2627. public _visibleInstances: any;
  2628. private _renderIdForInstances;
  2629. private _batchCache;
  2630. private _worldMatricesInstancesBuffer;
  2631. private _worldMatricesInstancesArray;
  2632. private _instancesBufferSize;
  2633. public _shouldGenerateFlatShading: boolean;
  2634. private _preActivateId;
  2635. constructor(name: string, scene: Scene);
  2636. public getTotalVertices(): number;
  2637. public getVerticesData(kind: string): number[];
  2638. public getVertexBuffer(kind: any): VertexBuffer;
  2639. public isVerticesDataPresent(kind: string): boolean;
  2640. public getVerticesDataKinds(): string[];
  2641. public getTotalIndices(): number;
  2642. public getIndices(): number[];
  2643. public isReady(): boolean;
  2644. public isDisposed(): boolean;
  2645. public _preActivate(): void;
  2646. public _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
  2647. public refreshBoundingInfo(): void;
  2648. public _createGlobalSubMesh(): SubMesh;
  2649. public subdivide(count: number): void;
  2650. public setVerticesData(kind: any, data: any, updatable?: boolean): void;
  2651. public updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2652. public updateVerticesDataDirectly(kind: string, data: Float32Array, makeItUnique?: boolean): void;
  2653. public makeGeometryUnique(): void;
  2654. public setIndices(indices: number[]): void;
  2655. public _bind(subMesh: SubMesh, effect: Effect, wireframe?: boolean): void;
  2656. public _draw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2657. public _fullDraw(subMesh: SubMesh, useTriangles: boolean, instancesCount?: number): void;
  2658. public registerBeforeRender(func: () => void): void;
  2659. public unregisterBeforeRender(func: () => void): void;
  2660. public registerAfterRender(func: () => void): void;
  2661. public unregisterAfterRender(func: () => void): void;
  2662. public _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  2663. public _renderWithInstances(subMesh: SubMesh, wireFrame: boolean, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
  2664. public render(subMesh: SubMesh): void;
  2665. public getEmittedParticleSystems(): ParticleSystem[];
  2666. public getHierarchyEmittedParticleSystems(): ParticleSystem[];
  2667. public getChildren(): Node[];
  2668. public _checkDelayState(): void;
  2669. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2670. public setMaterialByID(id: string): void;
  2671. public getAnimatables(): IAnimatable[];
  2672. public bakeTransformIntoVertices(transform: Matrix): void;
  2673. public _resetPointsArrayCache(): void;
  2674. public _generatePointsArray(): boolean;
  2675. public clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Mesh;
  2676. public dispose(doNotRecurse?: boolean): void;
  2677. public applyDisplacementMap(url: string, minHeight: number, maxHeight: number): void;
  2678. public applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
  2679. public convertToFlatShadedMesh(): void;
  2680. public createInstance(name: string): InstancedMesh;
  2681. public synchronizeInstances(): void;
  2682. static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2683. static CreateSphere(name: string, segments: number, diameter: number, scene: Scene, updatable?: boolean): Mesh;
  2684. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any): Mesh;
  2685. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean): Mesh;
  2686. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean): Mesh;
  2687. static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean): LinesMesh;
  2688. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean): Mesh;
  2689. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
  2690. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  2691. w: number;
  2692. h: number;
  2693. }, precision: {
  2694. w: number;
  2695. h: number;
  2696. }, scene: Scene, updatable?: boolean): Mesh;
  2697. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean): GroundMesh;
  2698. static MinMax(meshes: AbstractMesh[]): {
  2699. min: Vector3;
  2700. max: Vector3;
  2701. };
  2702. static Center(meshesOrMinMaxVector: any): Vector3;
  2703. }
  2704. }
  2705. declare module BABYLON {
  2706. interface IGetSetVerticesData {
  2707. isVerticesDataPresent(kind: string): boolean;
  2708. getVerticesData(kind: string): number[];
  2709. getIndices(): number[];
  2710. setVerticesData(kind: string, data: number[], updatable?: boolean): void;
  2711. updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
  2712. setIndices(indices: number[]): void;
  2713. }
  2714. class VertexData {
  2715. public positions: number[];
  2716. public normals: number[];
  2717. public uvs: number[];
  2718. public uv2s: number[];
  2719. public colors: number[];
  2720. public matricesIndices: number[];
  2721. public matricesWeights: number[];
  2722. public indices: number[];
  2723. public set(data: number[], kind: string): void;
  2724. public applyToMesh(mesh: Mesh, updatable?: boolean): void;
  2725. public applyToGeometry(geometry: Geometry, updatable?: boolean): void;
  2726. public updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
  2727. public updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
  2728. private _applyTo(meshOrGeometry, updatable?);
  2729. private _update(meshOrGeometry, updateExtends?, makeItUnique?);
  2730. public transform(matrix: Matrix): void;
  2731. public merge(other: VertexData): void;
  2732. static ExtractFromMesh(mesh: Mesh): VertexData;
  2733. static ExtractFromGeometry(geometry: Geometry): VertexData;
  2734. private static _ExtractFrom(meshOrGeometry);
  2735. static CreateBox(size: number): VertexData;
  2736. static CreateSphere(segments: number, diameter: number): VertexData;
  2737. static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number): VertexData;
  2738. static CreateTorus(diameter: any, thickness: any, tessellation: any): VertexData;
  2739. static CreateLines(points: Vector3[]): VertexData;
  2740. static CreateGround(width: number, height: number, subdivisions: number): VertexData;
  2741. static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
  2742. w: number;
  2743. h: number;
  2744. }, precision?: {
  2745. w: number;
  2746. h: number;
  2747. }): VertexData;
  2748. static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
  2749. static CreatePlane(size: number): VertexData;
  2750. static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number): VertexData;
  2751. static ComputeNormals(positions: number[], indices: number[], normals: number[]): void;
  2752. }
  2753. }
  2754. declare module BABYLON {
  2755. class SubMesh {
  2756. public materialIndex: number;
  2757. public verticesStart: number;
  2758. public verticesCount: number;
  2759. public indexStart: any;
  2760. public indexCount: number;
  2761. public linesIndexCount: number;
  2762. private _mesh;
  2763. private _renderingMesh;
  2764. private _boundingInfo;
  2765. private _linesIndexBuffer;
  2766. public _lastColliderWorldVertices: Vector3[];
  2767. public _trianglePlanes: Plane[];
  2768. public _lastColliderTransformMatrix: Matrix;
  2769. public _renderId: number;
  2770. public _distanceToCamera: number;
  2771. public _id: number;
  2772. constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  2773. public getBoundingInfo(): BoundingInfo;
  2774. public getMesh(): AbstractMesh;
  2775. public getRenderingMesh(): Mesh;
  2776. public getMaterial(): Material;
  2777. public refreshBoundingInfo(): void;
  2778. public _checkCollision(collider: Collider): boolean;
  2779. public updateBoundingInfo(world: Matrix): void;
  2780. public isInFrustum(frustumPlanes: Plane[]): boolean;
  2781. public render(): void;
  2782. public getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
  2783. public canIntersects(ray: Ray): boolean;
  2784. public intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
  2785. public clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  2786. public dispose(): void;
  2787. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  2788. }
  2789. }
  2790. declare module BABYLON {
  2791. class VertexBuffer {
  2792. private _mesh;
  2793. private _engine;
  2794. private _buffer;
  2795. private _data;
  2796. private _updatable;
  2797. private _kind;
  2798. private _strideSize;
  2799. constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean);
  2800. public isUpdatable(): boolean;
  2801. public getData(): number[];
  2802. public getBuffer(): WebGLBuffer;
  2803. public getStrideSize(): number;
  2804. public create(data?: number[]): void;
  2805. public update(data: number[]): void;
  2806. public updateDirectly(data: Float32Array): void;
  2807. public dispose(): void;
  2808. private static _PositionKind;
  2809. private static _NormalKind;
  2810. private static _UVKind;
  2811. private static _UV2Kind;
  2812. private static _ColorKind;
  2813. private static _MatricesIndicesKind;
  2814. private static _MatricesWeightsKind;
  2815. static PositionKind : string;
  2816. static NormalKind : string;
  2817. static UVKind : string;
  2818. static UV2Kind : string;
  2819. static ColorKind : string;
  2820. static MatricesIndicesKind : string;
  2821. static MatricesWeightsKind : string;
  2822. }
  2823. }
  2824. declare module BABYLON {
  2825. class Particle {
  2826. public position: Vector3;
  2827. public direction: Vector3;
  2828. public color: Color4;
  2829. public colorStep: Color4;
  2830. public lifeTime: number;
  2831. public age: number;
  2832. public size: number;
  2833. public angle: number;
  2834. public angularSpeed: number;
  2835. }
  2836. }
  2837. declare module BABYLON {
  2838. class ParticleSystem implements IDisposable {
  2839. public name: string;
  2840. static BLENDMODE_ONEONE: number;
  2841. static BLENDMODE_STANDARD: number;
  2842. public id: string;
  2843. public renderingGroupId: number;
  2844. public emitter: any;
  2845. public emitRate: number;
  2846. public manualEmitCount: number;
  2847. public updateSpeed: number;
  2848. public targetStopDuration: number;
  2849. public disposeOnStop: boolean;
  2850. public minEmitPower: number;
  2851. public maxEmitPower: number;
  2852. public minLifeTime: number;
  2853. public maxLifeTime: number;
  2854. public minSize: number;
  2855. public maxSize: number;
  2856. public minAngularSpeed: number;
  2857. public maxAngularSpeed: number;
  2858. public particleTexture: Texture;
  2859. public onDispose: () => void;
  2860. public blendMode: number;
  2861. public forceDepthWrite: boolean;
  2862. public gravity: Vector3;
  2863. public direction1: Vector3;
  2864. public direction2: Vector3;
  2865. public minEmitBox: Vector3;
  2866. public maxEmitBox: Vector3;
  2867. public color1: Color4;
  2868. public color2: Color4;
  2869. public colorDead: Color4;
  2870. public textureMask: Color4;
  2871. public startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
  2872. public startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
  2873. private particles;
  2874. private _capacity;
  2875. private _scene;
  2876. private _vertexDeclaration;
  2877. private _vertexStrideSize;
  2878. private _stockParticles;
  2879. private _newPartsExcess;
  2880. private _vertexBuffer;
  2881. private _indexBuffer;
  2882. private _vertices;
  2883. private _effect;
  2884. private _customEffect;
  2885. private _cachedDefines;
  2886. private _scaledColorStep;
  2887. private _colorDiff;
  2888. private _scaledDirection;
  2889. private _scaledGravity;
  2890. private _currentRenderId;
  2891. private _alive;
  2892. private _started;
  2893. private _stopped;
  2894. private _actualFrame;
  2895. private _scaledUpdateSpeed;
  2896. constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
  2897. public getCapacity(): number;
  2898. public isAlive(): boolean;
  2899. public isStarted(): boolean;
  2900. public start(): void;
  2901. public stop(): void;
  2902. public _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  2903. private _update(newParticles);
  2904. private _getEffect();
  2905. public animate(): void;
  2906. public render(): number;
  2907. public dispose(): void;
  2908. public clone(name: string, newEmitter: any): ParticleSystem;
  2909. }
  2910. }
  2911. declare module BABYLON {
  2912. interface IPhysicsEnginePlugin {
  2913. initialize(iterations?: number): any;
  2914. setGravity(gravity: Vector3): void;
  2915. runOneStep(delta: number): void;
  2916. registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2917. registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2918. unregisterMesh(mesh: AbstractMesh): any;
  2919. applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2920. createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2921. dispose(): void;
  2922. isSupported(): boolean;
  2923. updateBodyPosition(mesh: AbstractMesh): void;
  2924. }
  2925. interface PhysicsBodyCreationOptions {
  2926. mass: number;
  2927. friction: number;
  2928. restitution: number;
  2929. }
  2930. interface PhysicsCompoundBodyPart {
  2931. mesh: Mesh;
  2932. impostor: number;
  2933. }
  2934. class PhysicsEngine {
  2935. public gravity: Vector3;
  2936. private _currentPlugin;
  2937. constructor(plugin?: IPhysicsEnginePlugin);
  2938. public _initialize(gravity?: Vector3): void;
  2939. public _runOneStep(delta: number): void;
  2940. public _setGravity(gravity: Vector3): void;
  2941. public _registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2942. public _registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2943. public _unregisterMesh(mesh: AbstractMesh): void;
  2944. public _applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2945. public _createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  2946. public _updateBodyPosition(mesh: AbstractMesh): void;
  2947. public dispose(): void;
  2948. public isSupported(): boolean;
  2949. static NoImpostor: number;
  2950. static SphereImpostor: number;
  2951. static BoxImpostor: number;
  2952. static PlaneImpostor: number;
  2953. static MeshImpostor: number;
  2954. static CapsuleImpostor: number;
  2955. static ConeImpostor: number;
  2956. static CylinderImpostor: number;
  2957. static ConvexHullImpostor: number;
  2958. static Epsilon: number;
  2959. }
  2960. }
  2961. declare module BABYLON {
  2962. class CannonJSPlugin implements IPhysicsEnginePlugin {
  2963. public checkWithEpsilon: (value: number) => number;
  2964. private _world;
  2965. private _registeredMeshes;
  2966. private _physicsMaterials;
  2967. public initialize(iterations?: number): void;
  2968. private _checkWithEpsilon(value);
  2969. public runOneStep(delta: number): void;
  2970. public setGravity(gravity: Vector3): void;
  2971. public registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
  2972. private _createSphere(radius, mesh, options?);
  2973. private _createBox(x, y, z, mesh, options?);
  2974. private _createPlane(mesh, options?);
  2975. private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
  2976. private _addMaterial(friction, restitution);
  2977. private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
  2978. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2979. private _unbindBody(body);
  2980. public unregisterMesh(mesh: AbstractMesh): void;
  2981. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  2982. public updateBodyPosition: (mesh: AbstractMesh) => void;
  2983. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
  2984. public dispose(): void;
  2985. public isSupported(): boolean;
  2986. }
  2987. }
  2988. declare module BABYLON {
  2989. class OimoJSPlugin implements IPhysicsEnginePlugin {
  2990. private _world;
  2991. private _registeredMeshes;
  2992. private _checkWithEpsilon(value);
  2993. public initialize(iterations?: number): void;
  2994. public setGravity(gravity: Vector3): void;
  2995. public registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
  2996. public registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
  2997. private _createBodyAsCompound(part, options, initialMesh);
  2998. public unregisterMesh(mesh: AbstractMesh): void;
  2999. private _unbindBody(body);
  3000. /**
  3001. * Update the body position according to the mesh position
  3002. * @param mesh
  3003. */
  3004. public updateBodyPosition: (mesh: AbstractMesh) => void;
  3005. public applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
  3006. public createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
  3007. public dispose(): void;
  3008. public isSupported(): boolean;
  3009. private _getLastShape(body);
  3010. public runOneStep(time: number): void;
  3011. }
  3012. }
  3013. declare module BABYLON {
  3014. class AnaglyphPostProcess extends PostProcess {
  3015. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3016. }
  3017. }
  3018. declare module BABYLON {
  3019. class BlackAndWhitePostProcess extends PostProcess {
  3020. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3021. }
  3022. }
  3023. declare module BABYLON {
  3024. class BlurPostProcess extends PostProcess {
  3025. public direction: Vector2;
  3026. public blurWidth: number;
  3027. constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3028. }
  3029. }
  3030. declare module BABYLON {
  3031. class ConvolutionPostProcess extends PostProcess {
  3032. public kernel: number[];
  3033. constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3034. static EdgeDetect0Kernel: number[];
  3035. static EdgeDetect1Kernel: number[];
  3036. static EdgeDetect2Kernel: number[];
  3037. static SharpenKernel: number[];
  3038. static EmbossKernel: number[];
  3039. static GaussianKernel: number[];
  3040. }
  3041. }
  3042. declare module BABYLON {
  3043. class DisplayPassPostProcess extends PostProcess {
  3044. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3045. }
  3046. }
  3047. declare module BABYLON {
  3048. class FilterPostProcess extends PostProcess {
  3049. public kernelMatrix: Matrix;
  3050. constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3051. }
  3052. }
  3053. declare module BABYLON {
  3054. class FxaaPostProcess extends PostProcess {
  3055. public texelWidth: number;
  3056. public texelHeight: number;
  3057. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3058. }
  3059. }
  3060. declare module BABYLON {
  3061. class OculusDistortionCorrectionPostProcess extends PostProcess {
  3062. public aspectRatio: number;
  3063. private _isRightEye;
  3064. private _distortionFactors;
  3065. private _postProcessScaleFactor;
  3066. private _lensCenterOffset;
  3067. private _scaleIn;
  3068. private _scaleFactor;
  3069. private _lensCenter;
  3070. constructor(name: string, camera: Camera, isRightEye: boolean, cameraSettings: any);
  3071. }
  3072. }
  3073. declare module BABYLON {
  3074. class PassPostProcess extends PostProcess {
  3075. constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3076. }
  3077. }
  3078. declare module BABYLON {
  3079. class PostProcess {
  3080. public name: string;
  3081. public onApply: (Effect: any) => void;
  3082. public onBeforeRender: (Effect: any) => void;
  3083. public onSizeChanged: () => void;
  3084. public onActivate: (Camera: any) => void;
  3085. public width: number;
  3086. public height: number;
  3087. public renderTargetSamplingMode: number;
  3088. private _camera;
  3089. private _scene;
  3090. private _engine;
  3091. private _renderRatio;
  3092. private _reusable;
  3093. public _textures: SmartArray<WebGLTexture>;
  3094. public _currentRenderTextureInd: number;
  3095. private _effect;
  3096. constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number, camera: Camera, samplingMode: number, engine?: Engine, reusable?: boolean);
  3097. public isReusable(): boolean;
  3098. public activate(camera: Camera, sourceTexture?: WebGLTexture): void;
  3099. public apply(): Effect;
  3100. public dispose(camera: Camera): void;
  3101. }
  3102. }
  3103. declare module BABYLON {
  3104. class PostProcessManager {
  3105. private _scene;
  3106. private _indexBuffer;
  3107. private _vertexDeclaration;
  3108. private _vertexStrideSize;
  3109. private _vertexBuffer;
  3110. constructor(scene: Scene);
  3111. public _prepareFrame(sourceTexture?: WebGLTexture): boolean;
  3112. public _finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture): void;
  3113. public dispose(): void;
  3114. }
  3115. }
  3116. declare module BABYLON {
  3117. class RefractionPostProcess extends PostProcess {
  3118. public color: Color3;
  3119. public depth: number;
  3120. public colorLevel: number;
  3121. private _refRexture;
  3122. constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  3123. public dispose(camera: Camera): void;
  3124. }
  3125. }
  3126. declare module BABYLON {
  3127. class PostProcessRenderEffect {
  3128. private _engine;
  3129. private _postProcesses;
  3130. private _getPostProcess;
  3131. private _singleInstance;
  3132. private _cameras;
  3133. private _indicesForCamera;
  3134. private _renderPasses;
  3135. private _renderEffectAsPasses;
  3136. public _name: string;
  3137. public applyParameters: (postProcess: PostProcess) => void;
  3138. constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
  3139. public _update(): void;
  3140. public addPass(renderPass: PostProcessRenderPass): void;
  3141. public removePass(renderPass: PostProcessRenderPass): void;
  3142. public addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
  3143. public getPass(passName: string): void;
  3144. public emptyPasses(): void;
  3145. public _attachCameras(cameras: Camera): any;
  3146. public _attachCameras(cameras: Camera[]): any;
  3147. public _detachCameras(cameras: Camera): any;
  3148. public _detachCameras(cameras: Camera[]): any;
  3149. public _enable(cameras: Camera): any;
  3150. public _enable(cameras: Camera[]): any;
  3151. public _disable(cameras: Camera): any;
  3152. public _disable(cameras: Camera[]): any;
  3153. public getPostProcess(camera?: Camera): PostProcess;
  3154. private _linkParameters();
  3155. private _linkTextures(effect);
  3156. }
  3157. }
  3158. declare module BABYLON {
  3159. class PostProcessRenderPass {
  3160. private _enabled;
  3161. private _renderList;
  3162. private _renderTexture;
  3163. private _scene;
  3164. private _refCount;
  3165. public _name: string;
  3166. constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
  3167. public _incRefCount(): number;
  3168. public _decRefCount(): number;
  3169. public _update(): void;
  3170. public setRenderList(renderList: Mesh[]): void;
  3171. public getRenderTexture(): RenderTargetTexture;
  3172. }
  3173. }
  3174. declare module BABYLON {
  3175. class PostProcessRenderPipeline {
  3176. private _engine;
  3177. private _renderEffects;
  3178. private _renderEffectsForIsolatedPass;
  3179. private _cameras;
  3180. public _name: string;
  3181. private static PASS_EFFECT_NAME;
  3182. private static PASS_SAMPLER_NAME;
  3183. constructor(engine: Engine, name: string);
  3184. public addEffect(renderEffect: PostProcessRenderEffect): void;
  3185. public _enableEffect(renderEffectName: string, cameras: Camera): any;
  3186. public _enableEffect(renderEffectName: string, cameras: Camera[]): any;
  3187. public _disableEffect(renderEffectName: string, cameras: Camera): any;
  3188. public _disableEffect(renderEffectName: string, cameras: Camera[]): any;
  3189. public _attachCameras(cameras: Camera, unique: boolean): any;
  3190. public _attachCameras(cameras: Camera[], unique: boolean): any;
  3191. public _detachCameras(cameras: Camera): any;
  3192. public _detachCameras(cameras: Camera[]): any;
  3193. public _enableDisplayOnlyPass(passName: any, cameras: Camera): any;
  3194. public _enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
  3195. public _disableDisplayOnlyPass(cameras: Camera): any;
  3196. public _disableDisplayOnlyPass(cameras: Camera[]): any;
  3197. public _update(): void;
  3198. }
  3199. }
  3200. declare module BABYLON {
  3201. class PostProcessRenderPipelineManager {
  3202. private _renderPipelines;
  3203. constructor();
  3204. public addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  3205. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
  3206. public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
  3207. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
  3208. public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3209. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3210. public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3211. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
  3212. public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
  3213. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
  3214. public enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
  3215. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
  3216. public disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
  3217. public update(): void;
  3218. }
  3219. }
  3220. declare module BABYLON {
  3221. class BoundingBoxRenderer {
  3222. public frontColor: Color3;
  3223. public backColor: Color3;
  3224. public showBackLines: boolean;
  3225. public renderList: SmartArray<BoundingBox>;
  3226. private _scene;
  3227. private _colorShader;
  3228. private _vb;
  3229. private _ib;
  3230. constructor(scene: Scene);
  3231. public reset(): void;
  3232. public render(): void;
  3233. public dispose(): void;
  3234. }
  3235. }
  3236. declare module BABYLON {
  3237. class OutlineRenderer {
  3238. private _scene;
  3239. private _effect;
  3240. private _cachedDefines;
  3241. constructor(scene: Scene);
  3242. public render(subMesh: SubMesh, batch: _InstancesBatch): void;
  3243. public isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  3244. }
  3245. }
  3246. declare module BABYLON {
  3247. class RenderingGroup {
  3248. public index: number;
  3249. private _scene;
  3250. private _opaqueSubMeshes;
  3251. private _transparentSubMeshes;
  3252. private _alphaTestSubMeshes;
  3253. private _activeVertices;
  3254. constructor(index: number, scene: Scene);
  3255. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, beforeTransparents: any): boolean;
  3256. public prepare(): void;
  3257. public dispatch(subMesh: SubMesh): void;
  3258. }
  3259. }
  3260. declare module BABYLON {
  3261. class RenderingManager {
  3262. static MAX_RENDERINGGROUPS: number;
  3263. private _scene;
  3264. private _renderingGroups;
  3265. private _depthBufferAlreadyCleaned;
  3266. constructor(scene: Scene);
  3267. private _renderParticles(index, activeMeshes);
  3268. private _renderSprites(index);
  3269. private _clearDepthBuffer();
  3270. public render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents: () => void) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
  3271. public reset(): void;
  3272. public dispatch(subMesh: SubMesh): void;
  3273. }
  3274. }
  3275. declare module BABYLON {
  3276. class Sprite {
  3277. public name: string;
  3278. public position: Vector3;
  3279. public color: Color4;
  3280. public size: number;
  3281. public angle: number;
  3282. public cellIndex: number;
  3283. public invertU: number;
  3284. public invertV: number;
  3285. public disposeWhenFinishedAnimating: boolean;
  3286. public animations: Animation[];
  3287. private _animationStarted;
  3288. private _loopAnimation;
  3289. private _fromIndex;
  3290. private _toIndex;
  3291. private _delay;
  3292. private _direction;
  3293. private _frameCount;
  3294. private _manager;
  3295. private _time;
  3296. constructor(name: string, manager: SpriteManager);
  3297. public playAnimation(from: number, to: number, loop: boolean, delay: number): void;
  3298. public stopAnimation(): void;
  3299. public _animate(deltaTime: number): void;
  3300. public dispose(): void;
  3301. }
  3302. }
  3303. declare module BABYLON {
  3304. class SpriteManager {
  3305. public name: string;
  3306. public cellSize: number;
  3307. public sprites: Sprite[];
  3308. public renderingGroupId: number;
  3309. public onDispose: () => void;
  3310. private _capacity;
  3311. private _spriteTexture;
  3312. private _epsilon;
  3313. private _scene;
  3314. private _vertexDeclaration;
  3315. private _vertexStrideSize;
  3316. private _vertexBuffer;
  3317. private _indexBuffer;
  3318. private _vertices;
  3319. private _effectBase;
  3320. private _effectFog;
  3321. constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number);
  3322. private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
  3323. public render(): void;
  3324. public dispose(): void;
  3325. }
  3326. }
  3327. declare module BABYLON.Internals {
  3328. class AndOrNotEvaluator {
  3329. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  3330. private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
  3331. private static _SimplifyNegation(booleanString);
  3332. }
  3333. }
  3334. declare module BABYLON {
  3335. interface IAssetTask {
  3336. onSuccess: (task: IAssetTask) => void;
  3337. onError: (task: IAssetTask) => void;
  3338. isCompleted: boolean;
  3339. run(scene: Scene, onSuccess: () => void, onError: () => void): any;
  3340. }
  3341. class MeshAssetTask implements IAssetTask {
  3342. public name: string;
  3343. public meshesNames: any;
  3344. public rootUrl: string;
  3345. public sceneFilename: string;
  3346. public loadedMeshes: AbstractMesh[];
  3347. public loadedParticleSystems: ParticleSystem[];
  3348. public loadedSkeletons: Skeleton[];
  3349. public onSuccess: (task: IAssetTask) => void;
  3350. public onError: (task: IAssetTask) => void;
  3351. public isCompleted: boolean;
  3352. constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
  3353. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3354. }
  3355. class TextFileAssetTask implements IAssetTask {
  3356. public name: string;
  3357. public url: string;
  3358. public onSuccess: (task: IAssetTask) => void;
  3359. public onError: (task: IAssetTask) => void;
  3360. public isCompleted: boolean;
  3361. public text: string;
  3362. constructor(name: string, url: string);
  3363. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3364. }
  3365. class BinaryFileAssetTask implements IAssetTask {
  3366. public name: string;
  3367. public url: string;
  3368. public onSuccess: (task: IAssetTask) => void;
  3369. public onError: (task: IAssetTask) => void;
  3370. public isCompleted: boolean;
  3371. public data: ArrayBuffer;
  3372. constructor(name: string, url: string);
  3373. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3374. }
  3375. class ImageAssetTask implements IAssetTask {
  3376. public name: string;
  3377. public url: string;
  3378. public onSuccess: (task: IAssetTask) => void;
  3379. public onError: (task: IAssetTask) => void;
  3380. public isCompleted: boolean;
  3381. public image: HTMLImageElement;
  3382. constructor(name: string, url: string);
  3383. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3384. }
  3385. class TextureAssetTask implements IAssetTask {
  3386. public name: string;
  3387. public url: string;
  3388. public noMipmap: boolean;
  3389. public invertY: boolean;
  3390. public samplingMode: number;
  3391. public onSuccess: (task: IAssetTask) => void;
  3392. public onError: (task: IAssetTask) => void;
  3393. public isCompleted: boolean;
  3394. public texture: Texture;
  3395. constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
  3396. public run(scene: Scene, onSuccess: () => void, onError: () => void): void;
  3397. }
  3398. class AssetsManager {
  3399. private _tasks;
  3400. private _scene;
  3401. private _waitingTasksCount;
  3402. public onFinish: (tasks: IAssetTask[]) => void;
  3403. public onTaskSuccess: (task: IAssetTask) => void;
  3404. public onTaskError: (task: IAssetTask) => void;
  3405. public useDefaultLoadingScreen: boolean;
  3406. constructor(scene: Scene);
  3407. public addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
  3408. public addTextFileTask(taskName: string, url: string): IAssetTask;
  3409. public addBinaryFileTask(taskName: string, url: string): IAssetTask;
  3410. public addImageTask(taskName: string, url: string): IAssetTask;
  3411. public addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
  3412. private _decreaseWaitingTasksCount();
  3413. private _runTask(task);
  3414. public reset(): AssetsManager;
  3415. public load(): AssetsManager;
  3416. }
  3417. }
  3418. declare module BABYLON {
  3419. class Database {
  3420. private callbackManifestChecked;
  3421. private currentSceneUrl;
  3422. private db;
  3423. private enableSceneOffline;
  3424. private enableTexturesOffline;
  3425. private manifestVersionFound;
  3426. private mustUpdateRessources;
  3427. private hasReachedQuota;
  3428. private isSupported;
  3429. private idbFactory;
  3430. static isUASupportingBlobStorage: boolean;
  3431. constructor(urlToScene: string, callbackManifestChecked: (boolean: any) => any);
  3432. static parseURL: (url: string) => string;
  3433. static ReturnFullUrlLocation: (url: string) => string;
  3434. public checkManifestFile(): void;
  3435. public openAsync(successCallback: any, errorCallback: any): void;
  3436. public loadImageFromDB(url: string, image: HTMLImageElement): void;
  3437. private _loadImageFromDBAsync(url, image, notInDBCallback);
  3438. private _saveImageIntoDBAsync(url, image);
  3439. private _checkVersionFromDB(url, versionLoaded);
  3440. private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
  3441. private _saveVersionIntoDBAsync(url, callback);
  3442. private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
  3443. private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
  3444. private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
  3445. }
  3446. }
  3447. declare module BABYLON {
  3448. class FilesInput {
  3449. private engine;
  3450. private currentScene;
  3451. private canvas;
  3452. private sceneLoadedCallback;
  3453. private progressCallback;
  3454. private additionnalRenderLoopLogicCallback;
  3455. private textureLoadingCallback;
  3456. private startingProcessingFilesCallback;
  3457. private elementToMonitor;
  3458. static FilesTextures: any[];
  3459. static FilesToLoad: any[];
  3460. constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
  3461. public monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
  3462. private renderFunction();
  3463. private drag(e);
  3464. private drop(eventDrop);
  3465. private loadFiles(event);
  3466. }
  3467. }
  3468. declare module BABYLON {
  3469. class Gamepads {
  3470. private babylonGamepads;
  3471. private oneGamepadConnected;
  3472. private isMonitoring;
  3473. private gamepadEventSupported;
  3474. private gamepadSupportAvailable;
  3475. private _callbackGamepadConnected;
  3476. private buttonADataURL;
  3477. private static gamepadDOMInfo;
  3478. constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
  3479. private _insertGamepadDOMInstructions();
  3480. private _insertGamepadDOMNotSupported();
  3481. public dispose(): void;
  3482. private _onGamepadConnected(evt);
  3483. private _addNewGamepad(gamepad);
  3484. private _onGamepadDisconnected(evt);
  3485. private _startMonitoringGamepads();
  3486. private _stopMonitoringGamepads();
  3487. private _checkGamepadsStatus();
  3488. private _updateGamepadObjects();
  3489. }
  3490. class StickValues {
  3491. public x: any;
  3492. public y: any;
  3493. constructor(x: any, y: any);
  3494. }
  3495. class Gamepad {
  3496. public id: string;
  3497. public index: number;
  3498. public browserGamepad: any;
  3499. private _leftStick;
  3500. private _rightStick;
  3501. private _onleftstickchanged;
  3502. private _onrightstickchanged;
  3503. constructor(id: string, index: number, browserGamepad: any);
  3504. public onleftstickchanged(callback: (values: StickValues) => void): void;
  3505. public onrightstickchanged(callback: (values: StickValues) => void): void;
  3506. public leftStick : StickValues;
  3507. public rightStick : StickValues;
  3508. public update(): void;
  3509. }
  3510. class GenericPad extends Gamepad {
  3511. public id: string;
  3512. public index: number;
  3513. public gamepad: any;
  3514. private _buttons;
  3515. private _onbuttondown;
  3516. private _onbuttonup;
  3517. public onbuttondown(callback: (buttonPressed: number) => void): void;
  3518. public onbuttonup(callback: (buttonReleased: number) => void): void;
  3519. constructor(id: string, index: number, gamepad: any);
  3520. private _setButtonValue(newValue, currentValue, buttonIndex);
  3521. public update(): void;
  3522. }
  3523. enum Xbox360Button {
  3524. A = 0,
  3525. B = 1,
  3526. X = 2,
  3527. Y = 3,
  3528. Start = 4,
  3529. Back = 5,
  3530. LB = 6,
  3531. RB = 7,
  3532. LeftStick = 8,
  3533. RightStick = 9,
  3534. }
  3535. enum Xbox360Dpad {
  3536. Up = 0,
  3537. Down = 1,
  3538. Left = 2,
  3539. Right = 3,
  3540. }
  3541. class Xbox360Pad extends Gamepad {
  3542. private _leftTrigger;
  3543. private _rightTrigger;
  3544. private _onlefttriggerchanged;
  3545. private _onrighttriggerchanged;
  3546. private _onbuttondown;
  3547. private _onbuttonup;
  3548. private _ondpaddown;
  3549. private _ondpadup;
  3550. private _buttonA;
  3551. private _buttonB;
  3552. private _buttonX;
  3553. private _buttonY;
  3554. private _buttonBack;
  3555. private _buttonStart;
  3556. private _buttonLB;
  3557. private _buttonRB;
  3558. private _buttonLeftStick;
  3559. private _buttonRightStick;
  3560. private _dPadUp;
  3561. private _dPadDown;
  3562. private _dPadLeft;
  3563. private _dPadRight;
  3564. public onlefttriggerchanged(callback: (value: number) => void): void;
  3565. public onrighttriggerchanged(callback: (value: number) => void): void;
  3566. public leftTrigger : number;
  3567. public rightTrigger : number;
  3568. public onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  3569. public onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  3570. public ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  3571. public ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  3572. private _setButtonValue(newValue, currentValue, buttonType);
  3573. private _setDPadValue(newValue, currentValue, buttonType);
  3574. public buttonA : number;
  3575. public buttonB : number;
  3576. public buttonX : number;
  3577. public buttonY : number;
  3578. public buttonStart : number;
  3579. public buttonBack : number;
  3580. public buttonLB : number;
  3581. public buttonRB : number;
  3582. public buttonLeftStick : number;
  3583. public buttonRightStick : number;
  3584. public dPadUp : number;
  3585. public dPadDown : number;
  3586. public dPadLeft : number;
  3587. public dPadRight : number;
  3588. public update(): void;
  3589. }
  3590. }
  3591. interface Navigator {
  3592. getGamepads(func?: any): any;
  3593. webkitGetGamepads(func?: any): any;
  3594. msGetGamepads(func?: any): any;
  3595. webkitGamepads(func?: any): any;
  3596. }
  3597. declare module BABYLON {
  3598. class SceneOptimization {
  3599. public priority: number;
  3600. public apply: (scene: Scene) => boolean;
  3601. constructor(priority?: number);
  3602. }
  3603. class TextureSceneOptimization extends SceneOptimization {
  3604. public maximumSize: number;
  3605. public priority: number;
  3606. constructor(maximumSize?: number, priority?: number);
  3607. public apply: (scene: Scene) => boolean;
  3608. }
  3609. class HardwareScalingSceneOptimization extends SceneOptimization {
  3610. public maximumScale: number;
  3611. public priority: number;
  3612. private _currentScale;
  3613. constructor(maximumScale?: number, priority?: number);
  3614. public apply: (scene: Scene) => boolean;
  3615. }
  3616. class ShadowsSceneOptimization extends SceneOptimization {
  3617. public apply: (scene: Scene) => boolean;
  3618. }
  3619. class PostProcessesSceneOptimization extends SceneOptimization {
  3620. public apply: (scene: Scene) => boolean;
  3621. }
  3622. class LensFlaresSceneOptimization extends SceneOptimization {
  3623. public apply: (scene: Scene) => boolean;
  3624. }
  3625. class ParticlesSceneOptimization extends SceneOptimization {
  3626. public apply: (scene: Scene) => boolean;
  3627. }
  3628. class SceneOptimizerOptions {
  3629. public targetFrameRate: number;
  3630. public trackerDuration: number;
  3631. public optimizations: SceneOptimization[];
  3632. constructor(targetFrameRate?: number, trackerDuration?: number);
  3633. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3634. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3635. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  3636. }
  3637. class SceneOptimizer {
  3638. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
  3639. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
  3640. }
  3641. }
  3642. declare module BABYLON {
  3643. class SceneSerializer {
  3644. static Serialize(scene: Scene): any;
  3645. }
  3646. }
  3647. declare module BABYLON {
  3648. class SmartArray<T> {
  3649. public data: T[];
  3650. public length: number;
  3651. private _id;
  3652. private _duplicateId;
  3653. constructor(capacity: number);
  3654. public push(value: any): void;
  3655. public pushNoDuplicate(value: any): void;
  3656. public sort(compareFn: any): void;
  3657. public reset(): void;
  3658. public concat(array: any): void;
  3659. public concatWithNoDuplicate(array: any): void;
  3660. public indexOf(value: any): number;
  3661. private static _GlobalId;
  3662. }
  3663. }
  3664. declare module BABYLON {
  3665. class Tags {
  3666. static EnableFor(obj: any): void;
  3667. static DisableFor(obj: any): void;
  3668. static HasTags(obj: any): boolean;
  3669. static GetTags(obj: any): any;
  3670. static AddTagsTo(obj: any, tagsString: string): void;
  3671. static _AddTagTo(obj: any, tag: string): void;
  3672. static RemoveTagsFrom(obj: any, tagsString: string): void;
  3673. static _RemoveTagFrom(obj: any, tag: string): void;
  3674. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  3675. }
  3676. }
  3677. declare module BABYLON {
  3678. interface IAnimatable {
  3679. animations: Animation[];
  3680. }
  3681. interface ISize {
  3682. width: number;
  3683. height: number;
  3684. }
  3685. class Tools {
  3686. static BaseUrl: string;
  3687. static GetExponantOfTwo: (value: number, max: number) => number;
  3688. static GetFilename(path: string): string;
  3689. static GetDOMTextContent(element: HTMLElement): string;
  3690. static ToDegrees(angle: number): number;
  3691. static ToRadians(angle: number): number;
  3692. static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
  3693. minimum: Vector3;
  3694. maximum: Vector3;
  3695. };
  3696. static ExtractMinAndMax(positions: number[], start: number, count: number): {
  3697. minimum: Vector3;
  3698. maximum: Vector3;
  3699. };
  3700. static MakeArray(obj: any, allowsNullUndefined?: boolean): any[];
  3701. static GetPointerPrefix(): string;
  3702. static QueueNewFrame(func: any): void;
  3703. static RequestFullscreen(element: any): void;
  3704. static ExitFullscreen(): void;
  3705. static CleanUrl(url: string): string;
  3706. static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
  3707. static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
  3708. static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
  3709. static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
  3710. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  3711. static WithinEpsilon(a: number, b: number): boolean;
  3712. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  3713. static IsEmpty(obj: any): boolean;
  3714. static RegisterTopRootEvents(events: {
  3715. name: string;
  3716. handler: EventListener;
  3717. }[]): void;
  3718. static UnregisterTopRootEvents(events: {
  3719. name: string;
  3720. handler: EventListener;
  3721. }[]): void;
  3722. static GetFps(): number;
  3723. static GetDeltaTime(): number;
  3724. static _MeasureFps(): void;
  3725. static CreateScreenshot(engine: Engine, camera: Camera, size: any): void;
  3726. static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
  3727. private static _NoneLogLevel;
  3728. private static _MessageLogLevel;
  3729. private static _WarningLogLevel;
  3730. private static _ErrorLogLevel;
  3731. static NoneLogLevel : number;
  3732. static MessageLogLevel : number;
  3733. static WarningLogLevel : number;
  3734. static ErrorLogLevel : number;
  3735. static AllLogLevel : number;
  3736. private static _FormatMessage(message);
  3737. static Log: (message: string) => void;
  3738. private static _LogDisabled(message);
  3739. private static _LogEnabled(message);
  3740. static Warn: (message: string) => void;
  3741. private static _WarnDisabled(message);
  3742. private static _WarnEnabled(message);
  3743. static Error: (message: string) => void;
  3744. private static _ErrorDisabled(message);
  3745. private static _ErrorEnabled(message);
  3746. static LogLevels : number;
  3747. private static _PerformanceNoneLogLevel;
  3748. private static _PerformanceUserMarkLogLevel;
  3749. private static _PerformanceConsoleLogLevel;
  3750. private static _performance;
  3751. static PerformanceNoneLogLevel : number;
  3752. static PerformanceUserMarkLogLevel : number;
  3753. static PerformanceConsoleLogLevel : number;
  3754. static PerformanceLogLevel : number;
  3755. static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  3756. static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
  3757. static _StartUserMark(counterName: string, condition?: boolean): void;
  3758. static _EndUserMark(counterName: string, condition?: boolean): void;
  3759. static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
  3760. static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
  3761. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  3762. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  3763. static Now : number;
  3764. }
  3765. }
  3766. declare module BABYLON.Internals {
  3767. interface DDSInfo {
  3768. width: number;
  3769. height: number;
  3770. mipmapCount: number;
  3771. isFourCC: boolean;
  3772. isRGB: boolean;
  3773. isLuminance: boolean;
  3774. isCube: boolean;
  3775. }
  3776. class DDSTools {
  3777. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  3778. private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3779. private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3780. private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  3781. static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
  3782. }
  3783. }
  3784. /**
  3785. * Based on jsTGALoader - Javascript loader for TGA file
  3786. * By Vincent Thibault
  3787. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  3788. */
  3789. declare module BABYLON.Internals {
  3790. class TGATools {
  3791. private static _TYPE_NO_DATA;
  3792. private static _TYPE_INDEXED;
  3793. private static _TYPE_RGB;
  3794. private static _TYPE_GREY;
  3795. private static _TYPE_RLE_INDEXED;
  3796. private static _TYPE_RLE_RGB;
  3797. private static _TYPE_RLE_GREY;
  3798. private static _ORIGIN_MASK;
  3799. private static _ORIGIN_SHIFT;
  3800. private static _ORIGIN_BL;
  3801. private static _ORIGIN_BR;
  3802. private static _ORIGIN_UL;
  3803. private static _ORIGIN_UR;
  3804. static GetTGAHeader(data: Uint8Array): any;
  3805. static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
  3806. 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;
  3807. 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;
  3808. 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;
  3809. 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;
  3810. 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;
  3811. 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;
  3812. }
  3813. }
  3814. declare module BABYLON {
  3815. enum JoystickAxis {
  3816. X = 0,
  3817. Y = 1,
  3818. Z = 2,
  3819. }
  3820. class VirtualJoystick {
  3821. public reverseLeftRight: boolean;
  3822. public reverseUpDown: boolean;
  3823. public deltaPosition: Vector3;
  3824. public pressed: boolean;
  3825. private static _globalJoystickIndex;
  3826. private static vjCanvas;
  3827. private static vjCanvasContext;
  3828. private static vjCanvasWidth;
  3829. private static vjCanvasHeight;
  3830. private static halfWidth;
  3831. private static halfHeight;
  3832. private _action;
  3833. private _axisTargetedByLeftAndRight;
  3834. private _axisTargetedByUpAndDown;
  3835. private _joystickSensibility;
  3836. private _inversedSensibility;
  3837. private _rotationSpeed;
  3838. private _inverseRotationSpeed;
  3839. private _rotateOnAxisRelativeToMesh;
  3840. private _joystickPointerID;
  3841. private _joystickColor;
  3842. private _joystickPointerPos;
  3843. private _joystickPointerStartPos;
  3844. private _deltaJoystickVector;
  3845. private _leftJoystick;
  3846. private _joystickIndex;
  3847. private _touches;
  3848. constructor(leftJoystick?: boolean);
  3849. public setJoystickSensibility(newJoystickSensibility: number): void;
  3850. private _onPointerDown(e);
  3851. private _onPointerMove(e);
  3852. private _onPointerUp(e);
  3853. /**
  3854. * Change the color of the virtual joystick
  3855. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  3856. */
  3857. public setJoystickColor(newColor: string): void;
  3858. public setActionOnTouch(action: () => any): void;
  3859. public setAxisForLeftRight(axis: JoystickAxis): void;
  3860. public setAxisForUpDown(axis: JoystickAxis): void;
  3861. private _clearCanvas();
  3862. private _drawVirtualJoystick();
  3863. public releaseCanvas(): void;
  3864. }
  3865. }
  3866. declare module BABYLON.VirtualJoystick {
  3867. class Collection<T> {
  3868. private _count;
  3869. private _collection;
  3870. constructor();
  3871. public Count(): number;
  3872. public add<T>(key: string, item: T): number;
  3873. public remove(key: string): number;
  3874. public item(key: string): any;
  3875. public forEach<T>(block: (item: T) => void): void;
  3876. }
  3877. }